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Thread: Anaconda max jump loadout

  1. #1

    Anaconda max jump loadout

    Hi, I have just got back in to the game and unlocked the guardian fsd booster - I was just looking for idea's to max out the range of my Anaconda.
    I don't have all of the Engineers unlocked yet, so build loadouts would help me decide which order to unlock them.
    Many thanks in advance.

  2. #2
    Made this up for you to work with, it's a close to max-range (81.57ly) Annie. Things you might want to add/adjust:

    Power Distributor needs to be a 4D if you actually want to boost. Still needs to be Engine Focused.
    You can add a 3D Shield with Enhanced Low Power using the current Power Plant if you change the mod to Overcharged. In this case I recommend Thermal Spread special.
    You may wish to add an SRV.
    You should probably add a larger fuel tank.

    Also remember that scanners are changing soon so it may not be wise to mod the Detailed Surface Scanner at this point.

    edit: This build also uses a Lightweight Grade 4 mod on the Life Support, which requires Lori Jameson, who herself requires a combat Rank of Dangerous or better. Use the Lightweight Grade 3 from Bill Turner instead if you do not have access to Lori.

  3. #3
    Wow thank you very much for the fast response - 81ly is amazing but I can compromise on that with the things you listed below.
    Great reply thanks again

  4. #4
    Here's my fairly practical (IMO) light-weight exploration Annie: https://s.orbis.zone/whg

    You could remove the extra fuel tank or go completely nuts and undersize the main tank too but if you're going exploring in an Annie it's probably because you want a bit of luxury and one of the biggest luxuries an explorer can have is not constantly worrying about where the next fuel-star is.

    Recipe:-

    Armor: Selene Jean (G5)
    Power Plant: Marco Qwent/Hera Tani (G2)
    Thrusters: professor Palin (G5)
    FSD: Felicity Farseer (G5)
    Life Support: Lori Jameson (G4)
    Power Distributor: The Dweller (G5)
    Sensors: Lei Chung (G5)
    Shield Generator: Lei Chung (G5)
    Heatsink Launcher: Ram Tah (G5)
    Guardian FSD Booster: Unlock Guardian doodads.

    Best get started.

  5. #5
    That is great - I have pretty much gone with all you suggested.
    Just one question on the G2 Power plant and not the G5 - is that down to reliability?

  6. #6
    You pretty much only overcharge as much as you have to, as it costs you integrity and worsens your heat efficiency.

  7. #7
    I have scoop, heavy duty lightweight engineered hull, engine optimised distributor so I can boost, 2 srvís, a Fighter bay (just so I can go flying and canyon running to relieve boredom), 2xAFMU, repair limpet controller and cargo bay for synthesised limpets when I want to / need to hull repair, shields and I think I have a collector limpet controller in there too. With lightweight engineering on sensors and life support I get around 70+ LY fuelled up.

    Thereís a difference between a maximum jump Conda and a max jump usable Conda.

  8. #8
    Originally Posted by Kevt View Post (Source)
    That is great - I have pretty much gone with all you suggested.
    Just one question on the G2 Power plant and not the G5 - is that down to reliability?
    As has already been said, it's simply that you shouldn't engineer a PP more than you need to.

    Also, bear in mind that various modules are disabled in that build.
    The idea is, if you want to use the AFMU or mining laser, you'd drop out of SC, shut down the FSD and booster and then power-up the AFMU or mining laser.

    You could, theoretically, save even more power by shutting down the power distributor and cargo hatch and shutting down the SRV bay until you land.
    That might allow you to apply a G1 overcharged mod' or, possibly, swap down to a 2A PP instead.

    The main reason I didn't pursue this too rigorously is that you can land on a planet, deploy your SRV (thus leaving your ship with the SRV bay powered-up) and your ship will then decide to launch back into orbit.
    When you recall your ship it will arrive nearby and then the game looks at how much power your ship is using.
    At which point, you might well get to see your ship floating above the surface, completely dead in the water because there isn't enough juice to run the thrusters and the SRV bay, and then it'll gracefully float down to the surface and explode.

    In a nutshell, never cut your power requirements so finely that you have to power-down your SRV bay to make your ship fly.
    By all means, leave your SRV bay on priority 2 or lower but don't build a ship that needs the SRV bay offline before it'll fly.

  9. #9
    Originally Posted by Stealthie View Post (Source)
    As has already been said, it's simply that you shouldn't engineer a PP more than you need to.

    Also, bear in mind that various modules are disabled in that build.
    The idea is, if you want to use the AFMU or mining laser, you'd drop out of SC, shut down the FSD and booster and then power-up the AFMU or mining laser.

    You could, theoretically, save even more power by shutting down the power distributor and cargo hatch and shutting down the SRV bay until you land.
    That might allow you to apply a G1 overcharged mod' or, possibly, swap down to a 2A PP instead.

    The main reason I didn't pursue this too rigorously is that you can land on a planet, deploy your SRV (thus leaving your ship with the SRV bay powered-up) and your ship will then decide to launch back into orbit.
    When you recall your ship it will arrive nearby and then the game looks at how much power your ship is using.
    At which point, you might well get to see your ship floating above the surface, completely dead in the water because there isn't enough juice to run the thrusters and the SRV bay, and then it'll gracefully float down to the surface and explode.

    In a nutshell, never cut your power requirements so finely that you have to power-down your SRV bay to make your ship fly.
    By all means, leave your SRV bay on priority 2 or lower but don't build a ship that needs the SRV bay offline before it'll fly.
    Much more easy:
    SRV or AFMU power priority 5, thruster priority 1.
    When using AFMU, shut down thrusters. When needing SRV, Thrusters are offline anyways. When sending the ship away and recalling it, the power prioritys make sure that thrusters will run and SRV is shut down automatically.

    Anaconda with 76.30 ly max range without any compromises. Remember that we don't need ADS after 3.3 anymore. Feel free to strip down whatever you want. This is my Anaconda just to provide an example on advanced power prioritys and my opinion of blueprints that you need (like the armored mod for powerplant or clean drives instead of dirty)

    https://s.orbis.zone/w_q

  10. #10
    Originally Posted by Lucius-Darcia View Post (Source)
    Much more easy:
    SRV or AFMU power priority 5, thruster priority 1.
    When using AFMU, shut down thrusters. When needing SRV, Thrusters are offline anyways. When sending the ship away and recalling it, the power prioritys make sure that thrusters will run and SRV is shut down automatically.
    Trouble is, if you've got a ship that gives you a "Power Overload. Modules Disabled" message every time you enter a new system that can quickly drive you potty when you're exploring... so you shut down things like the SRV bay until you actually need them.

    At that point you can, if you're smart, power the SRV bay up again and set it to a low priority so it'll always shut down and allow power to be diverted to the thrusters.
    The only problem is, if you forget to do that (which you inevitably will do, at some point) you're immediately completely hooped.

    It's simpler, and safer, to just give yourself enough spare power that you can leave the "routine" stuff (such as the SRV bay) on-line all the time.