My trading build for Mobius/solo play is about 150M at a 10% discount, so I'd say you probably have some room left to hold on to one of the other ships.
452 cargo
A4 shield
D5 powerplant
D7 thrusters
D8 power dist
D5 life suport
D8 sensors
C5 fuel tank
A6 FSD
heat sink launcher
point defence turret
Range unladen: 33.26ly
Range laden: 19.74ly
Maneuverability in this set-up is not bad at all (for a large trading vessel).
Found out I need the shield, because I cannot always avoid hitting the mailslot against repair cost slightly higher than the average profit of 4T extra cargo.
PDT and heat sink are of arguable value, just to be on the safe side, and for me they don't have significant effect on jump range.
EDIT: remarkably similar to Alex's setup except for the boosters and weapons! (Alex's post wasn't there when I started typing)
If you play in SOLO,
I'd switch several things on his fitting:
- replace D7 thrusters with D6 Thrusters - you gain a decent amount of jump range and loose only 1m/s max speed and 2 m/s boost speed, no maneuverability loss in my tests.
- replace D8 Power dist with A6 Power Dist - you gain jump range and can still boost continuously
- replace D5 Power Plant with A4 Power Plant - more power, less heat, more range thanks to less mass
- replace Defense turret with Chaff Launcher, as the chaff launcher will confuse both gimbaled and turreted weapons as well as some missiles
- replace 2E Cargo Rack with Docking Computer - the small break you can take while the ship docks itself reduces fatigue building up and is totally worth the 4 tons of cargo to me.
- remove Weapons. better range and nothing can mass-lock you anyway. Before I'd bother with weapons, I'd install a load of shield boosters if you're worried about NPC interdictions.
If you play in OPEN, pick someone else's fitting
I don't think Alex' fitting is for OPEN either, but it trades jump range for weapons, shield boosters and some bigger, higher mass components. If you do think you'd enjoy fighting back upon interdiction in spite of a full load of imperial slaves that might die painfully, that fitting isn't quite as cheap (182 million) as the pure trading setup (170 million), but will allow you an occasional fight.
As for hitting the mail slot in the Anaconda - I may be able to help somewhat: I had problems when I first got the Anaconda, but have solved them since:
When undocking and flying out of the station, there is a weird buoyancy in the mail slot, that gently pushes the Anaconda upwards. Enough so, that you might hit and / or get stuck on the ceiling, with the station starting to threaten hell and high water.
If you fly extra low to compensate, you'll end up hitting the bottom or the thick bottom part of the Anaconda could also hang and stop you cold there.
While I can't explain the best height at which to fly through the slot very well, the more important part is to have sufficient speed (it lessens the buoyancy effect) and to have your finger on the F key to hit the lateral thrusters right about the time when your cockpit window is about to enter the slot. There's a slight delay for the thruster for me (maybe lag).
For me, the best way to fly out is about as follows: I line up for the vertical center of the slot at very low speed. I raise the speed somewhat once lined up and I aim only very slightly above center to enter the slot. As soon as the front of the ship is in the slot, I go to full throttle and press F a moment after, for a duration of just under a second. With this method, I never touch anymore. I'd still not fly without shield anyway. 450 tons are enough with the speed and range of the Anaconda.
If someone has a much simpler way to fly out, please do post!
On the way into the station, the buoyancy effect is completely absent and its cake to fly into the station at any speed.
I noticed the buoyancy on station exit in the T9 as well, but it was less pronounced and never pushed the T9 against the ceiling of the slot.
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