#confidentlywrongFrom what I've heard, a fully engineered D-Rated Mandalay with Guardian FSD Booster and outfitted as you would expect an exploration ship to be, is around 53.59ly jump range. Is this right?
If so, then FDev have royally screwed up IMO.
Didn't they say it would be on par with or just beat the Anaconda? Did they mean stock?![]()
The thing is, to many it's all about range.The absolute maximum jump range of the Mandalay is 91.53LY. This just pips the highest known Anaconda jump range (91.50LY). So it does indeed out-jump the Anaconda (just).
Of course the real benefit is not an extra 0.03LY, but having jump range comparable to the Anaconda in an exploration-focused ship.
Yes, certainly.So these much higher jump ranges, are they due to many sacrifices such as no SRV's or shields?
That's different for everyone, as there even is no agreed upon definition for "exploration". For me, anything over 50 ly single jump range is luxury. Sure, nice to have if you want to get somewhere in a hurry, but not really necessary. I'd rather have:I'm wishing some veteran explorer will setup configuration standards for what makes a realistic & practical explorer ship. And none of those ridiculous builds that sacrifice everything else (including survivability) for jump range please.
As an anecdote on this one...That's different for everyone, as there even is no agreed upon definition for "exploration"
That's different for everyone, as there even is no agreed upon definition for "exploration". For me, anything over 50 ly single jump range is luxury. Sure, nice to have if you want to get somewhere in a hurry, but not really necessary. I'd rather have:
Agree, It’s got to bounce well enough not to lose all the data
- robust hull (ok, that one is free, as heavy duty on zero mass doesn't add any mass)
I have had 2 exploration related canopy blow-outs.
- A rated life support
Exactly this.
- A rated, armoured power plant (you can't repair the PP, also adds a little bit of effciency)
A given.
- A rated FSD
I find D-rated full size thrusters with a single boost is enough to escape any gravity I’ve been to. Under sizing thrusters may be okay for speed runs, but aren’t advisable if you’re heading planet side regularly.
- Thrusters, PD and Sensors no fixed preference, that depends on the specific performance after engineering in the respective ship.
With SCO eating fuel I’m less inclined to undersize.
- fuel tank often downgraded, 3 full range jumps is usually sufficient.
Yes and yes.
- Guardian FSD booster
- don't forget the DSS!
Drive carefully and carry synth mats. Although I am considering carrying a second in the Mandalay…
- a backup SRV
Nope. I collect mats in the SRV.
- a mining lance (alternatively, minig laser and a small beam)
No longer necessary, with SCO you can burn off fuel easily.
- some people also used to take a plasma slug gun (to fine tune carried fuel)
Yeah, gotta protect from rough landings.
- bumper shields that should survive at least one automated landing...
They all add weight, do you actually need them? I carry a 1D repair for emergencies.
- selection of limpet controllers (repair, refuel, collector - in that order, depending on remaining open slots)
Yeah, I’ll put extra ones if there’s space as they weigh nothing, but one is most definitely enough.
- an AFMU (one is sufficient)
I still carry one lightweight heat sink, just in case.
- some people like to take one or two heatsink launchers, I haven't yet seen the need for those
- if I use a sufficiently large ship: a fighter hangar. For fun planetside, and for reduced risk when approaching unknown stellar phenomena (should you be lucky enough to find one)
The utility of the SCO to dump fuel can't be overstated.No longer necessary, with SCO you can burn off fuel easily.
The utility of the SCO to dump fuel can't be overstated.
Using Plasma Slug makes me look forward to watching paint dry with excitement. (One of the reasons why I stopped plasma slugging, in fact).
Yes - I should clarify that the absolute maximum of 91.53LY is a ‘one-jump wonder’:So these much higher jump ranges, are they due to many sacrifices such as no SRV's or shields?
You can synthesize life support refills. A D-rated an an A-rated life support use ther same mats for a refill, but the A-rated refill gets you much further.The other was a way out in the black, and even an A-rated wouldn’t have got me to the nearest carrier.
You can synthesize life support refills. A D-rated an an A-rated life support use ther same mats for a refill, but the A-rated refill gets you much further.
I thought people were getting 91 and a bit from the stripped out Mandalay.It came from Ghost Giraffe's stream. He knows not to D-rate it too. I believe he also got it to 71 fully stripped out, which is also kinda pointless.
Stop being a troll man. Always attitude from someone on these forums.
It came from Ghost Giraffe's stream. He knows not to D-rate it too. I believe he also got it to 71 fully stripped out, which is also kinda pointless.
Stop being a troll man. Always attitude from someone on these forums.
Not sure I qualify but this is my current and most used for exploration build.I'm wishing some veteran explorer will setup configuration standards for what makes a realistic & practical explorer ship. And none of those ridiculous builds that sacrifice everything else (including survivability) for jump range please.
Not sure I qualify but this is my current and most used for exploration build.
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