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Did you undersize the powerplant or engineer it overcharged?
Armoured or Low Emissions works best.
For example, on my exploration ship, I have all these powered off: AFMUs, Shields (turn on only if you're landing on a planet), Shield booster (same as shields), planetary vehicle hangers, power distributor (power dist settings are saved even when powered off), cargo hatch, sensors (you can still target planets and plot routes even without sensors), and all heat sink launchers except for one. Then turn systems on only when needed.
With all these turned off, I can max out my fuel scoop and the highest my heat will go is 70%. Also, my general rule with stars is to hit the jump button as soon as the star icon on your mini-map changes from red. Even with the hottest stars, your heat will reach dangerously high levels but not high enough to damage your ship.
Also, A-rated power plants does help with stars because of heat dissipation.
There is no way to completely avoid overheating if you stay close to a star too long, but better heat efficiency does help to increase the time you stay cool when getting close. So, I have gotten into the habit of using nothing less than an A rated power plant on all my ships, and if I don't need all the power, I engineer for Low Emissions and Thermal Spread. My Python (which I used for Powerplay rare-goods trading before they turn that source of merits off) is able to scoop and jump close to the star without taking heat damage. Though the heat level does start setting off alarms. So that should be possible to do with the Asp Explorer as well.
Even when I flew my AspX before engineering it, an A-rated FSD drive let me jump from just outside fuel-scooping range without overheating 95% of the time. So if you haven't yet, I'd advise you to upgrade it to A-rated, and while you're at it, but D-rated stuff for all the other modules. They're lighter, and it'll increase your jump range.
EDIT: As someone else above pointed out, A-rated power plant will help with heat a bit too. If it's an exploration ship and you're going for as light as possible, you can downgrade it from a size 5 to a size 4A and (should) still have more power than you need.
If the speed is increased while the positional relationship is still ambiguous, the departure will not be smooth.
Easy solution (at least around the bubble) is lots of heatsinks
So, there's a lot of modules that generate heat while in use, but you don't have to worry about heat from weapons or shields while in supercruise- leaving the heat down to a few "always on" modules- the power plant, the thrusters, the FSD, and a certain stubborn quality of the ship itself.
(Note that if, say, you need to hide from thargoids to use a repair limpet, you can actually turn the thrusters and FSD off in normal space, but that doesn't apply here)
The heat from the FSD you can do nothing about.
Before engineering, you can't do anything about the thrusters but you can A-rate the power plant. That doesn't do much though.
Ultimately some ships can never cold scoop, due to that minimum resting heat. The Asp can, but it's right on the edge- it needs the full set of engineering to pull it off, G5 low emissions on the power plant and clean drives on the thrusters. Go for less than G5, use armored instead of low emissions, or run into an especially warm star, and you'll be on a timer- but a fairly generous timer.
Basically there's three-ish kinds of scooping-
Hot scooping, for ships with large fuel scoops and heat properties that are good but not great, where you ship will overheat from the solar output, but slowly enough that you can fill your fuel tank. Sometimes it takes multiple passes. Ships that are good for exploration but not engineered tend to fall into this category; certain hybrid travel fittings on non-exploration ships will sit here too, since it's a lot easier to do.
Cold scooping, for ships with medium fuel scoops and extremely good heat properties, where you can sit on the star forever and not overheat. Dolphins can do this easily, Imperial ships can do this with a little bit of work, and all the dedicated explorers can do it if you go full in on the engineering. It's good for exploration because once you identify the orbital plane, you can park yourself on top of the star and then FSS the system while scooping, even if it takes longer.
Emergency scooping, for ships with tiny fuel scoops and normal heat properties, where you overheat as soon as you enter the stellar corona and just gotta accept that. This is something you do for combat ships and larges where you can't be sure they'll have the jump range to get back to a dock without running out of fuel, and should never be done with explorers.
There's also boost scooping, now, where you take a ship that could have cold scooped but has an enormous fuel scoop, get close to the exclusion limit of the star, than supercruise overcharge your way out at a shallow angle. Turns out going above the normal max speed also scoops fuel faster, but if your thermal properties aren't perfect it'll cook the ship, and if your fuel scoop isn't giant it won't be enough to fill the fuel tank. Basically it turns 10 seconds into 3, but if you needed 40 seconds to fill the fuel tank that's not helpful.