Exploration - why the Anaconda?

Not read the thread other than the opening post but here are my two pennies worth...

For exploration I personally have two primary vessels: Asp Explorer (c. 30Ly) and Diamondback Explorer (c. 40Ly) with the Asp being my primary go-to ship.

I also have an Anaconda and a Corvette, both of which could serve in an exploration role but in many ways I prefer my two go-to explorer ships.

The main advantage of picking the Anaconda (or Corvette) as I see it is that you gain in the potential outfitting department. Neither the Asp Explorer nor the Diamondback Explorer could realistically fit more than 1 AFMU without making what I would consider unacceptable sacrifices in build. The Asp Explorer could just about do it, but you would lose out on extra fuel tank potential (which is a borderline sacrifice).

Why would you want 2 AFMUs? so they can repair each other... should you incur module damage for any reason while exploring you could be subjected to reduced performance and/or system malfunctions and the AFMUs mitigate that concern.

I like flying with two AFMUs in my Asp though honestly you'll not need two of them. On my trip from Colonia to Semotus Beacon and back I barely hyad accumulated 10% of damage in my main AFMU and my other componenets still were mostly fine so I could have done the trip without an AFMU at all though on even longer trips like a circunavigation (I guess I didn't spell that right) it is useful to bring one because the FSD starts to misbehave at around 80% health if I remember well, but even then, I think your ship's hull will be gone before your AFMU will, especially if you mod your AMFU to be more resiliant (with no weight penalty).
 
Man, I tried, I really tried. I flew 7000 lys out from the bubble in my Anaconda, but I turned around back for Jameson Memorial tonight. I just feel so confined in this ship!
**snip***.


some of use explore in proper ships

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some of us "explore" in "ships"


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Ofc my opinion and why I fly small ships, as having 7 AFMU's 16 SRV's and 20 fighters just feels like I have a whole support team helping me :)
 
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I like flying with two AFMUs in my Asp though honestly you'll not need two of them. On my trip from Colonia to Semotus Beacon and back I barely hyad accumulated 10% of damage in my main AFMU and my other componenets still were mostly fine so I could have done the trip without an AFMU at all though on even longer trips like a circunavigation (I guess I didn't spell that right) it is useful to bring one because the FSD starts to misbehave at around 80% health if I remember well, but even then, I think your ship's hull will be gone before your AFMU will, especially if you mod your AMFU to be more resiliant (with no weight penalty).
Probably true, the longest exploration flight I have done thus far in my Asp Explorer was my meandering trip out to a point >5k Ly from the starting system, I cut my trip short since I wanted to be back in the bubble in time for one of the major patch releases, my hull and module integrity was fine as I recall (not too much integrity damage incurred) and I reckon I must have travelled more than the 5k Ly to get to the 5k Ly point (how much more is difficult to say... I do not recall the exact route I took).

Overall though, if I was planning to go out for an extended period of exploration I would personally probably want the security of 2 AFMUs to be on the safe side.
 
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The older and fatter I get, your cruise offer is not luxurious enough :D
Starting to resemble Patron Gerund perhaps? ;)

With the (at least partial) glass bottom of the Asp Explorer (Cockpit) it does feel a little like paying some kind of homage to Jacque Cousteau and the Asp Explorer is probably at least 5 times the size (in terms of volume) while being less than double the base displacement when fully loaded.

Perhaps a 30Ly Orca would suit your appetite for Exploration in luxury :D
 
I like flying with two AFMUs in my Asp though honestly you'll not need two of them. On my trip from Colonia to Semotus Beacon and back I barely hyad accumulated 10% of damage in my main AFMU and my other componenets still were mostly fine so I could have done the trip without an AFMU at all though on even longer trips like a circunavigation (I guess I didn't spell that right) it is useful to bring one because the FSD starts to misbehave at around 80% health if I remember well, but even then, I think your ship's hull will be gone before your AFMU will, especially if you mod your AMFU to be more resiliant (with no weight penalty).

I've read in another thread that you don't really need 2 AMFUs. If the one you have is not working anymore, you reboot and repair. Even at 1%, it will be able to repair other modules. I haven't tested this myself, though...
 
I've read in another thread that you don't really need 2 AMFUs. If the one you have is not working anymore, you reboot and repair. Even at 1%, it will be able to repair other modules. I haven't tested this myself, though...

And pro multiple AMFUs: the damage struck systems randomly, and counts AMFUs as system modules. If you have multiple AMFUs you reduce chance of damage to the vital systems.
 
I've read in another thread that you don't really need 2 AMFUs. If the one you have is not working anymore, you reboot and repair. Even at 1%, it will be able to repair other modules. I haven't tested this myself, though...
Not sure about the 1% AFMU integrity situation but an AFMU can not repair itself nor the Power Plant currently. You might be able to reboot it to recover from a malfunction but I would expect the malfunction to cost AFMU ammo.
 
Not sure about the 1% AFMU integrity situation but an AFMU can not repair itself nor the Power Plant currently. You might be able to reboot it to recover from a malfunction but I would expect the malfunction to cost AFMU ammo.

If AFMUs are your thing, stock them up as many as you want. They are weightless. Turn them all off to save Power Plant size. When repairing switch off FSD and switch on one AFMU. With 5-6 AFMUs you'll reduce the possibility of the damage to internals in half.

For this you'll need a ship with many internal compartments. (hint: it starts with A and is not followed by S or D)
 
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If AFMUs are your thing, stock them up as many as you want. They are weightless. Turn them all off to save Power Plant size. When repairing switch off FSD and switch on one AFMU. With 5-6 AFMUs you'll reduce the possibility of the damage to internals in half.

For this you'll need a ship with many internal compartments. (hint: it starts with A and is not followed by S or D)
I think that a Python/Orca should suffice, no explicit need for an Anaconda ;)...

As I have stated, 2 AFMUs is all I consider is necessary (assuming you keep them both in a reasonable state of repair). For exploration, any spare slots would probably be used for Fuel Tanks... PNR (Point of No Return) is a major factor during exploration IMO.
 
And pro multiple AMFUs: the damage struck systems randomly, and counts AMFUs as system modules. If you have multiple AMFUs you reduce chance of damage to the vital systems.

Is it? Every time I crash into a star pretty much all of my systems gets a 1-2% damage while exploring.
 
Apart from the fact that it can fit afmu's to fix the afmu that you bought to fix your afmu, multiple srv's and a fricking fighter...?

Well, the real reason to explore in an Anaconda is...

IT IS THE BEST LOOKING SHIP WHEN SCREENSHOTTED AGAINST THE COLOUR BEIGE.

And there's a lot of that about these days.

...

Mwahahahahahahahaaaargh
 
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I think that a Python/Orca should suffice, no explicit need for an Anaconda ;)...
I'm exploring in an Orca right now. It's really, really nice. It flies like butter on ice. So smooth. The 'conda can have more modules and have better jump range, but with 42 ly currently on my Orca, it's doing pretty okay.

As I have stated, 2 AFMUs is all I consider is necessary (assuming you keep them both in a reasonable state of repair). For exploration, any spare slots would probably be used for Fuel Tanks... PNR (Point of No Return) is a major factor during exploration IMO.
Depends. Like me right now, I'm going to the core. There are so many stars that it's almost difficult to pick them in the route screen because they're packed to each other. I'm considering reducing my fuel tank for next core trip. However, if you're going through rifts and to the edge, yeah, then you might have some need for extra fuel, maybe. The problem with extra fuel is the reduced jump range, so there's a sweet spot between range and tank size.
 
I'm returning to the Bubble with my AspX (my 3rd long range multiple month trips) and I was originally going back early to get an Anaconda to finally try it out. I've been trying to justify a use for actually getting one, other than having it and it sitting there doing nothing. So passenger exploration and quick trips to Colonia was my main reason reason, but now I'm starting to second guess that and wonder if it's all that useful for even that.

I'll engineer the hell out of it for sure with G5 (or what's the best), but maybe it might just end up being one big shuttle bus to stations way outside of the Bubble and that's it. No DSS (as from what many have said it's far too slow) and just honk, fuel and be done.

That now leaves the decision if I even should use it as a long range passenger ship at all since I'd have to scan super cruise to destinations.

So far this thread has been making me say "Yes I'll get one" to "no I won't" and back every few mins...
 
G5 Dirty Drive modification will help with the Anaconda's poor X/Y/Z performance but it will always be an Anaconda.


Thanks, but does it change the performance specifically in supercruise though?

I need to test again specifically on the Conda I think, but I'm sure I tried with other ships and didn't change how it handles in SC.
 
The problem with extra fuel is the reduced jump range, so there's a sweet spot between range and tank size.
Reduced jump range only becomes an issue if it goes below a certain threshold, that threshold varies across the galaxy depending on what route(s) you happen to be following...

In addition, the jump range penalty from extra fuel varies depending on the mass of the ship. With the likes of the Corvette/Anaconda the penalty is unlikely to be more than 1-2Ly while doubling (or more) the effective PNR.

plus an empty extra tank weighs nothing. ;)

IMO Too much emphasis is put on jump range and not enough attention is paid to PNR.
 
Thanks, but does it change the performance specifically in supercruise though?

I need to test again specifically on the Conda I think, but I'm sure I tried with other ships and didn't change how it handles in SC.
When in SC... the amount of pips in Engines can noticeably affect manoeuvrability.

Plus if you run around at max throttle all the time then manoeuvrability will be hampered, it is better to keep the throttle in the marked/blue zone of the HUD throttle display if you want the best compromise between speed and manoeuvrability.
 
A few thoughts on why I took the anaconda out of the bubble in September, rather than an Asp.

Generally I don't think it matters much - most places in the galaxy either will fly to perfectly fine and you'll have a great time, the same could be said for virtually any ship.

However I remember my first long range rescue as a young keen fuelrat, I had a brand new shiny anaconda and next to it my trusty asp explorer. In the few minutes whilst dispatch allocated I had a choice - asp or conda, I queried the mischief and was told more or less the above - it didn't matter. I chose the asp, in those days you didn't always have the next system in the route popping up behind the star and so turning for the next jump was a factor and I thought the asps agility in SC would help. 12000ly or so later having been side by side more or less with another rat in a conda I approached the client - he was exploring a region of space that at the time I'd never heard of - the formadine rift. Pre synthesis and engineers I soon found I couldn't make jumps, burning my fuel down to minimums and targetting individual stars manually I picked my way towards him. In the end my fellow rat with his longer ranged conda got there first and refuelled him. I picked my way back out of the rift and headed home.

When it came to leaving to complete the GNE, C3E and now part of the Sagitarrius Carinii expedition - I took Katie "The Crimson Anaconda" it was before ship launched fighters so that wasn't a factor. I had however more or less been flying her as a multirole conda for quite a while and got used to her, engineering her thrusters (clean) solved her agility problem at the cost of a little power. In SC all I need to do most of the time is fly into the system skim the corona as I fly around the star whilst scanning the system, letting my more expensive thing that has a ship bolted to it do it's thing before having a look at the system map and deciding if there's anything that warrants further investigation before I jump out.

Don't get me wrong I love the asp - the view is amazing!

The one thing that really swung it was that you can't take 2 AFMUs and a fuel transfer limpet controller,cargo space to keep the limpets and 2 SRVs in an Asp (I haven't actually broken an SRV yet so that might have been an avoidable luxury). As a fuelrat especially out here I need my ftlc (I keep hoping a fuelrats engineer will come up with a ftlc that fits on a hardpoint then the asp may be a practical option. Plus I remembered that feeling of just not being able to jump to places - I had my eye on a few systems right on the edge of space - I managed to reach them (more than 60kly from sol) only by pushing Katie to her limits with a 112.1ly jump - literally on fumes and having dumped most of my limpets.

The view from the conda isn't that bad - the raked windscreen gives you a large amount of glass to look out of and the nose to my mind is like the prow of an ocean going liner pushing through space. Also I love the detail on the anaconda, all the grills and vents etc. FDev did some great work on this ship! But they did on the Asp too:)!

In terms of DSS scanning, moving to do the scan in SC (Same for asp and conda) and sitting there waiting for the dss to finish (one engineer mod I really wish had come out before I left) is far more time consuming than any limitation due to the manoverability of the conda.

In terms of landing on high g - I crashed once but it was entirely due to my own stupidity and recklessness/tiredness/spacemaddness and not treating a high g world with the respect it deserved. In reality if you have an analogue input for your vertical thrusters you can easily land a conda on a high g world (note I haven't tried >5g - Because with months of exploration data already lost and months more in my computer - I'm not that crazy!). Also the retro thrusters on the Asp are actually one of its weak spots - it doesn't slow down very well (I hadn't noticed until a combat pilot pointed it out to me but it's true - although obviously you can engineer)

if I'd been going on a shorter expedition - say redoing the CNE I might well have taken the Asp.

Plus livability - the conda is a big ship, you can imagine it having workshops kit places to sleep - things to keep you from going too mad on a months long expedition, Asp perhaps, DBx - geez that would be a smelly pilot's chair by now:).

So my thoughts are - I love my Asp, flying smuggling runs like hans solo being persued by bounty hunters from sothis or fehu or aditi into the bubble there was nothing like it, performing a code red fuelrats rescue it's in my opinion the best tool for the job (although haven't tried a diamond back - and most rats that can afford them actually fly conadas), If you fly in VR (I use eye/head tracking) then the Asp might give you a better experience.

But I wanted to go as Drew Wagar put it in reclamaition - where the stars thin out, right at the extemes of the galaxy, was going for long enough that 2 afmus seemed like a good plan, and had long distances to cover, plus I didn't want to get a ratsignal all the way out here and not be able to help - so the conda it was.

I would (my opinion - there are others) suggest engineering it though - clean drives (do a few roles to minimise extra power use), either clean or reinforced powerplant - depends how long you're going and how much you want that integrity, A grade as small as you can get but still boost (it can save your ship), reinforce the hull... you can't repair it, then the usual D rate everything else. It came in after I left but engineering the senors to lightweight should get you plenty of extra range too! You can get quite brutal with your power management so don't worry about cutting it fine - you'll never need a fuelscoop and planetary vehicle hanger at the same time, you can turn off your power distributor once its set, I keep sensors on because.... well thargoids and who knows... but they could go off too... plenty of room to cut back on power use - I'm down to a 3A (could push it further but I did't think it was worth it)

Just my thoughts (probably wrong - way too far to head home and change it now:). As mentioned you can go exploring almost anywhere in almost any ship - ultimately it's personal preference.

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Not according to my tests. How do you measure that ?
It certainly makes a difference when fighting interdictions, and depending on your particular ship characteristics any changes in turn times may be insignificant however you may find the turning circles tighter - plus there is the point that if you are going full pelt it probably won't matter how many pips you put into engines... they will all lose at least some manoeuvrability.
 
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