Horizons Anaconda for Exploration

You got a fat fuel scoop on there, no need for that extra 32t fuel tank.

I fly that build with the main tank at 16t only and an extra 2t optional one. This is enough that if you are stupid and manage to jump twice onto unscoopable stars,you will always have a little fuel left to get away with it. You can jump a surprisingly long way with only 2 or 3 tons of fuel.

40ly range,un-engineered, nearer 60 with max engineering.

Edit: The rest is spot on for a bare bones Anniesplorer though. A rated scoop would be nice if you can afford it.:)
 
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You got a fat fuel scoop on there, no need for that extra 32t fuel tank.

I fly that build with the main tank at 16t only and an extra 2t optional one. This is enough that if you are stupid and manage to jump twice onto unscoopable stars,you will always have a little fuel left to get away with it. You can jump a surprisingly long way with only 2 or 3 tons of fuel.

40ly range,un-engineered, nearer 60 with max engineering.

Edit: The rest is spot on for a bare bones Anniesplorer though. A rated scoop would be nice if you can afford it.:)

I debated the fuel tank vs. fuel scoop. Once I get further out I can imagine spending time in each system I encounter, but I have found in the past it is better, psychologically, if I stop less for fuel and jump more. The big fuel scoop makes it trivial to fill up. I was also considering heading riiiiiiiiiiiiight out into the void, and thought the extra fuel capacity (even if I don't use it) could save me having fuel issues if I do need to make a big leap between scoopable stars.
 
I think I might chuck in a few Cabins and take some tourists to see Sag-a. May as well double down in making money for the trip, and a little company never hurt.

Unless we go stir-crazy and murder each-other.
 
I've got mine kitted out for the 2.2 Passenger Missions and I am running dual 32t fuel tanks and a fuel scoop. My unlaiden range with a full weapons load out and a few Grade 5 Engineer upgrades is 52.4 Ly. I can get it closer to 60 Ly with some scaling back of various components, but I prefer to have the extended fuel range along with max class A rated thrusters and distributor. Loosing the Fuel Scoop doesn't really buy you that much additional jump range so I wouldn't sweat leaving that off. Even with dual tanks, you never know when you might need the scoop. Although 2.2 does add the cool ability to filter your route to only include scoopable stars. :)

As far as getting the Conda up to its absolute max jump range... Some of the new Engineers in 2.2 can do light weight mods to both Life Support and Fuel Scoops as well as several other previously un-upgradable modules, so there will be a way to get much closer to an uncompromised 60 Ly range using those new Engineers and their brand new module upgrades. The life support upgrade alone can get you 3 additional Ly of range and possibly more. I didn't bother testing that out in the Beta because you still had to go through the hassle of unlocking those new Engineers, so I am just waiting until 2.2 goes live before I take that on.

But to answer the OP's original question... Absolutely! The Anaconda makes a fantastic exploration ship as well as a far more capable passenger liner than the underwhelming Beluga with its disappointing 32 Ly max range with everything but the kitchen sink upgraded.
 
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I've got mine kitted out for the 2.2 Passenger Missions and I am running dual 32t fuel tanks and a fuel scoop. My unlaiden range with a full weapons load out and a few Grade 5 Engineer upgrades is 52.4 Ly. I can get it closer to 60 Ly with some scaling back of various components, but I prefer to have the extended fuel range along with max class A rated thrusters and distributor. Loosing the Fuel Scoop doesn't really buy you that much additional jump range so I wouldn't sweat leaving that off. Even with dual tanks, you never know when you might need the scoop. Although 2.2 does add the cool ability to filter your route to only include scoopable stars. :)

As far as getting the Conda up to its absolute max jump range... Some of the new Engineers in 2.2 can do light weight mods to both Life Support and Fuel Scoops as well as several other previously un-upgradable modules, so there will be a way to get much closer to an uncompromised 60 Ly range using those new Engineers and their brand new module upgrades. The life support upgrade alone can get you 3 additional Ly of range and possibly more. I didn't bother testing that out in the Beta because you still had to go through the hassle of unlocking those new Engineers, so I am just waiting until 2.2 goes live before I take that on.

But to answer the OP's original question... Absolutely! The Anaconda makes a fantastic exploration ship as well as a far more capable passenger liner than the underwhelming Beluga with its disappointing 32 Ly max range with everything but the kitchen sink upgraded.

These are good points! I'm tempted to get the Beta to try it, but apparently the DB they used is from about 6 weeks ago when I was starting out in E: D, so don't have the capital in-game to operate it (then), unless the modules are also very cheap?

You say you have A rated thrusters etc.. but which class? As you can see from my spec posted above, it is set to the minimum for exploration, but I'm wondering if it is worth A rating lower-spec equipment? e.g. 1A vs 1D power distributor in this build - what is the advantage?
 
You got a fat fuel scoop on there, no need for that extra 32t fuel tank.

I fly that build with the main tank at 16t only and an extra 2t optional one. This is enough that if you are stupid and manage to jump twice onto unscoopable stars,you will always have a little fuel left to get away with it. You can jump a surprisingly long way with only 2 or 3 tons of fuel.

40ly range,un-engineered, nearer 60 with max engineering.

Edit: The rest is spot on for a bare bones Anniesplorer though. A rated scoop would be nice if you can afford it.:)

Yep. The extra fuel tank will just decrease the range that the route plotter uses. If you're going far or right out to the rim, the range will help. I generally do the same thing as Stupid_hippy and reduce the tank size. There are virtually no places that would require more than two jumps between scoopable stars. A 7A scoop really helps that build however, because then you don't have to stop to scoop. So if you can afford a better scoop, definitely get one.

With a 3D shield, no boost and weak thrusters, you'll need to be very careful and patient with planetary landings. Descend slowly and don't point the nose down. Those shields will only protect you from normal landing damage, not from any serious crash. I nearly destroyed myself twice with just small mistakes.

Post-engineers, FSD mods will let you run a stronger build with a normal fuel tank and still get a much better jump range.
 
These are good points! I'm tempted to get the Beta to try it, but apparently the DB they used is from about 6 weeks ago when I was starting out in E: D, so don't have the capital in-game to operate it (then), unless the modules are also very cheap?

You say you have A rated thrusters etc.. but which class? As you can see from my spec posted above, it is set to the minimum for exploration, but I'm wondering if it is worth A rating lower-spec equipment? e.g. 1A vs 1D power distributor in this build - what is the advantage?

It all depends on what you plan to use the ship for. The lower the class of the modules, the lighter they will be and the farther your jump range gets, but the more sluggish the ship will feel in both normal space and SC. You just have to play around with the build until you get the best overall setup for what your use goal is.

Since I plan to use mine for Passenger Missions, I won't be doing planetary landings, so I can afford to scale back on thruster class and not use a SRV hangar etc. I do use a higher end distributor so my weapons are more useable. I'm running a 5A power planet for example, but it is a grade 5 overcharged version, so it pushes as many watts as the stock 6A would.

Before you start doing engineer upgrades, I would suggest taking some time to fit and fly various configs until you get what works best. Then start applying upgrades to that build with a focus on light weight mods that improve your "Optimized Mass" spec.

As far as the Fuel Tank capacity... I agree that you don't have to run an extra 32t. A smaller capacity will work just as well for certain roles especially if you have a fuel scoop installed. I went with a 32 because I would prefer to not be forced to scoop during these sightseeing missions, and just graze scoopable stars while I line up for the next jump. Its all a matter of taste and what kind of gameplay you want. :)
 
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I've already been experimenting! [up]

Even with 6A thrusters in fully armed trader config, she is very slow to respond to thrusters. I just bumped the ground the first time (only very gently though). I was deliberately maneuvering quite hard though to see what she could take. FD have done a great job with inertia!

I like the additional fuel capacity as I don't like stopping every 3 jumps for fuel. Of course, they don't have to be used.

What kind of weapon load do you carry? Full combat fit or reduced load?
 
I've already been experimenting! [up]

Even with 6A thrusters in fully armed trader config, she is very slow to respond to thrusters. I just bumped the ground the first time (only very gently though). I was deliberately maneuvering quite hard though to see what she could take. FD have done a great job with inertia!

I like the additional fuel capacity as I don't like stopping every 3 jumps for fuel. Of course, they don't have to be used.

What kind of weapon load do you carry? Full combat fit or reduced load?
.

Yeah.... Plantary landings will require beefier thrusters than strictly space based missions. You could play around with some Thruster upgrades though that might give the lighter classes a bit more punch. You also need to pay close attention to the gravity of the planet you are on. There are some out there with 2 to 3 times earth gravity and those will be VERY hard to land on with an underpowered ship.

The weapons I use are the same basic load out I use on all my ships. (Python, Corvette and Anaconda)

C3 Gimbaled Beam Lasers x 2
Medium Turreted Multi-Cannons x 2
Large Turreted Pulse Laser Class 3

But you are going to need a very powerful Distributor to take full advantage of C3s. But once you have that going for you, they are about the best weapon pair in the game. :)

I've got some Grade 5 Modified versions currently on my Python which I plan to use on all my ships via the new module storage feature. Thats why I didn't bother upgrading any other C3s once I got a great upgrade of two of these with the Python that also had really powerful after effects. Only took about 20 rolls per C3 to get something that good. ;) I also lucked out with their mass, so their weight adds virtually nothing of consequence to my jump range. :D

The beams on those are ruby red and when you hit a ship with them, the target puts out clouds of red smoke and it burns them down in nothing flat. Pretty darned impressive to see them in action. I definitely would not want to be on the receiving end. ;)
 
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A 7A scoop really helps that build however, because then you don't have to stop to scoop. So if you can afford a better scoop, definitely get one.

A 7A scoop costs 91m credits. A 7B scoop costs 22M credits.

Since scoops have no mass, the fact it's B rated doesn't come with the usual disadvantage of additional mass. I run the standard 32 ton tank plus an additional 16 ton tank on my exploration Anaconda because I'd rather have a few jumps without scooping if necessary (for example when jumping between multiple non-sequence stars) and I have a maximum range of 49.75 LY even when fully fuelled - that's obviously with a level 5 engineered FSD range increase but level 5 FSD range is one of the easiest level 5 mods to get, it's really not a lot of effort relative to the results.

I can't say that I've ever noticed 69m credits worth of difference between a 7A and 7B scoop; if you're scooping every jump you still only need to skim the corona as you turn to your next jump. Just something to consider.
 
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I can't say that I've ever noticed 69m credits worth of difference between a 7A and 7B scoop; if you're scooping every jump you still only need to skim the corona as you turn to your next jump. Just something to consider.

That is exactly why I went with the smaller scoop. Cost vs. benefit is too great with the 7A for just a few seconds difference.

The beams on those are ruby red and when you hit a ship with them, the target puts out clouds of red smoke and it burns them down in nothing flat. Pretty darned impressive to see them in action. I definitely would not want to be on the receiving end.

I'm doing some prep in this area before I head out. The module storage - can I store a modified 5D thruster and fit a 6A, for example? The class 4 beam is a monster! :eek: Upgraded that thing must be a weapons package on its own. Unmodified, it has a DPS of 34 on its own. Nothing else gets close to it.
 
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A 7A scoop costs 91m credits. A 7B scoop costs 22M credits.

Since scoops have no mass, the fact it's B rated doesn't come with the usual disadvantage of additional mass. I run the standard 32 ton tank plus an additional 16 ton tank on my exploration Anaconda because I'd rather have a few jumps without scooping if necessary (for example when jumping between multiple non-sequence stars) and I have a maximum range of 49.75 LY even when fully fuelled - that's obviously with a level 5 engineered FSD range increase but level 5 FSD range is one of the easiest level 5 mods to get, it's really not a lot of effort relative to the results.

I can't say that I've ever noticed 69m credits worth of difference between a 7A and 7B scoop; if you're scooping every jump you still only need to skim the corona as you turn to your next jump. Just something to consider.

What I meant to say was that with a 7A you can scoop fast enough to be able to engage the FSD again as soon as it's cooled down. You don't have to wait for the scoop - those extra seconds will slowly add up. Although I haven't flown much with a 7B (or a 7D as in the OP) to say what difference they make.

Perhaps it's just my style. I like to be able to scoop and jump quickly.

And if you don't have the credits then it's a sensible place to economize.
 
What I meant to say was that with a 7A you can scoop fast enough to be able to engage the FSD again as soon as it's cooled down. You don't have to wait for the scoop - those extra seconds will slowly add up. Although I haven't flown much with a 7B (or a 7D as in the OP) to say what difference they make.

Perhaps it's just my style. I like to be able to scoop and jump quickly.

And if you don't have the credits then it's a sensible place to economize.

I know what you mean but seriously, I can do that with a 7B. A 7A will completely fill the stock tank on a conda in 25 seconds, a 7B will do it in 29 seconds. That's literally one second per jump difference. It therefore costs me about a minute per 60 jumps; even allowing for the fact that not every jump will be at my full maximum range, I can do about 2,800 light years in 60 jumps. Basically a trip to Jacques from the bubble (for example) would take me about 8 minutes longer with a 7B than a 7A. I really don't need to optimise quite that much :D

I've never tried a 7D myself, I originally had a 6A on the conda but switched to a 7B when I refitted it as a pure explorer. It's not really a 'short of credits' thing for me, I have just under 600m in the bank and assets of about 1.7 billion, it's just that I didn't get that by spending 61m on vanity fuel scoops. :p
 
What I meant to say was that with a 7A you can scoop fast enough to be able to engage the FSD again as soon as it's cooled down. You don't have to wait for the scoop - those extra seconds will slowly add up. Although I haven't flown much with a 7B (or a 7D as in the OP) to say what difference they make.

Perhaps it's just my style. I like to be able to scoop and jump quickly.

And if you don't have the credits then it's a sensible place to economize.

If you are running an additional fuel tank (s) the difference between the A and the B will be a lot more noticeable. I assume this is because you are dealing with more fuel volume being put back into the tanks so the extra speed makes a more substantial difference.
 
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3500 ish jumps to beagle point and back in a pre engineered Annie .. I did that 3 times and I can absolutely say that size matters. 7A for sure. :)
 
3500 ish jumps to beagle point and back in a pre engineered Annie .. I did that 3 times and I can absolutely say that size matters. 7A for sure. :)

That is quite an endorsement! I need to save a bit more then! :p

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If you are running an additional fuel tank (s) the difference between the A and the B will be a lot more noticeable. I assume this is because you are dealing with more fuel volume being put back into the tanks so the extra speed makes a more substantial difference.

Agreed. Small volume, small difference. Large volume, large difference.
 
If you are running an additional fuel tank (s) the difference between the A and the B will be a lot more noticeable. I assume this is because you are dealing with more fuel volume being put back into the tanks so the extra speed makes a more substantial difference.

It will be more noticeable if you continually run the tanks empty and then refill. However it is still only a one second difference per jump's worth of fuel.

As I said in my previous post, for what it means in practical tems a buckyballing trip to Jacques in a 50LY range ship like my own explorer Anaconda will take about 7 hours in total with a 7A scoop and a big 8 minutes longer with a 7B. I'd love to pretend my life is so packed that I need to worry about those 8 minutes but honestly, it's not.
 
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I have found that extra fuel tanks are not needed at all. I just did a 100k ly round trip and only had to stop to look for a place to scoop once. The nice thing about the conda is that you can jump 20-30ly and your fuel meter doesn't even move. My next trip out I will probably downgrade the stock tank to 16 and add an 8 tank in the optionals. Plus with 2.2 you can route by scoopable stars.
 
I have found that extra fuel tanks are not needed at all. I just did a 100k ly round trip and only had to stop to look for a place to scoop once. The nice thing about the conda is that you can jump 20-30ly and your fuel meter doesn't even move. My next trip out I will probably downgrade the stock tank to 16 and add an 8 tank in the optionals. Plus with 2.2 you can route by scoopable stars.

I'm experimenting with that at the moment! I intend to strip it out to the bare bones so it is as light as possible. Do you carry weapons in your loadout? If I carry just two large MC and a huge beam laser I can't pack less than a 5A powerplant without running out of power. I could carry only 2 large MC for defense but I'm not sure that is sufficient (i.e. better to remove all the weapons and get better jump range).

I was having success flying in 4 g gravity until I rolled during high altitude normal flight, and uhhh... well.... it is rumored you could see the explosion from the butterfly nebula...
 
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