ASP Explorer vs Anaconda

Lo and behold, the reason for the 'conda's low hull mass.

The 'conda uses a low hull mass and low FSD class. The result is a high jump range that decreases rapidly as you apply mass; the 50 to 60 LY condas will exclusively be explorers stripped down to barebones, with less survivability than a rotten turnip.

If you don't want the survivability of a rotten turnip, the 'conda will never have 50+ LY jump ranges. But why in donkey's name is that essential to begin with?
 
What's the furthest jump made in the game now? Meaning like to reach a place that can only be reached by that jump? What's the base jump range the ship needs to have to reach it?

Is 60 LY that record number now?

The record holder for the best jump range is ~72 ly.
As for the other question, please wait for an edit here.

Edit: The POI is called Vahsels Point. The real system name is in here https://forums.frontier.co.uk/showt...ic-Mapping-Project-amp-Expedition-Hub/page142
 
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For a 10 LY difference, I'd probably take the Asp X. So much more maneuverable, especially since the Conda build isn't taking anything more than Asp X can carry anyway. If you were to take more internals in it then maybe the Conda would have more reason.

You're right. Honestly I think my conda should just be my long range VIP mission ship and maybe cargo duty. The AspX really is the best explorer ship in the game. Good range and great view. What more do you need? I'll stop all the crazy talk.
 
The AspX really is the best explorer ship in the game. Good range and great view. What more do you need? I'll stop all the crazy talk.

Just a heads up, explorers don't need a high jump range at all. The only times it's essential is when out at the edges and you're struggling for jumps to make. Otherwise, a high jump range means covering distance faster and seeing less on the way.

With that in mind, a lot of ships can be effective explorers. I'll put a word in for the iClipper; excellent internals, very reasonable jumping, high speed, handles beautifully in SC, big panorama view if that's your thing...and most of all, the screenshots. Why go to take pictures of yourself against the wonders of space in a ship that looks like one of Kryten's chest plates?
 
Lo and behold, the reason for the 'conda's low hull mass.

The 'conda uses a low hull mass and low FSD class. The result is a high jump range that decreases rapidly as you apply mass; the 50 to 60 LY condas will exclusively be explorers stripped down to barebones, with less survivability than a rotten turnip.

If you don't want the survivability of a rotten turnip, the 'conda will never have 50+ LY jump ranges. But why in donkey's name is that essential to begin with?

It all depends on how one plays. For the people who don't care about the sparse areas above and below the galactic plane and on the outer rim, anything between 45 Ly and 60 Ly is adequate. But if you want to go to those areas then the more the better. I'm at the rim with a 64 Ly Anaconda and frankly, I could have used a 68 Ly happily in certain places to avoid running around in circles trying to reach the next system.

As for the survivability of a rotten turnip, not sure how you make that conclusion. One can always argue that 50+ Ly ranges require lightweight modules on any ship. Then again, I don't plan to fight, I play in a private group that prohibits PVP, and I am perfectly content with the survivability of my ship. But if it makes you happy, let's call it a rotten turnip's survivability, I don't mind. :D
 
As for the survivability of a rotten turnip, not sure how you make that conclusion...Then again, I don't plan to fight, I play in a private group that prohibits PVP

Love it when conclusions are jumped to.

My last iCutter explorer featured over 2k mj shields iirc. It didn't even come into use for PvP, but on the other hand, I could happily survive a borked high g planetary landing without losing shields.

Having any kind of durability isn't exclusive to combat.
 
Love it when conclusions are jumped to.

My last iCutter explorer featured over 2k mj shields iirc. It didn't even come into use for PvP, but on the other hand, I could happily survive a borked high g planetary landing without losing shields.

Having any kind of durability isn't exclusive to combat.

Absolutely, that's fair enough, and sorry if I gave the impression I jumped into conclusions, I simply put down two examples. Landing on high G planets is an endeavour on itself and you need not only good shields but also good thrusters and decent boost. If I wanted to go around picking high G planets to land on, I'd definitely equip my ship that way and yes that is exploration too, just a different type from the one I am doing at the moment.

I don't think we disagree on anything to be honest. One can equip a ship for different purposes but not serving more than one at the same time. All loadouts are equally valid depending on what the pilot wants. And yes some are like rotten turnips when it comes to landing on high G planets. I currently avoid to land on anything over 2G for that specific reason.

Again apologies, my examples were from the top of my head, not conclusions in any way. :)
 
I'll put a word in for the iClipper; excellent internals, very reasonable jumping, high speed, handles beautifully in SC, big panorama view if that's your thing...and most of all, the screenshots. Why go to take pictures of yourself against the wonders of space in a ship that looks like one of Kryten's chest plates?

I tend to jump around a little bit so I've not done too much of the Imperial grind yet. I got the iCourier and I've not gone back. Clipper is a nice looking ship. Some people don't like the looks of their ships but I think they look good. Very Star Trekish.
 
I don't think we disagree on anything to be honest. One can equip a ship for different purposes but not serving more than one at the same time. All loadouts are equally valid depending on what the pilot wants. And yes some are like rotten turnips when it comes to landing on high G planets. I currently avoid to land on anything over 2G for that specific reason.

Again apologies, my examples were from the top of my head, not conclusions in any way. :)

No offense taken at all; I have somewhat thick skin. I do have an aptitude for pulling legs though, so don't let me make you feel too bad ;)

If more people fundamentally understood that "One can equip a ship for different purposes but not serving more than one at the same time" I can assure you there would be far, far less raging. It's consequence in its purest form; build for absolute max jump range, expect to have made concessions elsewhere. The mind boggles when someone crashes their 60LY conda with 3D shield generator on a high G planet, and feels the need to complain to support for their data money back. Protect your own data, foo'!
 
I really don't know if you need 60 LY jump range to reach anything in particular in the galaxy. I think the 50 LY year jump + 100% Jumponium will give you a 100 LY jump range which is I think more than enough to reach basically the furthest stars possible now in game anyway.

You can explore most of the galaxy with any ship at all. To get to that extra 10% though which requires 50+ jump ranges only a couple of ships can do the job. But to get to the really far off stuff, the ~2% of systems out along the rim or very high/below the galactic plane requiring the highest of jump ranges, well for these systems every single last light year of range makes a difference. Even an extra 0.5ly can make the difference between exploring a system and admiring it from afar.

For example. I'm out on the DECE right now and I took my 58.4ly (full tank) DBX for the trip. Along the way I've already explored a few systems which required me to use a L3 FSD boost and still I just barely reached them. If I had brought my 54.3ly Asp Explorer instead I wouldn't have been able to explore them at all. That extra 4ly of range mattered, and an Anaconda is the only other ship in the game that would have even been able to also make it, all due to jump range.

For many explorers range isn't a huge deal. For those of us who live out on the rim in very sparse star densities, range is the MOST important feature of any exploration ship. I'm so fussy about it that I won't even do a DSS mod because they add a little extra mass! It all comes down to how you want to explore and what matters to you as an explorer.

With regards to the Anaconda though, I can't stand flying the dang thing. I wish I could as it does boast the absolute best range in the game, unfortunately for me. [downcast]
 
The Asp's cockpit offers great visibility, but its looks are subjective. It's essentially a seat on a balcony. Some people like that, others don't. It's very useful if you're flying around on planets, but personally, I prefer the Clipper's and Courier's cockpits - or well, almost anything.

Another good word for the Clipper: compared to its stock fuel tank size, it can have an enormous fuel scoop. Combined with its great supercruise turning, it's a great ship for travel, and you don't even need to brake for stars. And yeah, looks are subjective, but I think you'll find that most people will agree that the Gutamaya ships look better than the Asp(s).

Well, yes. If you minmax your jump range, you sacrifice everything else. Anybody who does that should know the consequences. Sure, you don't need hull / shields / etc if you don't make mistakes nor does something unexpected happen, but if you do or it does, then it can mean the difference between getting away or staring at the rebuy screen. There's much less room for error if you're flying what's basically an FSD bolted onto a cardboard ship.
Obviously a matter of personal preference though, how much risk you're willing to take. (And if you'll even go planetside.) But on the whole, exploration is pretty much the least dangerous thing you can do in Elite. It's just that after a while, you'll have a lot to lose.

That said, both the Asp and the Anaconda can still have excellent jump ranges even on more versatile builds. A 40 ly full tank range will easily get you through all regions of the galaxy except the extreme edges (and with basic FSD boosts, even 35 or so would be enough), so above that, the only difference is being able to reach a bit more of the most sparse systems. Sure, you do need as much jump range as possible on the very edge, but if somebody's a newer explorer, that's probably not where they should be going.
 
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Asp 49.5 ly range, 2 srvs, shields, one AFMU what more does an explorer need?
Mainly D rated and some lightweight rolls and FSD lvl 5 range boost.
Dont quite understand best eng rolls, what is optimised mass as opposed to mass..
Can go nearly 200 ly from a neutron star.
Made it to Rhea cassiopiae with slightly lower range before on a previous build
Cant quite make the jump to anaconda's graveyward, need 55ly which would be a skeleton build.
Suppose can try jumping on Fumes never tried that.
Dont carry repair limpits, have a corrosion free 2 tonne cargo rack just in case.
Asp is far the best looking ship in the game and the true explorer ship.
Anaconda is a long distance coach tour.
 
It's not just about reaching sparse areas. For me it's more about traveling to where I want to explore.

If you're going to Colonia, or Sag A, or Beagle or anyplace you might want to go, you get there faster when your ship can cover 1000LY in 17 jumps instead of 35.
Boredom, monotony, space madness are significantly less of a factor when you can get there in half the time.

Yes, you can get to Beagle point in a Sidewinder, and you can explore in a Cutter, but personally, I wouldn't want to.
I squeeze every 0.1ly of range I can so that I can hop over to Maia in 8 jumps or to Colonia in 6 hours.
https://eddp.co/u/JXy29Prf
I've never had a problem with durability or landing in high gravity.
 
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With regards to the Anaconda though, I can't stand flying the dang thing. I wish I could as it does boast the absolute best range in the game, unfortunately for me. [downcast]

I finally worked myself up to using my Anaconda. I have a sort of love/hate relationship going with it. I think it's both cool-looking and ugly at the same time. I hate the cockpit visibility, and the terrible handling in supercruise, but have gotten used to those aspects. I love the internal slots, and jump range. And since I play in VR, visibility is a huge deal.

I want to explore in other ships, like the Clipper, but cant bring myself to use a smaller jump range. And the only reason I'm not in my AspX at the moment is because the Anaconda's range is considerably higher while also bringing repair limpets and multiple AFMUs.

This is why I really, really, REALLY hope that one of the new ships that is coming along after 2.4 will be a reasonably-ranged explorer, somewhere between the AspX and Anaconda in terms of jump distance and internals, with a typical wide-view Lakon cockpit and good handling in supercruise.
 
Lo and behold, the reason for the 'conda's low hull mass.

The 'conda uses a low hull mass and low FSD class. The result is a high jump range that decreases rapidly as you apply mass; the 50 to 60 LY condas will exclusively be explorers stripped down to barebones, with less survivability than a rotten turnip.

If you don't want the survivability of a rotten turnip, the 'conda will never have 50+ LY jump ranges. But why in donkey's name is that essential to begin with?

In the jump range spectrum that you mention, you can still get quite decent defensive capabilities but above 60 Ly is when they truly become weak.
http://www.edshipyard.com/#/L=A060,...mpY7SkGo52wPc6y00AwPcIqozKlhX0M211LU12UI02jw0
 
It all depends on how one plays. For the people who don't care about the sparse areas above and below the galactic plane and on the outer rim, anything between 45 Ly and 60 Ly is adequate.

If you're not trying to stretch the edges then anything over 20 is probably adequate, 30-40 will get you almost everywhere.

More than that will let you get places faster, but that's just a question of patience.
 
Love it when conclusions are jumped to.

My last iCutter explorer featured over 2k mj shields iirc. It didn't even come into use for PvP, but on the other hand, I could happily survive a borked high g planetary landing without losing shields.

Having any kind of durability isn't exclusive to combat.

Some pals don't even bring shields to land as they know how to do it without damaging their ships. I do bring shields but they are very weak and are only intended to protect against small bumps when landing.
 
Some pals don't even bring shields to land as they know how to do it without damaging their ships. I do bring shields but they are very weak and are only intended to protect against small bumps when landing.
My low power mod 3D shields have proven more than adequate for landings, high G landings and protecting my backside from a few shots when running away from an interdiction.
Carrying heavier shields (for me) would just be a waste of mass.
 
If you're not trying to stretch the edges then anything over 20 is probably adequate, 30-40 will get you almost everywhere.

More than that will let you get places faster, but that's just a question of patience.

Agreed, 45 to 60 Ly is on the high end of jumpranges.

My low power mod 3D shields have proven more than adequate for landings, high G landings and protecting my backside from a few shots when running away from an interdiction.
Carrying heavier shields (for me) would just be a waste of mass.

Yep, I use those exactly. 3D with low power G5 mod and I can land anywhere I want, though I'd get nervous when landing in such places.
 
Some pals don't even bring shields to land as they know how to do it without damaging their ships. I do bring shields but they are very weak and are only intended to protect against small bumps when landing.

There's always a tradeoff. I wouldn't go out on a long mission with no shields because a) why take the risk of chip damage, b) why take the risk of being absolutely stomped on by the first CMDR you meet coming back to bubble, and c) why not be able to reliably withstand high stress situations?

I feel the same about SRVs; you could take one and make it survive, but why? I'll take four, and the first three are available to throw over mountains and launch into the atmosphere from the top of my ship simply because fun. I'd rather also be able to land on a planet no more than a few LS from a neutron star without worrying about said NS's streams catching my ship near landing and dumping it into the floor. Yes that actually happened. Yes I made it off the planet still with shields.
 
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