Distant Worlds - A journey beyond the Abyss

Status
Thread Closed: Not open for further replies.
Here are my findings for a route for lower range ships to get to Beagle Point. It covers the last ~500 LY. Note that it works backwards from BP so the start of the route is at the bottom! The first jump therefore is from IORANT KW-E C11-1 to IORANT TS-J B22-0 and is 19.73 LY. The table also shows whether boosted jumps are needed for various jump ranges: B = Basic (level 1), S = Standard (level 2), P = Premium (level 3). Below the list of jumps are the totals of boosts required for each jump range and the amount of materials required (this is double that for the number of boosted jumps as you need to get there & back :D).

Jump202122232425262728293031323334
CEECKIA ZQ-L C24-0
CEECKIA WM-H D11-127.16SSBBBBBB-------
CEECKIA WK-M C23-033.40PPPSSSSBBBBBBB-
CEECKIA XM-H D11-020.42B--------------
CEECKIA UP-N C23-027.92SSSBBBBB-------
CEECKIA QJ-P C22-031.76PPSSSSBBBBBB---
CEECKIA GJ-G B46-013.39---------------
CEECKIA HJ-D B46-022.13BBB------------
CEECKIA ED-F B45-028.08SSSBBBBBB------
CEECKIA FD-F B45-022.82BBB------------
CEECKIA BX-G B44-018.59---------------
CEECKIA QX-I B43-022.68BBB------------
CEECKIA TK-K B42-017.69---------------
CEECKIA PE-M B41-018.97---------------
CEECKIA QE-M B41-023.53BBBB-----------
CEECKIA NY-N B40-018.79---------------
CEECKIA OY-N B40-024.18BBBBB----------
CEECKIA KS-P B39-019.92---------------
CEECKIA OF-L D9-115.77---------------
CEECKIA OF-L D9-016.75---------------
CEECKIA BW-1 C18-016.39---------------
IORANT MT-Q C18-033.09PPPSSSSBBBBBBB-
IORANT PD-K D8-424.35BBBBB----------
IORANT NT-Q C18-025.79SBBBBB---------
IORANT JN-S C17-033.00PPSSSSSBBBBBB--
IORANT KN-S C17-029.00SSSSBBBBB------
IORANT MO-O B33-030.93PSSSSBBBBBB----
IORANT GH-U C16-012.62---------------
IORANT CB-W C15-016.21---------------
IORANT EC-S B31-017.34---------------
IORANT FC-S B31-026.74SSBBBBB--------
IORANT YU-X C14-132.19PPSSSSBBBBBBB--
IORANT QO-X B28-021.79BB-------------
IORANT SJ-X B28-018.26---------------
IORANT OD-X B27-016.69---------------
IORANT HR-N D6-119.66---------------
IORANT HR-N D6-06.28---------------
IORANT IR-N D6-018.46---------------
IORANT IR-N D6-112.01---------------
IORANT MC-D C12-114.60---------------
IORANT EL-E B25-022.58BBB------------
IORANT AF-G B24-018.27---------------
IORANT WY-H B23-016.03---------------
IORANT XY-H B23-016.88---------------
IORANT TS-J B22-07.44---------------
IORANT KW-E C11-119.73---------------
Basic99108878108665420
Standard667765300000000
Premium652000000000000
Vanadium4848544644383840322424201680
Germanium303034302824222016121210840
Cadmium2424282824201200000000
Niobium302720141210600000000
Arsenic12104000000000000
Polonium12104000000000000
Yttrium12104000000000000

This isn't the only route available and is unlikely to be the "best". The lowest jump range ships might need to use a few boosts to get to the starting point, but it is within the range of where I previously got to in an unboosted Cobra.

Hope this helps!
 
Interesting, count me in, ive been looking for a bit more focus to my intergalactic wanderings. Currently fitting out an exploration conda in preparation for Horizons

CMDR Jon flint
Anaconda/39.06ly
"Winter's Reach"
GMT/UK

39Ly's? You must be stripping down almost everything on that ship.
 
Here are my findings for a route for lower range ships to get to Beagle Point. It covers the last ~500 LY. Note that it works backwards from BP so the start of the route is at the bottom! The first jump therefore is from IORANT KW-E C11-1 to IORANT TS-J B22-0 and is 19.73 LY. The table also shows whether boosted jumps are needed for various jump ranges: B = Basic (level 1), S = Standard (level 2), P = Premium (level 3). Below the list of jumps are the totals of boosts required for each jump range and the amount of materials required (this is double that for the number of boosted jumps as you need to get there & back :D).

Jump202122232425262728293031323334
CEECKIA ZQ-L C24-0
CEECKIA WM-H D11-127.16SSBBBBBB-------
CEECKIA WK-M C23-033.40PPPSSSSBBBBBBB-
CEECKIA XM-H D11-020.42B--------------
CEECKIA UP-N C23-027.92SSSBBBBB-------
CEECKIA QJ-P C22-031.76PPSSSSBBBBBB---
CEECKIA GJ-G B46-013.39---------------
CEECKIA HJ-D B46-022.13BBB------------
CEECKIA ED-F B45-028.08SSSBBBBBB------
CEECKIA FD-F B45-022.82BBB------------
CEECKIA BX-G B44-018.59---------------
CEECKIA QX-I B43-022.68BBB------------
CEECKIA TK-K B42-017.69---------------
CEECKIA PE-M B41-018.97---------------
CEECKIA QE-M B41-023.53BBBB-----------
CEECKIA NY-N B40-018.79---------------
CEECKIA OY-N B40-024.18BBBBB----------
CEECKIA KS-P B39-019.92---------------
CEECKIA OF-L D9-115.77---------------
CEECKIA OF-L D9-016.75---------------
CEECKIA BW-1 C18-016.39---------------
IORANT MT-Q C18-033.09PPPSSSSBBBBBBB-
IORANT PD-K D8-424.35BBBBB----------
IORANT NT-Q C18-025.79SBBBBB---------
IORANT JN-S C17-033.00PPSSSSSBBBBBB--
IORANT KN-S C17-029.00SSSSBBBBB------
IORANT MO-O B33-030.93PSSSSBBBBBB----
IORANT GH-U C16-012.62---------------
IORANT CB-W C15-016.21---------------
IORANT EC-S B31-017.34---------------
IORANT FC-S B31-026.74SSBBBBB--------
IORANT YU-X C14-132.19PPSSSSBBBBBBB--
IORANT QO-X B28-021.79BB-------------
IORANT SJ-X B28-018.26---------------
IORANT OD-X B27-016.69---------------
IORANT HR-N D6-119.66---------------
IORANT HR-N D6-06.28---------------
IORANT IR-N D6-018.46---------------
IORANT IR-N D6-112.01---------------
IORANT MC-D C12-114.60---------------
IORANT EL-E B25-022.58BBB------------
IORANT AF-G B24-018.27---------------
IORANT WY-H B23-016.03---------------
IORANT XY-H B23-016.88---------------
IORANT TS-J B22-07.44---------------
IORANT KW-E C11-119.73---------------
Basic99108878108665420
Standard667765300000000
Premium652000000000000
Vanadium4848544644383840322424201680
Germanium303034302824222016121210840
Cadmium2424282824201200000000
Niobium302720141210600000000
Arsenic12104000000000000
Polonium12104000000000000
Yttrium12104000000000000

This isn't the only route available and is unlikely to be the "best". The lowest jump range ships might need to use a few boosts to get to the starting point, but it is within the range of where I previously got to in an unboosted Cobra.

Hope this helps!
Woot! Soon beagle point will have a touristic gift shop! This is a top notch service. My calculations on Stulli route and boosts required for 25LY is very similar to yours.
I would just advertise than less than 25 will require boosts to cross at Roncevaux and very early in Solitude too. In the 65k club there are distress calls of ASPs stranded in the Abyss. As usual I don't want to make terrorism, but to give informations so CMDRs can take realistic decisions. Many that never went in any rim don't know how harsh they can be.

- - - - - Additional Content Posted / Auto Merge - - - - -

39Ly's? You must be stripping down almost everything on that ship.
That's the average exploconda + 2SRV bay and a minimalistic shield. On fumes you can get 40,5. The old 41 is difficult with PL equipment and a shield, but now we have boosts!
 
Here are my findings for a route for lower range ships to get to Beagle Point. It covers the last ~500 LY. Note that it works backwards from BP so the start of the route is at the bottom! The first jump therefore is from IORANT KW-E C11-1 to IORANT TS-J B22-0 and is 19.73 LY. The table also shows whether boosted jumps are needed for various jump ranges: B = Basic (level 1), S = Standard (level 2), P = Premium (level 3). Below the list of jumps are the totals of boosts required for each jump range and the amount of materials required (this is double that for the number of boosted jumps as you need to get there & back :D).

--HOLY GOD DAMN SON--

Hope this helps!


I love you, please marry me.
 
Here are my findings for a route for lower range ships to get to Beagle Point. It covers the last ~500 LY. Note that it works backwards from BP so the start of the route is at the bottom! The first jump therefore is from IORANT KW-E C11-1 to IORANT TS-J B22-0 and is 19.73 LY. The table also shows whether boosted jumps are needed for various jump ranges: B = Basic (level 1), S = Standard (level 2), P = Premium (level 3). Below the list of jumps are the totals of boosts required for each jump range and the amount of materials required (this is double that for the number of boosted jumps as you need to get there & back :D).This isn't the only route available and is unlikely to be the "best". The lowest jump range ships might need to use a few boosts to get to the starting point, but it is within the range of where I previously got to in an unboosted Cobra.
Hope this helps!

Awesome stuff Cmdr!! Great work. +1 rep

Frawd
 
39Ly's? You must be stripping down almost everything on that ship.


Not really. Not even close. an anaconda can hit and nearly 42 light years. Actually if I know right so I stripped down it can hit a slightly over 42Ly

- - - - - Additional Content Posted / Auto Merge - - - - -

Can anybody tell me where to get the 12 ton cargo hold for my asp? I checked every station in Achenar and George Lucas station, and most high tech systems within about 20 light years of Achenar. I found the 8 ton cargo rack but I am wanting the 12 ton.
 
Last edited:
Can anybody tell me where to get the 12 ton cargo hold for my asp? I checked every station in Achenar and George Lucas station, and most high tech systems within about 20 light years of Achenar. I found the 8 ton cargo rack but I am wanting the 12 ton.

There are no 12t racks. Unless you mean 16t.
 


This just happened to me tonight in the Lagoon Nebula while scouting worlds for the DWE. My SRV went from 91% to destroyed in a split second. I wasn't airborne, only had the throttle at about halfway, was coming up out of a gentle little valley when BOOM instant destruction.


If they don't fix this we are all going to be losing lots of SRV's to random invisible walls we can't see until it's too late. I only have one SRV left, guess I have to hike back to Pallaeni, restock, and start it all over. :(


Here is the bug report thread, in case this happens to anyone else:

https://forums.frontier.co.uk/showthread.php?t=218132
 
Last edited:
Not really. Not even close. an anaconda can hit and nearly 42 light years. Actually if I know right so I stripped down it can hit a slightly over 42Ly
41.19 LY (on fumes) is the maximum for an Anaconda unless you ditch the scanners in which case it is a theoretical, but somewhat pointless from an exploration POV, max of 41.45 LY.

My Horizons Anaconda build has a couple of SRVs and 3D shields to allow me to land safely and that reduces the fumes range to 40.18 LY.
 
Allitnil said:
- Route to Beagle Point that crashes my phone browser when quoting -

Awesome work, thanks a lot! (No, we must not get our hopes up, Python. Hush. We have to make it to Roncevaux first.)
 
Not really. Not even close. an anaconda can hit and nearly 42 light years. Actually if I know right so I stripped down it can hit a slightly over 42Ly

I'm sorry, but that's never been the case, not even before Horizons where SRV bays and shields became necessary if you intend to land at all. As proof, look at this build:

http://coriolis.io/outfit/anaconda/02A5D6A5D1D8D5C---------------------------.Iw18ZlA=.Aw18ZlA=

Stripped down to bare bones. 2A power plant, 1D distributor, lightest thrusters it can mount. I intentionally left everything else empty to make this point more clearly - it doesn't even have scanners, which are mandatory. Fuel scoop is irrelevant for this discussion as it has no mass in the game, shields are also not there. Even stripped down this much the ship can't jump over 41.43ly, and will do 39.63 on a full tank. Yes, it's possible to further increase range by stripping down to a smaller fuel tank, but that still won't get you to jump that far (and the ship is unsuitable for exploration or any other role in this build).

Once you start adding modules you'll need, you'll need to bump up your powerplant to something like a 4A. If you want to be able to boost out of any potential landing trouble you'll need at least a 5A distributor. Add shields so you don't take damage while landing - say, a 5D - and only on 2 vehicle hangar, put some scanners in and you're already down to some 36.something ly.

Now, if we play with this a little and kill our boosting ability by mounting a 1D PD, go for a 1 vehicle hangar, and reduce shields to the lightest possible, namely the 3D, and strip down the fuel tank to the 16T one, yes, she'll do 39ly on a full tank, but that's really, really stripped down and doesn't offer a lot of margin for error when landing. It's the very definition of stripped down :)
 
41.19 LY (on fumes) is the maximum for an Anaconda unless you ditch the scanners in which case it is a theoretical, but somewhat pointless from an exploration POV, max of 41.45 LY.

My Horizons Anaconda build has a couple of SRVs and 3D shields to allow me to land safely and that reduces the fumes range to 40.18 LY.
My DW Conda build is 38.08 LY fully laden and 39.74LY on fumes with sufficient shields (5D) for safe landing and twin SRVs. Of course full scanner suite is in situ as well otherwise it's not an explorer build.
I hadn't considered 3D shields aren't they a little 'thin' for planetary landing?
 
Last edited:
My DW Conda build is 38.08 LY fully laden and 39.74LY on fumes with sufficient shields (5D) for safe landing and twin SRVs. Of course full scanner suite is in situ as well otherwise it's not an explorer build.
I hadn't considered 3D shields aren't they a little 'thin' for planetary landing?

Do you have a link to your latest build? If / when I get back to the bubble I'm going to get me one of them Exploracondas for my next trip to the black..
 
If people want to practice on 3 and 4g worlds there are some beauties as has been mentioned at Zibal 5 (3.29g) and HR 1185 4a (4.12g). These have the advantage of having rings so it makes for a nice selfie.

- - - - - Additional Content Posted / Auto Merge - - - - -

Sweepstake on the final number to sign up, I am going for 401.
 
My DW Conda build is 38.08 LY fully laden and 39.74LY on fumes with sufficient shields (5D) for safe landing and twin SRVs. Of course full scanner suite is in situ as well otherwise it's not an explorer build.
I hadn't considered 3D shields aren't they a little 'thin' for planetary landing?
Can you post your build? Mine is very similar but I have 0.8 less. Maybe it's the single heat sink? Looking this fat guy with suspicium all the time. Also it's a pity that SRVs thend to blow up for no reason. That would be close enough to not release a car in Europe. So I have to take the second fat boy.

lol nonja'd

it's the fat heat sink! Going to get rid of those pesky 1.3T.
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom