70 ly anaconda...

A 70LY anaconda is going to be a death trap if you do anything illegal. This is a build I used very successfully for Robigo, though a shieldless Python makes more money from Robigo mines. There's no need for silent running, use heatsinks if you see "scan detected"

Somebody (Hawknerd?) mentioned recently that the sightseeing passenger missions at Robigo, and therefore maybe others, no longer work for explorer rank. Can anyone confirm whether that's the case?
 
Last edited:
If you use a Beluga for these missions, keep your paint at 100%, and are allied with the controlling faction, you never get scanned at the station. Not all ships are considered equally suspect, the Beluga seems to be above suspicion...
 
"tramp" has been built for the long range stuff, I want that explorer elite as well as the other two, i'd also like to use it on the long passenger missions.
heres the problem.
in so many of those the passenger is "secretive" and cant be scanned so leaving the station I've either got to try silent running or be able to boost out of range. "tramp" wont afterburn.
its got a 5b powerplant engineered to give 26 watts... more than enough to run the ship and its got a similar level capacitor and 6d thrusters.
what am I missing?
Engine focused power distributor will let you install one that cant boost and turn it into one that can boost. PP has little to do with it.
 
Speed docking also works to avoid scans. I do that rather than carry heat sinks or run silent. If you get the Scan Detected warning, all you need to do is break the line of sight (so boosting does work here - so long as it is in the right direction!).

Though I should add that I make sure I'm in a ship that can speed dock. I wouldn't do this in my Cutter, as a boost puts me through the back wall of the station...
 
Last edited:
One buys an economical car because it's economical, which means by eliminating it's ability to do things non-economical car's can do, it's cheaper. An explorer Conda, can be built rather cheaply, an full out battle conda can't go as far on a jump, but unlike the explorer conda, can kick butt all days long. What is it you want to accomplish with a particual ship on a continuous bases, and what do you want to accomplish in general. Should determine what ship and it's load out aka build. Engineering is pretty much a mandate in this era of ED.
 
"tramp" has been built for the long range stuff, I want that explorer elite as well as the other two, i'd also like to use it on the long passenger missions.
heres the problem.
in so many of those the passenger is "secretive" and cant be scanned so leaving the station I've either got to try silent running or be able to boost out of range. "tramp" wont afterburn.
its got a 5b powerplant engineered to give 26 watts... more than enough to run the ship and its got a similar level capacitor and 6d thrusters.
what am I missing?
For what its worth - this is my standard(ish) JC build, with an SRV that can boost and runs at 22% temp full throttle @ 264 m/s and peaks at 34% temp when I boost to 350 m/s. Jump range is 78.24 LY. Hope its useful.
 
For what its worth - this is my standard(ish) JC build, with an SRV that can boost and runs at 22% temp full throttle @ 264 m/s and peaks at 34% temp when I boost to 350 m/s. Jump range is 78.24 LY. Hope its useful.
Cargo racks add nothing to the total mass until one utilizes them. There's no way you could leave a planet if filling even half of those you installed.
 
Cargo racks add nothing to the total mass until one utilizes them. There's no way you could leave a planet if filling even half of those you installed.
The vertical thrusters cheat. You can always leave a planet regardless of mass, thrusters, and gravitational pull. It may be more or less painful though.
 
For what it's worth, here's my ~70.3LY Anaconda Explorer build : https://s.orbis.zone/6xu_

70LY was the design milestone, emphasis was on still stuffing as much Equipment and Protection into it as I could and still reach that milestone.

It still carries
  • Repair Limpet Controller
  • Dual AFMU
  • SRV
  • Xeno Scanner
  • Shield Boosters, Point Defenses, ECM, Heat Sinks
  • 16t extra Fuel Tank
  • Class 6 Shields to compensate for harder touchdowns or minor accidents
  • full set of Weapons
  • a Module Reinforcement Package
  • 2 Mining Lasers
  • 96t optional Cargo Space (found no other use for these Internals); equipping an SLF drops it to 68.4LY but an Option if you ever want to show something to a MultiCrew guest
  • the Ship can still boost... important when screwing up a High-G approach or to get out of dodge quicker
 
If getting out of the station is your problem, and you can't boost because no cap for it, for 3 heat sink launchers.

Enter silent running as soon as you enter the airlock
Pop heat sink as soon as you enter silent running max throttle, so not have a destination locked
As soon as you hear the heat sink pop, pop another one, heat needs to be sub 15% at all times
As soon as you can enter super cruise, lock destination the n jump from super cruise.

For getting into the station,
On approach when 1.5Mm from station, aligned with the docking port, pop a heat sink
Drop out of SC, and turn on SR
Use same method as above for piping heat sinks and request access.
Once past the airlock turn SR off.

I have done it hundreds of times never been scanned
 
He'd probably get scanned at the mines if he was waiting for docking permission in his 'conda (as it's an outpost without L pads)


The right ship for the job ;) If you want to do long range pax with dodgy clients then use a ship that can do the missions - you seem to know what's needed so you should be able to update your ship, you just can't get away with super skinny explorer builds if you need to evade the law (though at 70 Ly that is quite a chonky 'exploraconda to begin with :) ).
the intention for "tramp" was to get me to explorer elite by taking on very long range pax missions rather than just heading out into the black. be there with a purpose. I agree with specialised ships... "tramp" for long range.."eye-byte" , corvette, for lock-down pirate hunting, "c/t of a day" big cargo missions etc
 
For what its worth - this is my standard(ish) JC build, with an SRV that can boost and runs at 22% temp full throttle @ 264 m/s and peaks at 34% temp when I boost to 350 m/s. Jump range is 78.24 LY. Hope its useful.
that is very interesting....your power plant is much smaller than mine and your range is 8 ly better...i'm on a 4c distributor 3c shields with two srv's… hmmm
 
Cargo racks add nothing to the total mass until one utilizes them. There's no way you could leave a planet if filling even half of those you installed.
It's a demo build 🙂
And anyway, yes, you wouldn't want to move cargo around in a JC with paper thin shields...
 
For what it's worth, here's my ~70.3LY Anaconda Explorer build : https://s.orbis.zone/6xu_

70LY was the design milestone, emphasis was on still stuffing as much Equipment and Protection into it as I could and still reach that milestone.

It still carries
  • Repair Limpet Controller
  • Dual AFMU
  • SRV
  • Xeno Scanner
  • Shield Boosters, Point Defenses, ECM, Heat Sinks
  • 16t extra Fuel Tank
  • Class 6 Shields to compensate for harder touchdowns or minor accidents
  • full set of Weapons
  • a Module Reinforcement Package
  • 2 Mining Lasers
  • 96t optional Cargo Space (found no other use for these Internals); equipping an SLF drops it to 68.4LY but an Option if you ever want to show something to a MultiCrew guest
  • the Ship can still boost... important when screwing up a High-G approach or to get out of dodge quicker
that looks pretty damn good to me.
 
Top Bottom