EDShipBuilding

From HerzbubeWiki
Jump to: navigation, search

This page contains information about ship building in the game Elite: Dangerous, notably building ships suitable for exploration. Most of the information is about upgrading modules via engineering.


TODO lists

Get access to engineers

  • Get 50 Lavian Brandy @ Lave >>> Didi Vaterman @ Leesti
  • Become Dangerous & 25 units of Konnga Ale @ Kongga, Laplace Ring >>> Lori Jameson
  • Collect 25 Occupied Escape Pods >>> Etienne Dorn (for grade 5 "Misc Lightweight" on Life Support)


Outstanding Modifications:

  • Modify Life Support modules from grade 3 to grade 5 @ Etienne Dorn


Update EDEngineering for Power Plant blueprints


Ships

Here's a list of all notable ships that I have built in the past. "Notable" in this case means, I have spent a notable portion of my playing time flying those ships. Ships not on this list are short-lived "throw-away" ships.

Ship list
Ship ID Ship name Ship type Description
HRZ-00 Romancing the Stars Asp Explorer The Asp Explorer I flew on my first three journeys outside of the bubble. The ship was destroyed on the third trip while I was on my way to Sagittarius A*.
HRZ-01 Romancing the Stars II Asp Explorer A rebuild of my first Asp Explorer with some modifications. This one successfully made the trip to Sagittarius A* and back. Decommissioned afterwards.
HRZ-02 Gaean Reach Anaconda An Anaconda with which I travelled more than halfway out to Beagle Point on the Distant Worlds expedition. I blew up the ship during planetary landing.
HRZ-03 Gaean Reach II Anaconda A rebuild of the first Anaconda. This version faithfully carried me to Beagle Point and back via parts of the Sagittarius-Carina arm of the galaxy. Decommissioned.
HRZ-04 Bubble Hopper Asp Explorer An Asp Explorer with an engineered FSD that I use for fast travelling in the bubble.
HRZ-05 Merchanter's Luck Imperial Cutter An Imperial Cutter with an engineered FSD that I use for trading or mining in the bubble.
HRZ-06 Necessary Evil Python A combat-equipped Python with an engineered FSD that I use in the bubble whenever a dirty job needs to be done in order to "find" engineering parts.
HRZ-07 Norstrilia Anaconda A fully exploration-engineered Anaconda that I'm using for long-range exploration.
HRZ-08 Galaxy Hopper Asp Explorer A fully exploration-engineered Asp Explorer that I'm using for medium-range to long-range exploration.
HRZ-09 Caffe Latte Imperial Clipper A fully exploration-engineered Imperial Clipper that I'm using for short-range to medium-range exploration, when I'm in the mood for style.
HRZ-10 Not yet christened Dolphin A fully exploration-engineered Dolphin that I'm using for passenger missions or other recreation.
HRZ-11 Not yet christened Federal Corvette A Federal Corvette with an engineered FSD that I use for potentially heavy combat in the bubble.


Exploration ship types and modules

Ship types vs. modules

Ship types vs. modules
Module Asp Explorer Anaconda Dolphin Imperial Clipper Imperial Cutter Python Federal Corvette Note
Hull mass 280t 400t 140t 400t 1100t 350t 900t
Optional internal slots 1x6
1x5
3x3
2x2
1x7
3x6
3x5
3x4
1x2
1x5
2x4
1x3
3x2
1x7
1x6
2x4
2x3
2x2
2x8
3x6
2x5
1x4
1x3
3x6
2x5
1x4
2x3
1x2
3x7
2x6
2x5
2x4
1x3
2x1
Optional internal slots (military) - 1x5 - - 2x5 - 2x5
Core internal modules
Power Plant (min A/max) 3/5 (*4) 4/8 (*1) 2/4 3/6 4/8 3/7 4/8 The first number is the class of the actually equipped Power Plant module (always A rated). The second number is the maximum class supported by the module slot.
Thrusters (min D/max) 4/5 5/7 4/5 5/6 (*6) 6/8 5/6 6/7 The first number is the class of the actually equipped Thrusters module (always D rated). The second number is the maximum class supported by the module slot.
Frame Shift Drive (4, 5, 6, 7) 5 6 4 5 7 5 6
Life Support (4, 5, 7) 4 5 4 5 7 4 5
Power Distributor (min D/max) 3/4 5A/8 2/3 5/6 6/7 6/7 5/8 The first number is the class of the actually equipped Power Distributor module (usually D rated, unless otherwise noted). The second number is the maximum class supported by the module slot.
Sensors (3, 5, 6, 7, 8) 5 8 3 5 7 6 8
Fuel Tank 5 5 4 4 6 5 5
Must-have optional internal modules
Fuel Scoop (max/2nd) 6/- 7/- 5/4 7/- 7/- (*7) 6/- 7/-
Guardian FSD Booster (2nd/max) 5/- 5/- 4/5 5/- 5/- 5/- 5/-
Shield Generator (min/max) 3/6 3/7 3/5 3/7 6/8 3/6 5/8 The first number is the class of the actually equipped Shield Generator module (always D rated). The second number is the maximum class that the ship can equip (equivalent to the maximum class option internal module slot).
Planetary Vehicle Hangar Always class 2 (1 SRV) rating G (less mass)
Detailed Surface Scanner Always class 1
Non-essential optional internal modules
Advanced Docking Computer Always class 1
Supercruise Assist Always class 1
Fighter Hangar - 5 - - 5 - 5 Class 5 has room for 1 fighter, class 6 has room for 2 fighters. I usually decide for an all-rounder build (i.e. F63 Condor) with a gimballed weapon (either Gelid G or Rogue G).
Passenger Cabin - - 5B - - - - B rating = Luxury class, C rating = First class, D rating = Business class, E rating = Economy class.
Repair Limpet Controller - (*2) 5 - - - (*5) 3 5 (*8) Always D rated to minimize mass. Larger ships should equip higher class controllers because these have limpets with a higher repair capacity (which is required because large ships have much more hull integrity to repair than small ships).
Research Limpet Controller - (*2) 1 - 1 1 (*5) 1 1
Mining Laser Always class 1 rate D
Cargo Rack 1x 3E (*3) 2x 6E - 1x 4E 1x 7E (*5) 1x 6E 1x 6E
Jump ranges
Laden
Unladen
Max
(regular build)
? ly
65.77 ly
70.33 ly
59.32 ly
70.20
72.94 ly
54.24 ly
54.13 ly
57.17 ly
50.97 ly
52.27 ly
53.33 ly
?
50.96 ly
52.58 ly
49.68 ly
55.26 ly
58.26 ly
? The first number is the number in the Outfitting screen for "jump min", it signifies the jump range when the tank is full and any cargo capacity is also full. The second number is the number in the Outfitting screen for "jump current", it signifies the jump range when the tank is full and any cargo capacity is empty. The third number is the number in the Outfitting screen for "jump max", it signies the jump range when the tank is empty and any cargo capacity is also empty. The second and the third number also appear in the Galaxy map route plotter.
Laden
Unladen
Max
(without non-essential modules)
? ly
 ? ly
 ? ly
73.79 ly
73.67
76.75 ly
59.92 ly
59.78 ly
63.66 ly
52.63 ly
52.57 ly
53.64 ly
? ly
51.66 ly
53.34 ly
55.89 ly
55.80 ly
58.87 ly
? Non-essential modules are: 1D Mining Laser (2t), Research Limpet Controller (1.3t), Repair Limpet Controller (8t), Fighter Hangar (20t), Passenger Cabin (?t).
Laden
Unladen
Max
(without non-essential modules and without PVH)
? ly
 ? ly
 ? ly
74.51 ly
74.38
77.53 ly
61.62 ly
61.47 ly
65.63 ly
53.17 ly
53.11 ly
54.21 ly
? ly
51.85 ly / 53.54 ly
56.52 ly
56.43 ly
59.59 ly
? PVH = Planetary Vehicle Hangar
Coriolis links
Regular build Link (Coriolis inaccurately reports that the build is unable to boost) Link Link Link Link

Notes:

  • Unless noted, jump ranges are given with fully engineered modules.
  • *1 = When I started outfitting the Anaconda with non-essential modules, a vanilla 3A Power Plant was not sufficient to simultaneously power all modules, so I upgraded to a 4A Power Plant. After I had finished modding everything, especially the Power Plant with the Overcharged blueprint, I realized that the modified 4A Power Plant now supplies so much energy that it's probably possible to downgrade to an also modified 3A Power Plant.
  • *2 = In an Asp Explorer, to make room for a limpet controller you need to throw out one of the quality of life modules (Supercruise Assist or Advanced Docking Computer).
  • *3 = In an Asp Explorer, instead of a cargo rack you might wish to take an AFMU or a passenger cabin module.
  • *4 = The unmodded 3A Power Plant is barely capable of supplying enough power when the mining laser is not deployed. The overcharged 3A Power Plant on the other hand has too much power - a modified 2A Power Plant might be sufficient, but the mass gain is very small (down to 1.3t from 2.5t).
  • *5 = The Imperial Cutter does not have enough module slots to fit both limpet controllers and a cargo rack. To take all of them you could throw out the Fighter Hangar or one of the quality of life modules (Supercruise Assist or Advanced Docking Computer), but assuming that I will use the Cutter merely for short-range to mid-range exploration trips I don't think I will need the Repair Limpet Controller, so I'm deciding to take the Research Limpet Controller. Also note that it's not possible to fit the 8E cargo rack into the remaining class 8 slot, because that would exceed the maximum mass limit imposed by the 6D thrusters.
  • *6 = If you don't install any Cargo Rack into the Imperial Clipper, you can downgrade from a 5D to a 4D Thrusters module by a hair's width. This downgrade shaves off another 4t of mass, from 8t down to 4t, and gains about 0.35 ly jump range. The usual "Clean Drive Tuning" modification can no longer be applied to the 4D Thrusters module because this would give it a lower Optimal Mass value. The same goes for "Dirty Drive Tuning". It is possible, however, to apply the "Reinforced" modification so that the "Stripped Down" experimental effect can also applied - this combination reduces the Thrusters module mass by another 0.22t.
  • *7 = The Imperaial Cutter could equip a class 8 Fuel Scoop, but this is very expensive (289 MCr, surpassing even the base ship price). Initially I couldn't afford it, then practical experience showed that the class 7 Fuel Scoop is also sufficient.
  • *8 = The Federal Corvette could equip a 7D repair limplet controller, but this weighs 32t, whereas a 5D module only weighs 8t. The difference in jump range is about 0.5 ly.


General module notes

The following general notes are a shameless copy from the Elite:Dangerous Astrometrics site. I found these general recommendations only after I wrote up my own module-specific notes in the next section, and I find them so well written that I simply have to include a copy here.


Most core and optional modules (but not weapons or utilities) follow a standard pattern of:

  • A,C,E modules are the "standard" mass modules, with B being the heaviest, and D being the lightest (+/- 60%).
  • A = Most expensive, highest performance, and in some cases the coolest heat.
  • B = Most durable, heaviest.
  • C = Average capability, average cost, sometimes considered "best value".
  • D = Lightest, least durable, relatively cheap.
  • E = Cheapest, worst performance.


There are rarely any times that you will want to equip anything other than A or D modules. The exceptions are for massless modules (AFMU or Fuel Scoops), where you will be limited more by cost, and the mass doesn't factor in. Otherwise, "A" for performance or "D" for light mass are usually the best choices.


Weapons and utilities follow different rules for the letter ratings.

  • For weapons, all that matters is the size-number, and the type (fixed, gimbal, or turret). The letter-rating is derived from a combination of those two.
  • Utilities often only have one variant. If there are more than one, it may affect power-usage and range, rather than mass or performance.


Specific module notes

Power Plant

  • You always want to equip the the lowest possible class of Power Plant whose A rated module is still providing sufficient energy to power all modules. The A rating is important because it provides the best power / mass ratio.
  • Engineering blueprint = Overcharged Power Plant (grade 5). Dramatically increases the Power Capacity so that you may be able to equip a lower class Power Plant, thus saving further mass.
  • Engineering experimental effect = Stripped Down. Reduces mass by -10%.


Thrusters

  • Unless you plan to land on high gravity planets you won't need powerful thrusters, so in order to save mass you will usually want to equip the lowest possible class of thrusters whose D rated module is still capable of maneouvering your ship.
  • Thrusters have a maximum mass, so in order to find the lowest possible thruster module class, you first have to equip all the other modules in their low-mass version so that the overall ship mass comes down. For instance, 5D thrusters in an Anaconda are possible only after you have equipped D rated life support and sensors, and possible made other optimisations.
  • 8D = 64t, 7D = 32t, 6D = 16t, 5D = 8t, 4D = 4t, 3D = 2t, 2D = 1t
  • Engineering blueprint = Clean Drive Tuning (grade 1). Exactly one single modification roll must be done so that the experimental effect can be applied.
  • Engineering experimental effect = Stripped Down. Reduces mass by -10%.


Frame Shift Drive

General notes:

  • You always want to equip the A rated module with the highest possible class for your ship, because it gives you the greatest jump range for your ship.
  • Engineering blueprint = Increased FSD Range (grade 5). Increases the "Optimised Mass" value by +20% to +50%.
  • Engineering experimental effect = Either "Deep Charge" for class 4 and lower FSD (increases maximum fuel consumption per jump), or "Mass Manager" for class 5 and higher FSD (increases the "Optimised Mass" value).


Special notes for ships that require a class 5 FSD:

  • A unique Class 5 Frame Shift Drive with engineer modifications "Increased FSD Range" and "Faster Boot Sequence" called "Engineered FSD V1" can be purchased at Human Technology Brokers.
  • Unlike unlocking other Technology Broker items, which makes them permanently available for purchase with credits at station outfitting services, unlocking the Engineered FSD V1 immediately places one module in local storage at no additional cost.
  • The module must be unlocked/purchased repeatedly in order to obtain multiple copies.
  • Warning: Applying any other engineering modifications to this module will remove the bonus second modification, but an Experimental Effect can be safely added or replaced. Because it's a class 5 FSD, you'll ususally want to apply
  • The cost of the "Engineered FSD V1" module is:
    • 18 Datamined Wake Exceptions
    • 26 Tellurium
    • 26 Electrochemical Arrays
    • 28 Chemical Processors


Life Support

  • You are forced to equip the module with the class for your ship, you cannot equip anything else. Since life support doesn't really matter for exploration (if your canopy is breached 10'000 ly from home it is pretty irrelevant whether you have 1 minute or 25 minutes of oxygen), you will always want to equip a D rated module to save mass. D rated modules always have 7:30 minutes of oxygen.
  • 8D = 64t, 7D = 32t, 6D = 16t, 5D = 8t, 4D = 4t, 3D = 2t, 2D = 1t, 1D = 0.5t
  • Engineering blueprint = Misc Lightweight (currently only grade 3, ASAP grade 5). Reduces mass by -50% to -61%.
    • The grade 3 blueprint is available in the bubble from Bill Turner.
    • The grade 4 blueprint is also available in the bubble from Lori Jameson, but gaining access to this engineer requires Combat rank Dangerous or higher.
    • The grade 5 blueprint is available only in Colonia from Etienne Dorn.
  • Engineering experimental effect = None available.


Power Distributor

  • Usually the lowest possible class of Power Distributor whose D rated module still allows to boost the ship. In some cases it might be better to equip an A rated module, though, because it has lower mass than the next possible D rated module.
  • I don't yet understand how boost capability can be calculated, and the in-game Outfitting screen provides no help whatsoever, so in order to find out which Power Distributor module is suitable you'll have to consult Coriolis or E:D Shipyard.
  • In a combat ship, you should always use an A rated Power Distributor, because this has the best power output / weight ratio.
  • Engineering blueprint = Engine Focused Power Distributor (grade 3). Increases engines capacity of the Power Distributor, thus allowing to boost even though you use a smaller (and thus lighter) Power Distributor.
  • Engineering experimental effect = Stripped Down. Reduces mass by -10%.


Sensors

  • You are forced to equip the module with the class for your ship, you cannot equip anything else. Since sensors are not really important for exploration (AFAIK sensors are pretty irrelevant in supercruise), you will always want to equip a D rated sensor to save mass.
  • 8D = 64t/6km, 7D = 32t/5km, 6D = 16t/5km, 5D = 8t/5km, 4D = 4t/5km, 3D = 2t/5km, 2D = 1t/5km, 1D = 0.5t/5km
  • Engineering blueprint = Light Weight Scanner (grade 5). Reduces mass by -61% to -80%.
  • Engineering experimental effect = None available.


Shield Generator

  • A shield generator is useful for exploration only to prevent accidental damage while landing on a planet. Since a shield cannot prevent destruction when a major accident happens, you will usually want to equip only a shield generator of the smallest possible class that is still able to protect your ship, and you will always want to equip a D rated shield generator to save mass. http://elite-dangerous.wikia.com/wiki/Shield_Generator
  • In a combat ship, use a class A Shield Generator instead as this has the best protection / weight ratio.
  • Engineering blueprint = Enhanced, Low Power Shields (grade 5). Reduces mass by -16% to -40%.
  • Engineering experimental effect = Stripped Down. Reduces mass by -10%.


Fuel Scoop

  • Fuel Scooping is something you do very frequently when you're out exploring, so you will always want to install an A rated Fuel Scoop because it has the best scoop rate (i.e. fastest scooping).
  • For the same reason you will usually want to install the Fuel Scoop in the internal module slot with the best class your ship has to offer.
  • There are two exception to this rule:
    • In a smaller ship you might prefer a Guardian FSD Booster in the best class module slot. In an exploration ship jump range is of prime importance, so sacrificing fuel scooping time to gain increased jump range might be a valid trade-off.
    • In a larger ship you might lack the credits for buying a best class Fuel Scoop. For instance, an 8A Fuel Scoop for an Imperial Cutter costs a whopping 289 MCr, surpassing even the base ship price!
  • Also note that a Fuel Scoop is required for supercharging the FSD at a White Dwarf or Neutron star.
  • 8A = 1.68t/s, 7A = 1.25t/s, 6A = 0.88t/s, 5A = 0.58t/s, 4A = 0.34t/s, 3A = 0.18t/s, 2A = 0.08t/s, 1A = 0.04t/s


Guardian FSD Booster

  • The Guardian FSD Booster is usually installed in a class 5 slot because that's the maximum module class which also gives the maximum jump range.
  • If the class 5 slot is already occupied by the Fuel Scoop, it might be an option to sacrifice some jump range in exchange for faster fuel scooping.
  • 5H = 10.5 ly, 4H = 9.25 ly, 3H = 7.75 ly, 2H = 6 ly, 1H = 4 ly


Detailed Surface Scanner

  • Engineering blueprint = Expanded Probe Scanning Radius Scanner (grade 5). Increases Probe Radius by 30%.
  • Engineering experimental effect = None available
  • This engineering modification is no longer very useful. Before the exploration mechanics changes in game version 3.3 (Beyond Chapter Four) the distance from which you could surface-scan a planet varied greatly.


Repair Limpet Controller

  • It might be useful to take this with you in order to repair not only your own ship but also other ships. If you do, take a D rated module because that is the one with the least mass within its class.
  • The drawback is that you need an additional slot for a cargo rack to carry some limpets. Also the controller has mass, but an AFMU has not.
  • You can synthesize limpets, so you don't have to take any of them with you when you set out.
  • The alternative to a Repair Limpet Controller is an AFMU. With this you only need one module slot, but the drawback is that you can't repair other ships and a single AFMU can't repair itself, so if the AFMU becomes damaged you lose your repair capability.


Research Limpet Controller

  • You may wish to take this with you so that you can take samples from Notable Stellar Phenomena.
  • The drawback is that you need an additional slot for a cargo rack to carry some limpets.
  • You can synthesize limpets, so you don't have to take any of them with you when you set out.
  • But you probably need cargo space as well to carry the samples you take, so after some time you won't be able to take any more samples because your cargo hold has filled up. Additionally your jump range will suffer.


Bulkheads

  • Bulkheads are used to protect a ship's hull. The default bulkheads that are installed in every ship for free are the Lightweight Alloys module. This module has zero mass!
  • Heavier bulkheads modules (Reinforced Alloys, Military Grade Composite) provide more resistance to collisions, but they have mass. This can be mitigated by the Engineering modification "Leightweight Armour", which provides a -56% mass reduction when maximized at grade 5, but overall it's not worth the jump range penalty.
  • What can be done is applying the Engineering modification "Heavy Duty Armour" to the default Lightweight Alloys bulkheads module. When maximized at grade 5, this modification increases the module's hull strength boost by 30% at the cost of increased mass. But since the Lighweight Alloys module has no mass, there is effectively no penalty.
  • The grade 5 blueprint for the "Heavy Duty Armour" modification is available from Selene Jean.
  • Engineering experimental effect = None available.


Other

Some "nice to have" engineering notes/ideas:

  • Heatsink
    • Lightweight (grade 4 or 5)
  • AFMU
    • Apply "Shielded" for increased integrity, at the price of increased power draw. Because of the increased integrity you no longer need to take 2 AFMU, a single one should be enough to last through the trip
    • Blueprint grade 3 @ Bill Turner or Lori Jameson
    • Blueprint grade 4 @ Lori Jameson


Shared modules with modifications

List of stored modules
Module Class/grade Modification Grade Experimental effect Used by ships Remarks
Power Plant 2A Overcharged Power Plant 4 Stripped Down Dolphin
Power Plant 3A Overcharged Power Plant 4 Stripped Down Asp Explorer, Imperial Clipper, Python
Power Plant 4A Overcharged Power Plant 4 Stripped Down Anaconda, Imperial Cutter, Federal Corvette
Thrusters 4D Clean Drive Tuning 1 Stripped Down Asp Explorer, Dolphin
Thrusters 5D Clean Drive Tuning 1 Stripped Down Anaconda, Imperial Clipper, Python
Thrusters 6D Clean Drive Tuning 1 Stripped Down Imperial Cutter, Federal Corvette
FSD 4A Increased FSD Range 5 Deep Charge Dolphin
FSD 5A Increased FSD Range 5 Mass Manager Asp Explorer, Imperial Clipper, Python
FSD 5A Increased FSD Range, Faster Boot Sequence 5 Mass Manager Asp Explorer, Imperial Clipper, Python This is the "Engineered FSD V1" special module that can only be bought from Technology Brokers. The "Faster Boot Sequence" modification is not listed when the module is examined in the Outfitting screen, but when you compare the stats with another modded FSD you see that the module has a significantly lower boot time (2s instead of 10s), a higher optimised mass (which gives the module its higher jump range), and also a higher thermal load.
FSD 6A Increased FSD Range 5 Mass Manager Anaconda, Federal Corvette
FSD 7A Increased FSD Range 5 Mass Manager Imperial Cutter
Life Support 4D Misc Lightweight 3 - Asp Explorer, Dolphin, Python
Life Support 5D Misc Lightweight 3 - Anaconda, Imperial Clipper, Federal Corvette
Life Support 7D Misc Lightweight 3 - Imperial Cutter
Power Distributor 2D Engine Focused Power Distributor 3 Stripped Down Dolphin
Power Distributor 3D Engine Focused Power Distributor 3 Stripped Down Asp Explorer
Power Distributor 5A Engine Focused Power Distributor 3 Stripped Down Anaconda
Power Distributor 5D Engine Focused Power Distributor 3 Stripped Down Imperial Clipper, Federal Corvette
Power Distributor 6D Engine Focused Power Distributor 3 Stripped Down Imperial Cutter, Python
Sensors 3D Light Weight Scanner 5 - Dolphin
Sensors 5D Light Weight Scanner 5 - Asp Explorer, Imperial Clipper
Sensors 6D Light Weight Scanner 5 - Python
Sensors 7D Light Weight Scanner 5 - Imperial Cutter
Sensors 8D Light Weight Scanner 5 - Anaconda, Federal Corvette
Shield Generator 3D Enhanced, Low Power Shields 5 Stripped Down Asp Explorer, Anaconda, Dolphin, Imperial Clipper, Python
Shield Generator 5D Enhanced, Low Power Shields 5 Stripped Down Federal Corvette
Shield Generator 6D Enhanced, Low Power Shields 5 Stripped Down Imperial Cutter
Shield Generator 6D Enhanced, Low Power Shields 5 - Imperial Cutter The modifications are from the legacy Engineering system. In order to apply the Stripped Down experimental effect the module first needs to be converted to the new Engineering system, which includes downgrading to G4. The main expense for upgrading again to G5 in the new Engineering system is 10 Military Grade Alloys.
Detailed Surface Scanner 1I Expanded Probe Scanning Radius 5 - All
Lightweight Alloy 1C Heavy Duty Armour 1 - ? (currently equipped on Imperial Clipper)


Exploration ship engineering

Required engineers

Engineers marked with an "x" provide grade 5 access to the desired modification. An "(<n>)" suffix says that the engineer provides only grade <n> access.

List of engineers required for building exploration ships
Elvira Martuuk (Khun) Bill Turner (Alioth) Lei Cheung (Laksak) Professor Palin (Maia) Lori Jameson (Shinrarta Dezhra) Selene Jean (Kuk) Hera Tani (Kuwemaki) Ram Tah (Meene) Etienne Dorn (Colonia)
Power Plant x
Thrusters x (1) x
Life Support x (3) x (4) x
Power Distributor x (3)
Sensors x x
Shield Generator x
Detailed Surface Scanner x x
Bulkheads x
Heatsink x

Notes:

  • Lei Cheung: Must have grade 5 access because he is the only one who has grade 5 Shield Generator blueprints.
    • Synergy 1: Grade 5 Sensors blueprints
    • Synergy 1: Grade 5 Detailed Surface Scanner blueprints
  • Bill Turner: Must have grade 3 access because he is the only one besides Lori Jameson and Etienne Dorn who has any kind of Lightweigt Life Support blueprints (although only grade 3). Lori Jameson is out of reach for the moment because I don't want to grind Combat rank, and Etienne Dorn is out of reach for practical reasons (Colonia is too far away).
  • Hera Tani: Must have grade 5 access because she is the only one who has grade 5 Overcharged Power Plant
  • Professor Palin: Nice to have grade 5 access because he is the only one who has grade 5 thrusters.
  • Selene Jean: Nice to have grade 5 access because she is the only one who has grade 5 Lightweigt Armour and Hull Reinforcements.


Material Traders

Material traders can be found by search on EDDB under "Stations" with the filter criteria "Has Facilities" set to "Material Trader" and "Economy" set to one of the following:

  • Raw = Refinery, Extraction
  • Manufactured = Extraction, Industrial
  • Encoded = High Tech, Military


Here's a list of material traders in locations that I found useful in the past:

List of material trader locations
System Station Raw Manufactured Encoded Remarks
Indri Shelley Mines x Near Alioth (Bill Turner)
Mimisina Daqing Gateway x Near Kuwemaki (Hera Tani)
Ngugirawa Hadfield Enterprise x Near Laksak (Lei Cheung)
BD+50 1864 Rothman Dock x Near Alioth (Bill Turner)
NLTT 34715 McAllaster Terminal x Near Alioth (Bill Turner)
No Cha de Seversky Port x Near Kuwemaki (Hera Tani)
Wulganda Cassidy Orbital x Near Laksak (Lei Cheung)
CD-28 12950 Keyes Port x Near Laksak (Lei Cheung)
Diaguandri Ray Gateway x My home system.
Yi Trica Tshang Vision x Nearest to Khun (Elvira Martuuk)


Materials shopping list

This section lists the estimated amount of materials required to fully engineer all modules of an exploration-specced vessel. The amount can only be estimated because engineering a module requires a variable number of modification rolls. For modification grades 1-4 it is the number of rolls until progression to the next higher grade becomes possible, for modification grade 5 it is the number of rolls to complete the modification. Here's a list with the number of rolls that the materials list further down is based on.

Estimated number of modification rolls
Grade Number of rolls for
progression to next grade
Number of rolls
for completion
Remarks
1 1 (same as completion) 1
2 1 2
3 2 4 From experience it is usually 3 rolls for completion, but if you are unlucky it can be 4 rolls. We use 4 rolls to be on the safe side.
4 3 ?
5 - 10 From experience it is usually 9 rolls for completion, but if you are unlucky it can be 10 rolls. We use 10 rolls to be on the safe side.


And here is the materials list. It's based on the number of rolls in the previous table.

Materials required for building an exploration vessel
Material Material Grade Total Power Plant Thrusters Frame Shift Drive Life Support Power Distributors Sensors Shield Generator Detailed Surface Scanner
Blueprint Experimental Blueprint Experimental Blueprint Experimental
(<= class 4)
Experimental
(>= class 5)
Blueprint Experimental Blueprint Experimental Blueprint Experimental Blueprint Experimental Blueprint Experimental
G1 G2 G3 G4 G5 G1 G2 G3 G4 G5 G1 G2 G3 G4 G5 G1 G2 G3 G4 G5 G1 G2 G3 G4 G5 G1 G2 G3 G4 G5 G1 G2 G3 G4 G5 G1 G2 G3 G4 G5
Modification information
Modification Overcharged Power Plant Stripped Down Clean Drive Tuning Stripped Down Increased FSD Range Deep Charge Mass Manager Misc Lightweight N/A Engine Focused Power Distributor Stripped Down Light Weight Scanner N/A Enhanced, Low Power Shields Stripped Down Expanded Probe Scanning Radius Scanner N/A
Modification Grade G3 (*1) G1 G5 G5 G3 G5 G5 G5
Raw materials
Arsenic G2 10 10
Cadmium G3 3 (*1) 3
Chromium G2 4 4
Germanium G2 6 1 2 1 2
Iron G1 5 5
Manganese G2 9 3 1 2 1 2
Niobium G3 6 3 3
Phosphorus G1 9 2 1 5 1
Selenium G4 2 (*1) 2
Sulphur G1 3 1 1 (*2) 1 1
Tellurium G4 10 (*1) 10
Tin G3 20 10 10
Vanadium G2 3 3
Manufactured materials
Chemical Distillery G3 ? 1
Chemical Manipulators G4 10 + 10 (*1) 10 10
Chemical Processors G2 3 1 2
Conductive Ceramics G3 24 + 13 (*1) 3 10 2 10 2 10
Conductive Components G2 7 + 3 (*1) 1 2 3 1 3
Electrochemical Arrays G3 2 2
Flawed Focus Crystals G2 3 3
Galavanising Alloys G2 3 3 3
Grid Resistors G1 5 5
Heat Conduction Wiring G1 3 (*1) 1 2
Heat Dispersion Plate G2 3 (*1) 3
Heat Resistant Ceramics G2 3 3
Hybrid Capacitors G2 3 3
Mechanical Components G3 10 10
Mechanical Equipment G2 3 3
Mechanical Scrap G1 4 1 1 2
Military Grade Alloys G5 10 10
Phase Alloys G3 8 3 3 2
Precipitated Alloys G3 2 2
Proto Light Alloys G4 33 1 1 3 10 1 3 10 1 3
Proto Radiolic Alloys G5 30 10 10 10
Salvaged Alloys G1 6 1 2 1 2
Thermic Alloys G4 3 3
Worn Shield Emitters G1 5 5
Encoded materials
Anomalous Bulk Scan Data G1 2 2
Atypical Disrupted Wake Echos G1 12 1 1 5 5
Datamined Wake Exceptions G5 10 10
Distorted Shield Cycle Recordings G1 4 1 1 2
Eccentric Hyperspace Trajectories G4 5 3 1 1
Inconsistent Shield Soak Analysis G2 3 3
Strange Wake Solutions G3 2 2
Untypical Shield Scans G3 10 10

Notes:

  • (*1) = Actually the Overcharged Power Plant grade 4 and 5 modifications would be interesting, but the materials required are rather rare and overlap with other grade 5 modifications that increase jump range (Increased FSD Range, Light Weight Scanner). Because jump range has top priority, Overcharged Power Plant is currently modded only to grade 3. So far the modified Power Plant has always provided more than enough energy to power the ship.
  • (*2) = We're not really interested in the modification, we want the experimental effect. To be able to apply the experimental effect, we only need to perform a single modification roll.


Materials sources

Datamined Wake Exceptions

Sources according to Inara:

  • High wake scanning
  • Mission reward
  • USS (Encoded emissions)

Sources according to personal experience:

  • Go to the Jameson crash site and farm G5 encoded materials that you can then trade. Although the 6:1 trade ratio is not very favourable, the farming is quick and stress-free and you'll be able to gather the equivalent of 10 Datamined Wake Exceptions (or any other G5 encoded material) in about 30 minutes.
  • High wake scanning in Distribution Centre signal sources in Famine systems (if you can find such a system) is also a viable source and a peaceful activity. The last time I measured (May 2021, just before the release of the Odyssey), this actually had a 50% better yield than farming at the Jameson crash site. In about 2 hours I collected 39 Datamined Wake Exceptions and 114 Excentric Hyperspace Trajectories (EHT). The 50% better yield comes from the 114 EHTs because these can be traded into 19 DWEs with a 6:1 trade ratio. In total I therefore collected the equivalent of 58 DWEs in about 2 hours of play time, which makes for roughly 15 DWEs in 30 minutes.


How does High wake scanning work?

  • You need to equip a Frame Shift Wake Scanner module to perform High wake scanning.
  • You should work with a class A scanner module because this has the highest range (4 km), which means you waste less time flying around.
  • Important: You must deploy hardpoints for the scanner module to work!
  • When hardpoints are deployed you select a High wake (I usually do this from the Contacts panel) and press the fire button (or whichever control you mapped in your fire groups) for several seconds until the scan is complete.
  • When the scan is complete 3 pieces of a randomly selected Encoded material from the Wake Scan category are placed into your inventory. Sometimes you also gain nothing at all.


Notes on High wake scanning:

  • High wake scanning in general is an exceedingly tedious method to obtain Datamined Wake Exceptions. The method depends on RNG and, in order to be viable, requires that you can scan as many high wakes as possible in quick succession, because you only have a very small chance per scan to gain a DWE.
  • You can try to park in front of a busy station (e.g. Jameson Memorial in Shinrarta Dezhra), but personally I never had any success with this method - the rate of finding DWEs is simply too abysmal to be worth the time.
  • The highest rate of High wakes by far can be found by visiting a Famine system and jumping into a persistent signal source called "Distribution Centre".
  • The only problem with this method is that with the changes to the BGS in version 3.3 of the game, Famine systems have become quite rare - at times there might even be none around.
  • If you do manage to find a Famine system (either via EDDB or by panning through the Galaxy map), then it works like this:
    • Jump into the system and search for signal source entries named "Distribution Centre". If you find none, or if those you find are too far away, then you can log out and log in again to regenerate the signal sources. I'm not sure about this, but if the system has a low population there might be no Distribution Centres.
    • Fly to the signal source and jump into it. A number of transporter ships are waiting in the Distribution Centre to hand out food to famished pilots, so there is a continuous bustle going on with ships jumping in and out. As a result there will be a continuous stream of High wakes that you can scan.
    • Datamined Wake Exceptions are quite rare, so it usually takes a while before your first success, so don't give up if you haven't found any DWEs after 5 minutes. After a long stretch of not finding DWEs I was usually compensated by finding 2 or 3 DWEs in a row.


Chemical Manipulators

Sources according to Inara:

  • Ship salvage (Transport ships)
  • Surface POI
  • USS (Convoy dispersal pattern)
  • Higher chance in Anarchy and Outbreak systems

Sources according to personal experience:

  • Farming at Dav's Hope.
  • An alternative is to kill refugees at convoy beacons in outbreak systems, but apart from being an outrageous act of violence this can also be tedious and frustrating.


Conductive Ceramics

Sources according to Inara:

  • Ship salvage (Transport ships)
  • USS (Degraded emissions/Anarchy)

Sources according to personal experience:


Proto Radiolic Alloys

Sources according to Inara:

  • USS (High grade emissions)
  • Higher chance in Boom system states


Sources according to personal experience:

  • HGEs in Boom systems.


Proto Light Alloys

Sources according to Inara:

  • USS (High grade emissions)
  • Mission reward
  • Higher chance in Boom system states


Sources according to personal experience:

  • HGEs in Boom systems.


Military Grade Alloys

Sources according to Inara:

  • USS (High grade emissions)
  • Mission reward
  • Higher chance in War or Civil war system states


Sources according to personal experience:

  • If you can find them: HGEs in Civil War systems.
  • Otherwise just gather whatever G5 materials you can (e.g. from HGEs in Boom systems) and trade them into Military


Salvaged Alloys

Sources according to Inara:

  • Ship salvage (Combat ships)
  • USS (Combat aftermath)


Sources according to personal experience:

  • Rarely in USS (Encoded Emissions Detected)
  • Much more frequently in USS (Weapons Fire Detected) where you need to kill one or more of the ships that have "wanted" status. Usually the cops are also around and will help you once you start shooting.
  • Also possible: Let yourself be interdicted, then kill the ship that pulled you out of hyperspace (it will inevitably have "wanted" status)
  • I never got a Salvaged Alloy from destroying a ship in a Conflict Zone or in a Resource Extraction Site!


Polymer Capacitors

Sources according to Inara:

  • Ship salvage (Military & authority ships)
  • USS (Convoy dispersal pattern)
  • Mission reward
  • Higher chance in Outbreak system states


Sources according to personal experience:


Abnormal Compact Emissions Data

Sources according to Inara:

  • USS (Encoded emissions)
  • Ship scanning (Combat ships)
  • Mission reward


Sources according to personal experience:

  • Scanning Anacondas
  • Scanning the private Data Beacon in an Encoded Emissions Detected signal source


Untypical Shield Scans

Sources according to Inara:

  • Ship scanning (Combat ships)


Sources according to personal experience:

  • Scanning all sorts of ships, not just combat ships. For instance, Type-6 transporters can also yield this.


Cracked Industrial Firmware

Sources according to Inara:

  • Surface data point
  • Mission reward


Sources according to personal experience:

  •  ?


Pharmaceutical Isolators

Sources according to Inara:

  • Mission reward
  • USS (High grade emissions)
  • Higher chance in Outbreak system states


Sources according to personal experience:

  •  ?


Raw materials

Use EDDB to locate a landable planet near your current position, then farm the desired raw material there. If you don't find it in sufficient quantitites, go to a material trader.


Occupied Escape Pods

TODO


Dav's Hope

Overview

  • Location of Dav's Hope: Hyades Sector DR-V c2-23, planet A 5, coordinates 44.818 / -31.389
  • Forum post with list of materials


Encoded materials:

  • Accessing the data point at one end of the settlement yields some data materials, but only the first time the data point is accessed.
  • There are a few more terminals scattered around the settlement, reportedly these can be scanned again after each relog. I have not tested this.


Much more important are the canisters with manufactured materials that are lying around, waiting to be picked up with the cargo scoop. On each relog a new set of canisters appears with a random selection of the following materials (important ones in bold):

  • Chemical Manipulators
  • Chemical Distillery
  • Compound Shielding
  • Conductive Ceramics
  • Conductive Components
  • Conductive Polymers
  • Configurable Components
  • Electrochemical Arrays
  • Focus Crystals
  • Galvanising Alloys
  • Heat Dispersion Plate
  • Heat Exchangers
  • High Density Composites
  • Hybrid Capacitors
  • Mechanical Components
  • Phase Alloys
  • Polymer Capacitors
  • Refined Focus Crystals
  • Shield Emitters
  • Shielding Sensors


Jameson's Demise

Overview

  • Location of Jameson's Demise: HIP 12099, planet 1 B, coordinates -54.36 / -50.36

Jameson's Demise is the site of a crashed Cobra Mk III. The ship's logs tell an interesting story about how the legendary CMDR Jameson crashed here after conducting a covert operation related to Thargoids. The practical value of the site, though, are the 4 beacons located around the crashed ship because they can be farmed very effectively for high-grade (G4 and G5) data materials.

Station your SRV in a convenient spot from which you can access 3 or even all 4 of the beacons, then collect data materials from the beacons, then logout/login again and repeat the process.

Using the farmed data materials you can then go to a data material trader to convert the farmed materials into those that you actually need (e.g. Datamined Wake Exceptions).


High Grade Emissions (HGE)

High Grade Emissions (abbreviated to HGE) are Unidentified Signal Sources (USS) that contain high grade (G4 and G5) materials.


HGEs are relatively rare and can be difficult to find. As a general rule, HGEs are more likely to spawn in systems with high populations - the more the better. Populations of 1 billion and more are the best. Once you have jumped into a system, there are three ways to find HGEs:

  • The worst and most time consuming method is to randomly fly around the system in supercruise in the hope that you happen to stumble over an HGE. Forum thread sources say that HGEs seem to spawn above or below the orbital plane - the "region" should show you as being in 'Deep Space' (instead of 'Shipping Lane'). I have never been able to verify this claim.
  • The second method is to use the FSS to scan all signal sources in the system. Especially in a high-population system with dozens of signal sources this can also be quite time consuming.
  • The best way to quickly identify any HGEs is to go to the system's navigation beacon and scan it - this instantly reveals all signal sources that are in the system and what type they are. After scanning the nav beacon, you must jump back into supercruise, only then are the signal sources shown in the nav panel. Quickly scroll through the list and you instantly know whether there are any HGEs in the system.


HGEs are interesting simply because they contain G4 and G5 materials. Scooping up everything that comes across should quickly fill up your inventory so that you can then visit a materials trader to get the actual material that you want. To minimize the amount of trades you have to do, you can locate HGEs that you already know to contain the correct materials. The content of a HGE is determined by several factors:

  • Probably the most important factor is the system state
  • Some materials are also faction specific. Notably, you will find Imperial Shielding only in HGEs that are in Empire-controlled systems.
  • Generally speaking, if a desired material is not faction (Federation, Empire, Alliance) specific, go to Independent systems because there HGEs will have no faction-specific drops, thus increasing the chance for finding the desired material.


System state notes:

  • Boom: Proto Light Alloys (G4), Proto Radiolic Alloys (G5), Imperial Shielding (G5, only in Imperial systems)
  • Civil War: Military Grade Alloys


Guardian FSD Booster

Overview

  • The Guardian FSD Booster (ED wiki link is an optional internal module that boost the currently installed FSD's jump range by a fixed number of light years. The exact number varies with the module class.
  • Also important is that the jump range increase does not affect fuel consumption, i.e. you get those extra light years (almost) for free! The module has three other costs, though: A little bit of of added power draw (varying with the module class), a small amount of additional weight (1.3t), and most importantly another optional internal module slot.
  • Before you can buy a Guardian FSD Booster module you must unlock access to this technology by "donating" certain components to a technology broker. Tech brokers are contacts that can be found on some stations.
  • There are at least two types of tech brokers: Brokers in human tech and brokers in Guardian tech. Obviously you have to find a Guardian tech broker to unlock access to the Guardian FSD Booster module. The ED wiki lists at least Jameson Memorial in the Shinrarta Dezhra system.
  • Once you have obtained access you must still buy the module in the Outfitting screen. The price varies, again, with the module class. At the time of writing this, the best available module was a 5H module that cost me 5'688'921 credits to buy at Jameson Memorial.


List of components needed to unlock module access


Item sources

  • HN Shock mounts can be easily bought at many commodity markets on Industrial stations.
  • Focus Crystals can be found quite easily at Dav's Hope. According to Inara, they can also be found in USS in high security systems, or salvaged after destroying combat oriented vessels.
  • The Guardian materials can only be found at Guardian Structures - this is the exact name as it appears in the navigation panel. So don't go to a "Guardian ruin" or "Ancient ruin", it must be a "Guardian structure".


Overview of how to obtain Guardian materials

Not all Guardian Structure sites yield a Guardian Module Blueprint Fragment. A list of known locations is on this ED wiki page, here is an excerpt:

  • COL 173 Sector GS-J B25-4, planet D 2 (reportedly large ships can easily land here)
  • SYNUEFE GT-H B43-1, planet C 4 (reportedly difficult to find landing nearby; avoid if you have anything larger than a Diamondback Explorer)
  • HD 63154, planet B 3 A


The Guardian Module Blueprint Fragment must be obtained by successfully activating an Ancient Data Terminal and scanning its core. The procedure is a "mini-game" which includes light combat (for me: heavy combat!) and a time limit. Useful links:


Detailed procedure of how to obtain Guardian materials

Here's my own summary of the steps, based on the YouTube video linked above, its comments and my personal experience:

  • Equip a point defense at the top of the ship
  • Land as close as possible to the site. Power up the shields and assign two pips to WEP before you deploy the SRV. The ship's point defense will help you in combat later on by shooting down some or even all the missiles fired at your SRV.
  • Deploy the SRV and drive to the site's main altar via the main alleyway. Warning: Sentinels might already attack you if you get close to a trigger location.
  • At the main altar there are two triangular structures on the ground, each with a hole in it. When you get close to the altar, it automatically activates and two pylons start to rise from the ground, out of the holes of the two triangular structures.
  • There are 4 more of those pylons scattered around the site, for a total of six. The goal of the first part of the mini-game is to find and activate them all, and then to charge them (more how this is done later on). Charging all 6 pylons will open up the second part of the mini-game, which takes place back at the main altar. If like me you are challenged by combat situations of any kind, then I strongly recommend that you split the first part of the mini-game in two phases.
  • Phase 1: Go round the site and activate all pylons (i.e. make them come up from the ground) but do NOT charge them yet. Sentinels will spawn and attack you at this stage, either alone or in pairs. Take your time to dispatch them as soon as they spawn so that you can go into phase 2 with a minimum of combat. In my case I had to defeat 6 sentinels in total. Important: Activate the altar and its neighbouring two pylons first. I have read somewhere that if you activate a different pylon first, the mini-game will not work.
    • Note that you activate a pylon simply by driving close to a triangular structure on the ground. The activated pylon automatically rises from the hole in that structure. If you happen to look in the wrong direction you can still hear a distinct sound of the pylon emerging.
    • Sentinels also spawn when you get close to certain trigger locations. These locations are probably close to the pylons, but the spawning is definitely not tied directly to a pylon being activated.
    • While you drive around the site you will see two types of towers or pillars: The first type is relatively straight pillar with a distinctly glowing top, the second type is a leaning structure that has three destructible panels in the middle and upper part.
      • Type 1: When you first enter the site these pillars are initially hidden underground, but when you drive around and cross certain boundary lines they emerge, just like the pylons do. When you get close to a type 1 pillar you can target its glowing top. Shoot it a few times. An Ancient Relic will fall down to the ground. There are several type 1 pillars on a site, but you need to pick up only one Ancient Relic (it's a canister so it takes up cargo space). You will need the Ancient Relic later on to initiate part two of the mini-game. Type 1 pillars
      • Type 2: These pillars are always visible, even when you enter the site for the first time. When you get close to the pillar you can target its destructible panels. Shoot each panel a few times. A piece of useful Guardian material will fall down (e.g. Guardian Power Cell, Guardian Technology Component). Collect as many of these as you can, they are required later on for trading with the tech broker to unlock access to the Guardian FSD Booster module.
    • A few destructible panels may also be set into the walls of other ruined structures. Whenever you see a panel, shoot it and gather the resulting material.
    • Scattered around the site you'll find some items that you can pick up (they are canisters so they takes up cargo space): Ancient Totem, Ancient Casket, Ancient Urn, Ancient Tablet. These items are not relevant for activating the Ancient Data Terminal. You can leave them where they are, or pick them up and sell them back in the bubble.
  • Phase 2: Go round the site and visit all pylons a second time, but this time you have to charge each pylon. When you charge the last pylon you will probably be attacked again - in my case I was attacked by a pack of three sentinels! Again, dispatch the enemies ASAP. Now you are ready to start the second part of the mini-game.
    • Note that you charge a pylon by firing at it. It is important that you fire rapidly, heating the pylon up without giving it time to cool down between individual shots. The easiest way to do this is to put 4 pips into WEP and shoot it from turret mode. You have to shoot at the glowing part that is inset into the pylon, and you should shoot at it as directly as possible. Shooting from an angle is less effective or may not charge the pylon at all. You can't target-lock the glowing part, you have to shoot at it visually.
    • When you fire the first shot at the first pylon a countdown activates. You have to charge all 6 pylons before the countdown reaches zero. Every time you charge another pylon the countdown is topped up with extra time, so overall you should have more than enough time, particularly because in phase 1 you already have found all the pylon locations and destroyed all defending sentinels.
  • Return to the altar. In front of it there is a glowing structure in the ground which has an opening in it. Navigate the SRV over the opening, then jettison the Ancient Relic that you collected earlier. When the Ancient Relic falls into the opening it will activate the Ancient Data Terminal - watch the altar and you can see an electric-blue sphere emerging above it.
  • Target the terminal and scan it with your datalink scanner (usually secondary fire). Don't shoot the terminal! When the scanning process completes you will finally be awarded the desired Guardian Module Blueprint Fragment. At the same time you will be attacked a final time - in my case it was a pair of sentinels. Either dispatch them or escape combat by driving away fast.


Combat

  • A single sentinel is not too difficult to dispatch even if you are harmless at combat. A pair of sentinels can already be a challenge. Three of them are almost too much, for me at least.
  • A sentinel has two modes of attacks:
    • It shoots salvos of energy bolts at you, which push you around a bit but are relatively harmless.
    • Occasionally it charges up and then fires two missiles at you. These missiles do more damage than the energy bolts, but even more annoyingly they severely pummel your SRV so that it becomes very difficult to keep the sentinel in focus to shoot back. Also a missile hit may push you over an edge, causing additional fall damage when you hit the ground with your shields off.
  • If several sentinels combine their attacks you will be hit by missiles almost all the time, making combat very difficult. If they gang up on you it is therefore imperative that you dispatch one or two sentinels as soon as you can so that you remain in control of the situation.
  • It is best to shoot at sentinels from turret mode because the turret gimbal compensates for the SRV base moving around.
  • Once you have locked onto a sentinel and have it in clear sight, put 4 pips to WEP and shoot at it until it's dead.
  • If you see a sentinel charging up you can quickly put 4 pips to SYS for maximum shield in order to prepare for the missile impact.
  • Occasionally you may also have to put a temporary pip to ENG so that you can trigger your boosters. Good power management is half the battle.
  • Don't forget to pick up the materials a destroyed sentinel drops.
  • If your ship is parked close enough and you brought a point defense, the point defense may be able to shoot down missiles before they hit you.


Signal sources

Types of USS that I have encountered so far

  • Combat Aftermath Detected (Threat 0)
  • Degraded Emissions Detected (Threat 0)
  • Encoded Emissions Detected (Threat 0)
  • High Grade Emissions Detected (Threat 0)
  • Convoy Dispersal Pattern Detected (Threat 1)
  • Convoy Dispersal Pattern Detected (Threat 2)
  • Convoy Dispersal Pattern Detected (Threat 3)
  • Convoy Dispersal Pattern Detected (Threat 4)
  • Distress Call (Threat 2)
  • Distress Call (Threat 3)
  • Weapons Fire Detected (Threat 1)
  • Weapons Fire Detected (Threat 2)
  • Weapons Fire Detected (Threat 4)
  • Ceremonial Comms Detected (Threat 0)


What can you find in USS?

Here is a collection of advices that I have found floating around the net, mostly in the ED forums.


Advice 1:

  • Generally speaking: More population = more USS
  • Boom State systems have more HGE
  • If a desired material is not faction (Federation, Empire, Alliance) specific, go to Independent systems because there USS will have no faction-specific drops, thus increasing the chance for finding the desired material. Specifically, in Empire systems USS seem to drop Imperial Shielding.


Advice 2:

  • Degraded emissions usually have distilleries and processors etc.
  • High Grade Emissions usually have radioactive alloys and other rares
  • Encoded emissions have data scan stuff


Advice 3:

  • Degraded Emissions: Common USS that contains common mats whether it's a few of the low grade manufactured or two and a data beacon.
  • Encoded Emissions: Higher chance of finding a data beacon and two mats.
  • Combat Aftermath: Large number of mats. Low to mid grade resources with higher chance for some "combat only" rare grade mats
  • High Grade Emissions: Moderate number of rare ("high grade", G4 and G5) materials.


Examples of what I found in USS

Combat Aftermath Detected

  • Instance 1: 6 materials (2 Chemical Distillery, 1 Mechnical Components, 1 Heat Exchangers, 1 Conductive Ceramics, 1 Conductive Polymers)
  • Instance 2: 8 materials (2 Mechanical Scrap, 1 Chemical Processors, 1 Chemical Distillery, 1 Heat Exchangers, 2 Heat Dispersion Plate, 1 Conductive Ceramics)
  • Instance 3 (in Civil War system, Independent): 6 materials (1 Mechanical Scrap, 1 Mechanical Equipment, 1 Chemical Processors, 1 Chemical Manipulator, 2 Conductive Ceramics)
  • Instance 4 (in Civil War system, Independent): 9 materials (2 Mechanical Components, 2 Chemical Processors, 1 Heat Conduction Wiring, 1 Heat Vanes, 2 Conductive Polymers, 1 Conductive Components)
  • Instance 5 (in Civil War system, Independent): 9 materials (1 Mechanical Equipment, 1 Configurable Components, 1 Chemical Processors, 1 Mechanical Scrap, 1 Heat Vanes, 2 Conductive Components, 1 Conductive Ceramics, 1 Conductive Polymers)
  • Instance 6 (in Civil War system, Independent): 10 materials (2 Mechanical Equipment, 2 Mechnical Components, 1 Chemical Processors, 1 Heat Exchangers, 1 Heat Conduction Wiring, 2 Conductive Components, 1 Conductive Ceramics)


Encoded Emissions Detected

  • Instance 1
    • 2 Materials (Worn Shield Emitters, Grid Resistors)
    • 1x Private Data Beacon > Irregular Emission Data
  • Instance 2
    • 1 Material (Chemical Processors)
    • 1x Private Data Beacon > Strange Wake Solutions, Decoded Emission Data
  • Instance 3
    • 1 Material (Heat Conduction Wiring)
    • 1x Private Data Beacon > Atypical Disrupted Wake Echoes, 2x Irregular Emission Data
  • Instance 3
    • 2 Materials (Shield Emitters, Worn Shield Emitters)
    • 1x Private Data Beacon > Eccentric Hyperspace Trajectories
  • Instance 4 (in Boom system, Independent)
    • 3 Materials (Shield Emitters, Worn Shield Emitters, Grid Resistors)
    • 1x Private Data Beacon > Abnormal Compact Emissions Data
  • Instance 5 (in Boom system, Independent)
    • 1 Material (Mechanical Scrap)
    • 1x Private Data Beacon > Modified Consumer Firmware
  • Instance 6 (in Boom system, Independent)
    • 3 Materials (Compound Shielding, Shielding Sensors, Shield Emitters, Focus Crystals)
    • NO Private Data Beacon
  • Instance 7 (in Boom system, Independent)
    • 1 Material (Heat Conduction Wiring)
    • 1x Private Data Beacon > 1x Decoded Emission Data, 1x Datamined Wake Exceptions
  • Instance 8 (in Boom system, Independent)
    • 4 Materials (Chemical Processors, Worn Shield Emitters, Hybrid Capacitors, Salvaged Alloys)
    • 1x Private Data Beacon > 1x Decoded Emission Data
  • Instance 9 (in Boom system, Independent)
    • 1 Material (Salvaged Alloys)
    • 1x Private Data Beacon > 1x Unexpected Emission Data, 1x Irregular Emission Data, 1x Modified Consumer Firmware
  • Instance 10 (in Boom system, Independent)
    • 5 Materials (Chemical Distillery, Chemical Manipulators, Shield Emitters, Refined Focus Crystals, Flawed Focus Crystals)
    • NO Private Data Beacon
  • Instance 11 (in Boom system, Independent)
    • 2 Materials (Heat Dispersion Plate, Grid Resistors)
    • 1x Private Data Beacon > 1x Modified Consumer Firmware
  • Instance 12 (in Boom system, Independent)
    • 4 Materials (Mechanical Scrap, Mechanical Equipment, Heat Dispersion Plate, Grid Resistors)
    • 1x Private Data Beacon > 1x Atypical Disrupted Wake Echoes, 1x Decoded Emission Data, 1x Eccentric Hyperspace Trajectories
  • Instance 13 (in Boom system, Independent)
    • 6 Materials (Chemical Distillery, Chemical Manipulators, Shielding Sensors, Compound Shielding, Focus Crystals, Flawed Focus Crystals)
    • NO Private Data Beacon
  • Instance 14 (in Boom system, Independent)
    • 3 Materials (Heat Dispersion Plate, Heat Conduction Wiring, Grid Resistors)
    • 1x Private Data Beacon > 1x Modified Consumer Firmware, 1x Unexpected Emission Data, 1x Specialised Legacy Firmware
  • Instance 15 (in Boom system, Independent)
    • 4 Materials (Chemical Distillery, Chemical Manipulators, Chemical Processors, Refined Focus Crystals)
    • NO Private Data Beacon
  • Instance 16 (in Boom system, Independent)
    • 4 Materials (Worn Shield Emitters, Grid Resistors, Hybrid Capacitors)
    • 1x Private Data Beacon > 1x Modified Consumer Firmware, 1x Datamined Wake Exceptions
  • Instance 17 (in Boom system, Independent)
    • 4 Materials (Chemical Distillery, Chemical Manipulators, Chemical Processors, Flawed Focus Crystals)
    • NO Private Data Beacon
  • Instance 18 (in Boom system, Independent)
    • 4 Materials (Salvaged Alloys, Chemical Processors, Heat Conduction Wiring)
    • 1x Private Data Beacon > 1x Eccentric Hyperspace Trajectories


High Grade Emissions Detected (Threat 0)

  • Instance 1: 3x Military Grade Alloys (in Civil War system)
  • Instance 2: 5x Military Supercapacitors (in Civil War system)
  • Instance 3: 4x Military Grade Alloys (in Civil War system)
  • Instance 4: 3x Military Supercapacitors (in Civil War system)
  • Instance 5: 4x Proto Heat Radiators (in Boom system, Federation)
  • Instance 6: 3x Core Dynamic Composites, 3x Proprietary Composites (in Boom system, Federation)
  • Instance 7: 3x Proto Heat Radiators (in Boom system, Federation)
  • Instance 8: 1x Core Dynamic Composites, 3x Proprietary Composites (in Boom system, Federation)
  • Instance 9: 5x Proto Heat Radiators (in Boom system, Federation)
  • Instance 10: 2x Proto Radiolic Alloys, 4x Proto Light Alloys (in Boom system, Federation)
  • Instance 11: 5x Proto Heat Radiators (in Boom system, Independent)
  • Instance 12: 3x Proto Heat Radiators (in Boom system, Independent)
  • Instance 13: 2x Proto Radiolic Alloys, 1x Proto Light Alloys (in Boom system, Independent)
  • Instance 14: 2x Proto Radiolic Alloys, 2x Proto Light Alloys (in Boom system, Independent)
  • Instance 15: 5x Proto Heat Radiators (in Boom system, Independent)
  • Instance 16: 2x Proto Radiolic Alloys, 4x Proto Light Alloys (in Boom system, Independent)
  • Instance 16: 3x Proto Radiolic Alloys, 3x Proto Light Alloys (in Boom system, Independent)


Convoy Dispersal Pattern Detected (Threat 4)

  • 3 Type-9 Heavy (not hostile)

Distress Call (Threat 2)

  • 1 ship out of fuel
  • 3 pirate ships in a wing that do nothing to the fuel-less ship, scan me, then jump away


Distress Call (Threat 3)

  • 5 canisters (illegal salvage)
  • 3 ships


Weapons Fire Detected (Threat 1)

  • Instance 1
    • 1 System Authority Vessel that scans me
    • 1 other ship that scans me for "something good in your hold"
  • Instance 2
    • Some friendly ships
    • 2 wanted ships, one of them an Eagle that I was able to kill. It dropped 1x Salvaged Alloys.


Ceremonial Comms Detected (Threat 0)

  • 1 Funeral Ship (Type-9 Heavy)
  • 3 Type-6 Transporters
  • 2 Sidewinders
  • All in a wing