Exploration - why the Anaconda?

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.

I always turn my PD off in SC to reduce the heat a bit while exploring.
 
Another tip for Anaconda explorers in VR - reset your headset so that you end up about half a metre forward of your normal seated position - gives a better view while exploring.
 
Another tip for Anaconda explorers in VR - reset your headset so that you end up about half a metre forward of your normal seated position - gives a better view while exploring.
As a VR user, I would not recommend such a practice personally. You can always use the advanced camera views to improve your viewing of the surrounding environment.

Resting the headset position as suggested would more than likely result in other issues.
 
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...
That's what I'm saying.

In the core of the galaxy, you have 20-30 stars within 5 ly range that can give you fuel. It's basically impossible to run out of fuel there. You could have sidewinder without upgrades and still do okay. So no extra tank is needed.

While on the edge of the galaxy, there you could end up with no stars at all. I went out to the formidine rift, and there is a spot where you can't find any star at all to jump to, fueling or not, within 50-60 ly. There, you start to worry badly about having enough fuel until next fueling star.

So, I agree, it depends, which is what I said. Not all exploration is the same.

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.
Sure. But, it depends on what kind of exploration. That's my point. Jump range, even 1-2 ly is huge considering that supercharged it's 4-8 ly, and sometimes, that's a big difference.

I always turn my PD off in SC to reduce the heat a bit while exploring.
Same. I set it to either full shield or full engine, and then turn it off.
 
First and foremost it does indeed have the longest jump range. Some people have gotten it around 62ly+. Why is that important? Depends on where you are exploring. I like to hit the outer fringes of the Galaxy on the top and bottom of the disk. That extra range is actually needed to make a lot of the jumps out there.

Then it has the most outfitting options. Which allows for versatility. Which other ships lack even with a good jump range like the DBE.

Personal taste though I find it far more enjoyable to fly in VR than the AspE. It can also carry fighters which is a blast. I always carry my pilot with me so they follow my fighter and I get two ships to explore in instead of just one.
 
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As a VR user, I would not recommend such a practice personally. You can always use the advanced camera views to improve your viewing of the surrounding environment.

Resting the headset position as suggested would more than likely result in other issues.

Don't you think it should be up to personal taste? It takes about 1 second to try it out. Personally, I do it permanently while exploring for the better view and I like the dashboard a little closer as well.
 
Don't you think it should be up to personal taste?
Perhaps, but having had issues with the game messing with the VR calibration unnecessarily and without prompting I would strongly advise against it.

The kind of positioning you are referring to would result in your head being behind the back of the pilot's seat... a position I have been in before and it is far from ideal for operating the craft and breaks any sense of immersion granted by the VR solution.

There are ergonomic and other practical reasons why it would be ill-advised as a recommended common practice - even just for exploring.
 
Perhaps, but having had issues with the game messing with the VR calibration unnecessarily and without prompting I would strongly advise against it.

The kind of positioning you are referring to would result in your head being behind the back of the pilot's seat... a position I have been in before and it is far from ideal for operating the craft and breaks any sense of immersion granted by the VR solution.

There are ergonomic and other practical reasons why it would be ill-advised as a recommended common practice - even just for exploring.

Not sure you understand what I'm saying. It's to take you forward, not back. Never mind, it was just something VR users could try. Takes about 1 second to try (move back a foot, push a button to reset, move forward a foot). Enjoy. Just as easy to revert.

Not sure why anyone would "strongly advise against" something that's so easy to try, and if you don't like it, revert just as easily. Moving on, sigh.
 
For me out of the long range exploration ships its the Conda cause there is nothing else in my eye. AspX is ugly to me and the DBX while I love it the fuel scoop is too small. Personally though I been using my Courier for smaller trips and love it every time I fly it. Currently flying the courier to check out the guardian sites and other small side trips.
 
Not sure you understand what I'm saying. It's to take you forward, not back. Never mind, it was just something VR users could try. Takes about 1 second to try (move back a foot, push a button to reset, move forward a foot). Enjoy. Just as easy to revert.

Not sure why anyone would "strongly advise against" something that's so easy to try, and if you don't like it, revert just as easily. Moving on, sigh.
That is even worse from an ergonomic and practical perspective...

Better to have your VR environment calibrated with suitable space around it to comfortably relocate yourself than recalibrate the VR environment to an unnatural position.

As for strongly advising against something like what your proposing... it is all to do with ergonomics and ensuring your physical play space matches your VR space close enough to make it a safe, comfortable, and immersive experience.

When the VR calibration goes squirrelly and is offset in any given direction the experience can be extremely disorientating.
 
That is even worse from an ergonomic and practical perspective...

Better to have your VR environment calibrated with suitable space around it to comfortably relocate yourself than recalibrate the VR environment to an unnatural position.

As for strongly advising against something like what your proposing... it is all to do with ergonomics and ensuring your physical play space matches your VR space close enough to make it a safe, comfortable, and immersive experience.

When the VR calibration goes squirrelly and is offset in any given direction the experience can be extremely disorientating.


Unfortunately, my on-topic friendly tip for VR explorers you've turned into off-topic misinformation. I don't want to, but I need to correct some of what you say.

Firstly, this has nothing at all to do with calibration or re-calibration. I'm not sure why you keep saying this. Calibration/recalibration is a 5-10 minute step-by-step process that every VR user hopefully only needs to do once or twice. Personally I've done it twice so far in almost 12 months of use, once when I bought the rift, and a second time after I bought the touch controllers.

The tip I gave earlier is simply resetting your HMD view, which incidentally oculus calls "Reset View". This is app/game dependent. Every app/game developer has written their software to handle "Reset View" the way that works best for the app/game. For example ED calls it "Reset HMD Orientation" and maps it to the F12 key (I've also bound it to a Hotas button). Again, it has absolutely nothing whatsoever to do with calibration or recalibration of your VR system, and I hope new VR users don't get the wrong impression from your posts.

You mention ergonomics which also seems largely irrelevant. The simple tip I gave leaves you sitting (in the real world) in exactly the same position you always sit. You have exactly the same surrounding space to move around in as you did before. And if any VR user who purposely resets their view to a slightly different position can't reconcile that move with their real world surroundings, then I'd suggest that perhaps they're going to have a tough time in VR in general.

I do agree with you about immersion. I've already said this is a subjective thing. If people reset their view so that they're a little way forward and believe that's affecting immersion, for example they look down and see their body is a little further back than it should be, just revert... this tip wasn't for you.. press F12 and you're back. Personally, I prefer the better view.


My view on the "Reset View" function within any game is to experiment and have fun. It's particularly fun in ED. I could list far more examples than the innocuous little "forward view" explorer tip. For example...

To get double the cable length worth of "VR travel", move to a position (sideways and back) at the extent of your HMD cable, press F12 (you might have to get someone else to press it for you as you will be 4 metres away from your controls). Then you'll be able to move up to 8 metres in the opposite direction, in effect giving you close to 8 metres of travel from the pilot's chair. This assumes you have that much space to move in your real world :). This works well in the Anaconda ofc due to it's size. You can probably reach the co-pilot's chair!
 
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Firstly, this has nothing at all to do with calibration or re-calibration. I'm not sure why you keep saying this. Calibration/recalibration is a 5-10 minute step-by-step process that every VR user hopefully only needs to do once or twice. Personally I've done it twice so far in almost 12 months of use, once when I bought the rift, and a second time after I bought the touch controllers.
Firstly, I never said it was anything to do with calibration of the VR Environment per se but my reference to calibration was related to ensuring there is suitable latitude in the physical environment to support comfortable physical relocation of the degree you are proposing.

The tip I gave earlier is simply resetting your HMD view, which incidentally oculus calls "Reset View". This is app/game dependent. Every app/game developer has written their software to handle "Reset View" the way that works best for the app/game. For example ED calls it "Reset HMD Orientation" and maps it to the F12 key (I've also bound it to a Hotas button). Again, it has absolutely nothing whatsoever to do with calibration or recalibration of your VR system, and I hope new VR users don't get the wrong impression from your posts.
I understand exactly what you are talking about and the "Reset Orientation" feature ED has implemented actually screws up the positional calibration data at least temporarily - I have seen proof of this when switching between ED and other concurrently running VR based environments (not something I do very often personally but it is still a consideration).

You mention ergonomics which also seems largely irrelevant. The simple tip I gave leaves you sitting (in the real world) in exactly the same position you always sit. You have exactly the same surrounding space to move around in as you did before. And if any VR user who purposely resets their view to a slightly different position can't reconcile that move with their real world surroundings, then I'd suggest that perhaps they're going to have a tough time in VR in general.
Physical world ergonomics becomes an important consideration in matters such as this. Ergonomics is relevant because it relates to how you actually physically move to interact with the VR environment. If the in-game ED position is too far offset from Avatar position in the game (0.5m is a pretty bad offset IMO) then it will have a negative affect on the movements required to interact with aspects of the HUD in the VR environment.

I do agree with you about immersion. I've already said this is a subjective thing. If people reset their view so that they're a little way forward and believe that's affecting immersion, for example they look down and see their body is a little further back than it should be, just revert... this tip wasn't for you.. press F12 and you're back.
Bear in mind that if a user can easily get to the 0.5m behind their physical chair in the first place that that could be their natural calibrated position for the chair and they would then only need to move their chair forwards or backwards to achieve the same effect... something I would not personally recommend but it is up to them.

Personally, I prefer the better view.
If you prefer a better view, then I would recommend the Orca (or any of the Lakon Vessels) as an alternative to the Anaconda. I am not sure about the viewing angles of the Beluga but that could also be an option

My view on the "Reset View" function within any game is to experiment and have fun. It's particularly fun in ED. I could list far more examples than the innocuous little "forward view" explorer tip. For example...

To get double the cable length worth of "VR travel", move to a position (sideways and back) at the extent of your HMD cable, press F12 (you might have to get someone else to press it for you as you will be 4 metres away from your controls). Then you'll be able to move up to 8 metres in the opposite direction, in effect giving you close to 8 metres of travel from the pilot's chair. This assumes you have that much space to move in your real world :). This works well in the Anaconda ofc due to it's size. You can probably reach the co-pilot's chair!
There are other ways to achieve views comparable to what you are referring to (Advanced Camera View for example) and I believe my reasons for recommending against using the reset HMD orientation feature in the way you have proposed are pretty clear. There are health and safety factors to be considered when abusing such features in this way - I am not health and safety obsessed but even I can see the potential issues with it. When messing with the matching of the VR environment to your physical environment you need to exercise caution at all times and what you are proposing seems to fly in the face of common sense IMO.
 
How in the heck did you get that? Perhaps you can post the load out for that? :)

I'd love to get that on my conda.

This is the load out.
https://coriolis.edcd.io/outfit/ana...18ZVA=.Aw18ZVA=..EweloBhBmSQUwIYHMA28QgIwV0A=

Every single item is G5 engineered. Pay special attention to Sensor lightening (and Life Support), Conda benefits from it the most.

Now a couple of things: this is for exploration I do, discovering new systems with black holes, neutrons, earth likes and such. No SRV. I don't land. Therefore you will need boost capability (which I don't have) exactly twice in the game: once you take off, and once you dock at the end. You can do without it. And this is not the jumpiest Conda there is by far - there are guys here with 72+ LY. I got a decent roll of 56-57% at Granny with ~50 attempts, but a lot of people got better and with lighter FSD.
 
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There are health and safety factors to be considered when abusing such features in this way - I am not health and safety obsessed but even I can see the potential issues with it. When messing with the matching of the VR environment to your physical environment you need to exercise caution at all times and what you are proposing seems to fly in the face of common sense IMO.

Another overreaction, saying things like "abusing such features", "flying in the face of common sense". You need to stop treating others like children and realise they may know what a basic function like a reset view actually does, without the scaremongering of saying it's abuse, or the numerous times you mention calibration and recalibration, again all scaremongering. I'm sure you'll need the last word, so I'll leave you to that and I'll comment no more. Sorry my tip that I thought might be useful to some has caused you such concern.
 
Another overreaction, saying things like "abusing such features", "flying in the face of common sense". You need to stop treating others like children and realise they may know what a basic function like a reset view actually does, without the scaremongering of saying it's abuse, or the numerous times you mention calibration and recalibration, again all scaremongering. I'm sure you'll need the last word, so I'll leave you to that and I'll comment no more. Sorry my tip that I thought might be useful to some has caused you such concern.
In general, it has nothing to do with wanting to "have the last word" but your reaction does merit a response.

Mentioning proper/appropriate calibration of your VR environment with your physical environment is not scare mongering nor overreacting and my alternative to your proposal which is to physically relocate yourself in the physical play space as the individual deems appropriate is a far better way than messing with the mapping of ED's head position/orientation to the reported VR position/orientation (which I do consider a poorly considered use of the feature - and IMO the use of the term "abuse" in this instance is fair even if it has been taken the wrong way).

As for the "Reset HMD Orientation" feature of ED it is largely unnecessary and borked - especially where the VIVE is concerned which normally works perfectly other than when ED decides to disregard what it is told and auto-reset. I think FD were ill-advised to impose auto-reset on VR players and should have kept it as a manual intervention option. Such things may be necessary for the Rift but they are not for the VIVE... at least in my experience. Before they introduced the auto-reset feature I never once had an issue with HMD position or orientation.

You have also ignored my point about Advanced Camera mode, which allows you to adjust your viewpoint in numerous beneficial ways from an environment viewing perspective.

As for treating other people like children, far from it - but there is the point that making when making such suggestions all factors should be considered - including whether there are less intrusive (immersion wise) ways of achieving comparable goals.

That aside though... the topic of this thread is not really about VR and I apologise to everyone else for this rather off-topic discussion.

The pilot chair views from the Anaconda and Corvette are not necessarily perfect, but they are still impressive. When I first piloted the Anaconda/Corvette with my VR headset, I would on occasion lean forward to look around a bit but the novelty wore off quite quickly for me. The Asp Explorer is probably my favourite craft for exploring in with a VR headset since it probably has the largest cone of visibility from the Pilot's chair of any of the ships (possibly with the exception of the Asp Scout which is probably on par since they seem to share the same cockpit design).
 
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How in the heck did you get that? Perhaps you can post the load out for that? :)

I'd love to get that on my conda.

Here is a link to my Anaconda fitted for max range, dropping the SRV and SLF completely and going down to a 1D distributor (no boost) and 5D thrusters. Oh yeah and if I had a God Roll 57% on the FSD too (which I don't):

https://coriolis.edcd.io/outfit/ana...AMUgHCBGAnKApgQwOYBtUkZIUA&bn=Max Range Conda

68.14 lys full tank, 69.24 lys on fumes. The only thing I'd need to do to actually get this is grind Grade 5 FSD rolls until I got lucky, but it's certainly attainable. I'd never actually explore without an SRV though, let alone boost, just personal preference.
 
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