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Let’s take a look at another role that is close to my heart in Elite: Dangerous: the Explorer. To discover the world with abnegation! To unite all people within our blason! To scan the neutrons with all our love! To push the boundaries and always aim above! Nicou! You! Team-xplorer blast off at the speed of liiiiiight!
- The role: Explorer
- Ships and modules
- About Exploring
- Tips and tricks
As an explorer, your goal will be to move away from human space in order to discover new systems and planets that may be of interest to humanity. By exploring space, you will discover many systems, some of which could help foster or even shelter life! Then, sell all your data and earn your well-earned credits.
What qualifies a good explorer?
- A light vessel but very well equipped.
- Weapons are recommended but not mandatory, in order to protect you from the pirates’ interdictions or unexpected encounters. If your ship is destroyed, your data will be lost.
- A good outfit: detailed and advanced scanners modules, excellent FSD, repair module, heat sinks, a SRV bay, a fuel scoop, …
- A jump range as high as possible in order to go fast and far, however you may miss some interesting systems on your way, it’s up to you. Generally 30 AL (unmodded) to 50 AL (modded) is the average of a good explorer.
- A sturdy Power plant to dissipate heat and constantly stay in flight.
- Knowledge of systems, stars, their prices, their dangers and the scoopable stars.
Every ships can explore the confines of space, yes … but some are of course better than others. Let’s see what Elite: Dangerous offers to be comfortable in exploration with maximum potential. Myself, I have started in a Viper MkIII, others do it in Eagle MkII or even in Type 9. They are far from optimized for this role but again with Elite: Dangerous: take a ship Have fun!
– Quick Exploration
All ships can explore. Add a medium or advanced scanner and you’re ready.
For improved short explorations, also purchase a detailed surface scanner to scan interesting astral bodies.
No need to buy anything other than scanners and the fuel scoop. Leave the repair module, too expensive.
– Long Exploration (& planetary alternative)
The ships below are ranked from the cheapest to the most expensive. Each of the links will lead you to the build I prepared in order to start a comfy long exploration trip. Note that they are built with very good modules, which explains why they look expensive.
With Horizons has been added many planets without atmospheres, to explore. These planets have different gravity, so I provided you with an alternative build “Surface”, offering modules ready to sustain damages. Indeed, more powerful shields, thrusters, and a better distributor are recommended in order to counteract the vagaries of surface gravity.
- Hauler – 2M 953k 300 credits (520k 460 credits with a Fuel Scoop 3D and a basic scanner)
- No planetary alternative here, but feel free to remove the Fuel Scoop in order to put a SRV hangar there. Don’t forget if you do so, you will have only 5 jumps max!
- With jumps of 25 LY, the Hauler will be your first ally if you are an explorer. You will be able to wander from system to system by scanning everything that happens to you in order to extract a maximum of data and therefore: credits. You have no ability to counter-attack; Rely on your speed and your chaff to escape.
- Cobra Mk III – 8M 211k 580 credits (Surface alternative)
- Like the Hauler, a good 25 LY of jumping range, however you will be much more comfortable and reassured thanks to your your repairs module. No counter-attack possible here but the Cobra Mk III is the fastest ship in the game, for its size! Fly away, and if your shields are broken, switch to stealth mode and launch a heat sink. You will also have some cargo available and will generally last much longer in deep space than a Hauler. The heat sink will also counter possible errors in steering against the stars.
- “And Type 6?” You will tell me. And I would say, Yes! In exploration, you will tend to heat very quickly, for nothing, and end up with recurring damage to your internal modules by repetitive overheating. The Type 6 doesn’t dissipate well heat… but he jumps well, that’s why he’s more of a Rare trader [Trader Guide to come].
- Diamondback Explorer – 15M 149k 236 credits (Surface alternative)
- An excellent step before owning an Asp Explorer, but little useful once the AspX is owned. 31.20 LY, weapons to repel pirates, just enough modules to go deep in exploration, and adapted utility modules: the Diamondback Explorer also has the excellent ability to dissipate heat very efficiently. It is very rare to see a DBX overheat.
- Asp Explorer – 45M 675k 270 credits (Surface alternative, recommended)
- The Asp Explorer is designed to take you anywhere, with all your exploration outfit. 30.60 LY is slightly less than a DBX but you will have far more equipment and modules available for your expeditions. The AspX is the companion of any veteran explorer.
- Anaconda – 200M 777k 930 crédits
- Somewhat overkill, the Anaconda does not usually jump much further than an AspX. Its role is most often to rally one point to another as quickly as possible and especially to rely on multiple engineers mods and white dwarf/neutron stars. With 37AL, you will climb to 50+ LY thanks to engineers and about 200 LY with neutrons, where an AspX would make 31 → 43mod → 172neutron (I make 200LY with my special modded DBX + neutron though). If you count jumps, an Anaconda will generally go faster. This very simple build costs more than 4 times as much as the AspX for a fine gain of time and a very slow supercruise maneuverability. “Very little for me”, you will say, and you will be quite right… unless your goal is exactly to go far and fast… but we are here to explore, right?
Of course you can even kill some modules to gain jump range; here, I prepared comfy ships to resist time and soften issues that might arise when you explore.
Here we are! Once you have chosen ship and outfit according to your mode of exploration (quick or long), let’s launch! You will make a large number of jumps in order to travel from systems to systems to discover new places.
☼ Fast navigation and economical navigation can be switched in order to travel in different ways:
- Fast navigation: Jump as far as your ship allows, to quickly move on your route.
- Economical navigation: Economical journey, you will jump on the nearest system, saving your precious fuel.
☼ With these long journeys you will have to scoop fuel on the stars. Some stars can be scooped using a fuel scoop and others are not eligible, like the brown and red stars for example. The stars have various classes and the scoopables stars are A, B, F, O, G, K and M. Here is my trick to remember them:
If you have no more fuel to travel… well… you’re quite in the spatial turd. I invite you to call a friend who can refuel you, to self-destroy if you don’t have friends or better: call the Fuel Rats!
☼ Then comes the knowledge of the stars, it’s simple, take a look at the visual guide created by the CMDR Dubardo. You will discover the stars, planets and more importantly their values turned into data. Better trust my second board for the values.
☼ Note that the planets have many parameters (composition, atmosphere, volcanism, temperature, Patm, …), and these parameters depend on the visual of the planet. An atmosphere can be detected by the thin layer highlighted around it. The colour of this atmosphere will change according to their chemical components and parameters:
- Yellow: Carbon dioxide (Venus, CO²)
- Green: Ammonia
- Dark blue: Water(Rare, quickly turns green if there is some ammonia)
- Light green: Methane
- Cyan: Nitrogen (Earth, NO²)
- Brown: Hydrogen (Jupiter, H²)
- … (some others)
- If there is no thin coloured layer, there is no atmosphere
Also, when you target a planet, it will have an appropriate image in your ship. Here is a table to identify them.
☼ Finally, the planets (and stars) emit sounds. Sometimes it will be difficult to identify the planet in visual terms; It must be identified by ear in order to learn more about it.
To do this, open your system map and target a planet with your cursor (click to align). A sound will pop a few seconds later (disable the ambient sound in system map via the sound parameters) and don’t hesitate to increase the volume to better hear it.
- Icy: Blowing wind, feeling of cold.
- Metal Rich: A “viuuuuu”, sounding like an electric guitar. Some weak winds if there is an atmosphere.
- Water World: Low sound of boiling water.
- Jovian planets (giant): A wind blowing strong enough, depending on the class of jovian giant.
- Giant jovian with water-based life: A strong sound of continuous flowing water, like a river.
- Giant jovian with ammonia-based life: A low noise of bubbling and liquids.
- Giant Water: Like the Water World, with a roaring and more powerful noise.
- Earth Like World (ELW): Feeling of forest, hooting birds and even caw-caw echoes.
- Ammonia World: Hollow, echoing sound. Feels like objects hitting the insides of a very deep and large tunnel.
- Helium Rich Jovian: A strong sound of continuous flowing water, like a river, but the sounds decrease with time.
Note that, as you approach the planets and stars physically, they will also emit an ambient sound relative to their type. You might hear thunderstorms and intense noises of bumping rocks if you approach a planet atmosphere and its light atmosphere, while the latter has a ring of asteroids.
Requires: Intermediate Scanner or Advanced Scanner … that’s it!
Your goal here is mainly to scan around the human bubble if you are still a beginner, or to go in a straight line and honk your scanner in each system before coming back to sell your data.
To do so, place a point on a system 300 light years away in economical mode. Enter system → Scan → Check if the planets are interesting and if you have a detailed surface scan (Aquatic Worlds, Ammonia, Telluric / Giant / Metallic Terraformable above 10,000 credits) → Next system. Repeat. Profit
If a planet is interesting, you will have to open your system map and then select the astral body. The scanning range is more or less depending on the size of the planets and stars.
☼ Mainly, you quickly jump from system to system in order to do a quick scan and then change system. Just don’t forget to check the system before your jump, in the case something great is hiding here.
Requires: Outfit described in the ships and module chapter.
You will fly as far as possible, probably to Nebulae or other interesting places. Note that in order to prepare your expedition, you will only be able to create routes over distances of 1000 LY maximum. It will therefore be necessary to split the journey into several parts of about 1000 LY using fast navigation.
Just like the Quick Exploration, honk your scanner in a system to learn more about it → carefully select the interesting astral bodies via your system map → Get closer to your targets if necessary → Next system. The difference with the Quick Exploration is that in Long Exploration, one takes her/his time to listen well to the planet and analyse it in order to conclude whether it will be interesting or not. For example the terraformable metal rich and metallic planets take longer to understand. It takes more time and is generally more rewarding if you do it well. With time and experience, this process can be done very quickly.
☼ Mainly, one tries to learn more about the systems by carefully scanning the planets. The data will surely serve later as human space expands. In any case, you earn more credits with long exploration! Do not loose your time scanning small unnecessary planets such as ice and rock. Focus on the worlds, terraformable, and high value credits.
Requires: Outfit described in the ships and module chapter.
Your goal will be to search for interesting planets without atmospheres in order to land and explore the various surface biomes (mountains, trenches, lowlands, highlands, craters, …). You will discover materials, resources and also possible enemies. The explorer on the surface is probably the most sturdy explorer of the three exploration types, and it requires a good control of his ship in high gravity as it can be from 0.01G to 9G! Starting from 2G, it can already be difficult to handle his ship.
You can take some cargo, and obviously, a planetary hangar. Powerful thrusters are important to counter the gravity, and Power distributor are good to improve your boosts.
Discover many points of interest, scan the surroundings with your SRV, get materials, resources, earn XP in exploration rank and more!
1) One can obtain gigantic jumps distances by buying FSD Class A and Class D for the other modules: the lightest ones. You can even downgrade your modules, for example maximum thrusters is 6A? You might be able to take 4D to be lighter, at cost of speed and maneuverability.
2) The A rated Power plants have the best ratio on mass/performance. They also better dissipate the heat during fuel scoops.
3) If you need weapons, think about kinetic weapons, they will suck less energy.
4) In terms of Defensive, I only take Heat Sinks. Thus, no problems to sit near the stars and other black holes. This also allows you to switch to stealth mode effectively if your shields are broken and an enemy tries to target you.
5) Always disable your cargo hatch in the list of your modules to save energy and better dissipate heat.
Enter the system, scanner while moving towards the next system, once the scan is finished: check whether a planet is interesting in the system map. Scan things, or not, then jump.
7) For best results “speed/credits“, you should only scan the Black Holes, Neutron Stars, ELW/Aquatic/Ammonia worlds and Metallics in liveable areas of the systems: those that are terraformable. To recognize the terraformable metallics, it’s simple, you need to find the balance between the hot & cold point in the system.
- Pay attention to the type of star, whether it is hot or not;
- Do the planets of the system look hot? Cold? Where is the middle course with bearable temperatures?
- Can giants protect some planets from asteroids with their strong gravity?
- Does an asteroid belt filter the sun and absorb some of the heat?
- Are there visually habitable planets in the system?
- Their distances from the star?
8) If you ever try to boost your FSD on a neutron star or a white star… and you “fall” into the ejection cone:
- Don’t panick!
- Thrusters to 0, you can’t fight this powerful strain.
- If you have a repair module AFMU, immediatly starts repairing your cockpit.
- Once your FSD is ready, charge it and try to align your ship away from the star. The latter should be behind you. Maximum boost to try the alignment, it is not an easy thing.
- Use your heat sinks to counter the damages.
- If you are still in the cone, hold tight! Try again by charging your FSD, and align toward the end of the cone.
9) It is not useful to always fly with 100% fuel. Don’t forget that fuel increase your mass, and decrease your jump range. Check it out:
10) To search for specific stars, open your galaxy map, View, then Maps. Here you can sort the states, governments, … and also Spectral types. It is even possible to calculate the jumps only with the chosen types of stars! ABFOGKM for example 🙂
11) After the hyperspace travel, you arrived near a star. The latter will be displayed in red on your sensors (radar in the center). Do not try to jump to another star if this is red, you will heat up too much! Wait until it passes orange and keep the same vector before charging your FSD for a new jump. Doing so will no overheat your ship.
Any comment on these tips or directly the Explorer guide? Please share them with us.