Thanks for all the comments Cmdrs...
Yes I am looking for an explorcondor...I figure I only need one SRV.
I have engineered the 6A FSD but still only have 30LY jump range...I will follow your suggestions.
Frawd
- - - Updated - - -
Lol...thought I'd go for easy exploration (instead of the old sidey with 22LY range and no mod cons)
Frawd
Could you link your build (coriolis if possible)? Stripped down and with a g5 range increase roll, the 'conda can jump over 60, so if you're at 30 you've probably weighed her down way too much. My conda has very good shielding, lightweight weapons, 2 SRV's and a fighter, and it does about 50ly, so 30's definitely a very low value for anything that's not a combat fit conda.
In general, the rules would be roughly as follows.
Core internals
- power plant: smallest A rated one that can power your ship (never D rate this - a lower class A will offer more power, be less heavy, and have better heat efficiency than a 1 class higher D). Mod with low emissions power plant mod if you can spare the power.
- thrusters: 5D (having larger / higher rate ones won't help you with landings, and 5D's work fine even if landing on a very high g, in my case 9.77g world - tested myself and lived to tell the tale); depending on available power maybe consider some grade of clean drive tuning as that decreases your heat output. Only do this if you have available power as clean drives increase the thruster's power output.
- power distributor: depends on if you want to be able to boost or not, and if you've chosen to carry weapons or not. 1D if the answer is no to both questions. If you just want to boost but don't care about carrying weapons, you can get away with a 5D distibutor with an engine focused mod on it that will still allow you to boost. It might be possible to go lower, haven't experimented with that yet but it will depend largely on how good a roll you get, I would gather. If you want weapons you'll need a bigger distributor, just how big is going to depend on your loadout; you can't exactly run big beams or a huge plasma off a tiny distributor. In case of weapons, test before heading out.
- FSD: best you can get with a g5 FSD range increase roll on it. All mats for this can be obtained quickly, PM me if you need help with that and I'll tell you how.
- Life support: 5D, mod with lightweight if you have access to Lori Jameson (will need access to Shinrarta Dezhra by either being Elite or having been a kickstarter backer)
- Sensors: 8D
- Fuel Tank: leave as is or, if packing the 7A scoop, you can consider reducing the amount of fuel you're bringing by taking the 16T tank instead and fitting some small tanks in optional internals. I made it to Beagle Point and back with 26T of fuel capacity (default: 32) without a single problem. Up to you, some prefer total range while others single jump range on a full tank. With the biggest scoop on a Conda scooping at every main sequence isn't exactly a problem so you may as well, but this depends largely on personal preference.
Optional internals
C7 Fuel scoop. A if you can afford it, it's worth it. B if you can't, it will still vastly outperform any C6 scoop.
Shields - up to you, anything from 6A to 5D. I'd advise against bi-weaves and prismatics; bi-weaves recharge faster at the cost of being weaker, not very useful for an explorer most of the time, and prismatics are too heavy and power hungry.
AFMU's - I like to have one 6A and one 4A so they can fix each other. Don't worry about their power consumption as they only need to be on when fixing, and even then only when the ship is stationary, so you can always disable your thrusters to power them if you need to. Just remember to always drop out of sc before using them.
Fighter bay - not useful for exploration in a strictly utilitarian way, but can be fun for expedition meetups and canyon racing. If you're sure to feel the need for low level canyon flying, it's much better to risk your SLF than your Anaconda full of data. I suggest getting a 5D in this case, anything else is too heavy. Even the 5D is 20T.
SRV's - one for shorter hops should be enough, I prefer to have two. 4G hangar isn't that heavy.
ADS and DSS - duh.
Utility slots
Don't be silly and pack a couple of heat sink launchers. Ram Tah can mod them with a g5 lightweight mod making their impact on your jump range almost completely unnoticeable. The rest, again, up to you. Point defence / chaff might be good if you want to feel safer when returning with the data, but don't expect chaff to make the enemies miss you completely as you're flying a big ship - it can, however, prevent them from shooting up your drives or power plant. Throw a lightweight mod on any of these, it's now possible.
Weapons
TBH, you don't need them, nor will they save you if you run into trouble; good shields + submit&hiwake will. If you're worried about Thargoids, know that all we know about them so far (if they even are Thargoids) is that they have far superior technology, can pull us out of witch space, shut our ships down when they want, and their shields barely register damage even when attacked with insane alpha damage builds, so if you were planning to mount guns based on some idea that you want to be able to defend yourself against aliens, all they'll really do is annoy them before they blow you up. You run into trouble in an exploration ship, you run.
Having said that, some people still like a small defensive arsenal that can help them squat that annoying interdicting eagle on their way back to the bubble. In this case, avoid weapons that are demanding on the capacitor (beams, bursts, plasmas, rails) - stick with pulses and multis. Missiles are pretty power hungry, and AI has been updated so it can avoid mines pretty well, which makes them fairly useless. Mod with efficient / lightweight as you see fit, incendiary will help multis be better against shields, corrosive makes enemy hull armor weaker, emissive completely counters stealth (silent running), and other special effects purely as you like it.
Hope that helps. There's an old guide I wrote about this in my sig, but I haven't gotten around to update it with engineering info so far. It's old but the general logic behind it still applies.