Exploraconda review

Hi Cmdrs,

I've been engineering an Exploraconda, the Strider, and was wondering if someone that has a clue what they're talking about could review my build (including mods) and let me know what I need to/could improve.

Coriolis link: https://eddp.co/u/Cps2zhxz

Thanks in advance and fly safe out there...

Cmdr A
 
It depends on your where you plan on going and what you plan to do when you get there.

If you goal is to maximize jump range for deep space exploration, IMO you are carrying a lot of unnecessary weight.
I don't see any need for point defense. I can't remember the last time an NPC launched a missile at me. Maybe if you are pledged to a PowerPlay power, but pirates don't attack anymore if you aren't carrying any cargo.
The same goes for the chaff launcher, wake scanner and rail gun. Unless you plan to grief other explorers in deep space, they won't be used at all.
It just extra weight that has zero usefulness for 99.999% of your journey.
If you're worried about being attacked by NPCs on the way out or the way back, Your best option is to submit, boost and jump out. Turning to fight will only increase your odds of being destroyed.
You can also get an escort from other player groups or play in solo for the last 1Kly back to the bubble.

Other optional optimizations to consider. Sample Build https://eddp.co/u/UubhnrfY
-You can drop shields down to 3D if you're not terrible at landings.
-You can take the Power Plant down to a 3A and still have enough power for everything.
-Overcharging the Power Plant is not a good idea IMO. It reduces your heat efficiency and makes the ship run hotter.
-You can drop down to a 5D power distributor if you add the Engine Focused mod from Marco Qwent or The Dweller.
-The Grade 5 Dirty drive tuning is increasing your power use. You could easily go to a 2A PP if you dropped that down to a grade 3 or lower. https://eddp.co/u/8ldVsG35

These are just suggestions to think about.
These changes I suggested will only help your jump range by about 1-2Ly and although they'll help you run cooler too, the Anaconda is already pretty cool running.
It's up to you and what you feel comfortable with.

This is my specific build, which works well for me. https://eddp.co/u/uEFw5S7w
 
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Nice optimized mass roll on the FSD! I'd recommend a mining laser instead of a rail gun so you can harvest materials from belts, this can be a life saver if you somehow manage to jump into a system from a neutron star boost and don't have jumponium to get out. You don't even need a refinery. I'm not sure if having fighters, weapons, chaff and point defence is worth the weight. I've been to Sag A and back a few times and it was never required, so now I just go with heat sinks only for utilities. Since 2.4 you only need one lightweight (like you have) as well since we can just make more from materials. Also new in 2.4 repair limpet controller is something else you might want to bring, you can repair your own hull with it.
 
Looks very well put together. One minor thing: personally, I'd go with 16T or 24T of fuel instead of the stock 32T.
The power plant seems a bit oversized, and if you wanted to stick with that size, I'd go for low emissions instead of overcharged. It'd still be enough to power everything except the AFMs.

No need for point defense. I can't remember the last time an NPC launched a missile at me. Maybe if you are pledged to a PowerPlay power, but pirates don't use missiles.
It also comes down to having zero usefulness for 99.999% of your journey.
The same goes for the chaff launcher, wake scanner and rail gun. Unless you plan to grief other explorers in deep space, they won't be used at all
If you're worried about being attacked by NPCs on the way out or the way back, it's a non issue. You'r best option is to submit, boost and jump out. Turning to fight will only increase your odds of being destroyed.
I disagree. All of those defenses weigh next to nothing, and use very little power anyway. Sure, they're very likely not to get used at all, but should you end up needing them, you'll be glad to have some defenses.
The benefit of giving those up on this build would be a grand total of +0.15 ly.
 
... I disagree. All of those defenses weigh next to nothing, and use very little power anyway. Sure, they're very likely not to get used at all, but should you end up needing them, you'll be glad to have some defenses.
The benefit of giving those up on this build would be a grand total of +0.15 ly.
True. It's up to you, what you want and what you feel comfortable with. IMO though, that's a loss of 0.15ly for (IMHO) absolutely ZERO benefit.
Unless you plan to turn and fight, that rail gun is certainly useless, and if you do turn and fight, how useful will it really be?
The Wake Scanner is only useful to chase other players if they jump away, so it's only a griefing tool in deep space and not much use without an interdictor.

In any case, just offering my opinion and some alternatives to consider.
 
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Grateful to all for comments...

Re the PD: Good call re the downgrade, have swapped out and will go engineer the 5D
Re the Point Defence: no idea why I've kept it on the Strider, I'll probably store the PDs and drop them onto my general build, the Quo Vadis.
Re the fighter bay: I might want to fly around canyons etc on some far off planetary object
Re the wake scanner: Doh!! I installed it while collecting mats/data and it too can come off and get stored
Re the rail gun: did I read somewhere that you can use the railgun to shed some fuel?

I'll sort the 5d PD and then look at the other suggestions..

Thanks again Cmdrs..

Cmdr A
 
... Re the rail gun: did I read somewhere that you can use the railgun to shed some fuel? ...

I think you need a specific mod that allows it to use fuel instead of ammo.
Update: You need an engineering experimental effect of "Plasma Slug" in order for it use use fuel instead of ammo.
You just need to ask "The Blaster" for a favor.
In that case, it may be a good idea. I've occasionally had to sit waiting for hours to burn off enough fuel to make a jump.
 
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If you're going outside of the Bubble, you could probably get rid of the Point Defence and Chaff Launcher (although now that I look at it, the weight you got them down to makes no real difference if you kept them, so never mind). As for the Railgun, there's a special effect you can get applied through Engineering called Plasma Slug, which uses fuel as ammo and can be used as a way to shed fuel in the absence of any in game mechanic for manually dumping fuel. I've never used it but I heard the shedding rate is so low that it's a pain to use if you're in a hurry.
 
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I think you need a specific mod that allows it to use fuel instead of ammo.
Update: You need an engineering experimental effect of "Plasma Slug" in order for it use use fuel instead of ammo.
You just need to ask The Blaster for a favor.
In that case, it may be a good idea. I've occasionally had to sit waiting for hours to burn off enough fuel to make a jump.

Good find, should have read the entire thread myself :(

Now I'll have to re-engineer and try for the special effect!!
 
Nice optimized mass roll on the FSD! I'd recommend a mining laser instead of a rail gun so you can harvest materials from belts, this can be a life saver if you somehow manage to jump into a system from a neutron star boost and don't have jumponium to get out. You don't even need a refinery. I'm not sure if having fighters, weapons, chaff and point defence is worth the weight. I've been to Sag A and back a few times and it was never required, so now I just go with heat sinks only for utilities. Since 2.4 you only need one lightweight (like you have) as well since we can just make more from materials. Also new in 2.4 repair limpet controller is something else you might want to bring, you can repair your own hull with it.

Please note that with a mining laser you can only mine basic boost materials (vanadium, germanium) and not materials for standard or premium boosts. Also the drop rates are quite low.
 
Please note that with a mining laser you can only mine basic boost materials (vanadium, germanium) and not materials for standard or premium boosts. Also the drop rates are quite low.

I have gotten cadmium, arsenic, and niobium from rings as well. (rare as hens teeth and frog hair, but *possible*) Never seen yttrium or polonium though.
 
Good find, should have read the entire thread myself :(

Now I'll have to re-engineer and try for the special effect!!

I have 2 G5 lightweight modded rails with the special effect on my DBX, just for dumping fuel. I can completely drain my aux. tank in 30 seconds, and have had quite a few opportunities where it came in handy, and both together only weigh 0.38 t. Have also been glad to have heatsink launchers, as the close binary "fix" only made the problem worse in some cases.
 
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