Ship Builds & Load Outs Anaconda engineering advice for jump range and maneuverability

I've been looking through engineered exploration builds for the Anaconda, and all seem pretty similar in reducing power plant and distributor size to reduce mass and extend jump range. In all honesty I'd be happy with jump range in low 50ly mark if I could get a bit more out of speed and maneuverability. Is there a way of engineering the Anaconda for greater maneuverability and speed that 1. actually makes a difference, and 2. isn't counter intuitive to jump range modification? The other query I have relates to landing Anaconda on high gravity sites. Doesn't lowering power plant, thrusters etc adversely effect its handling? I'm new to the Anaconda so excuse my ignorance. I'm interested in how far I can go with my Anaconda being multipurpose without compromising too much its exploration capabilities. Thanks in advance
 
Normal space speed and agility are down to mass and thruster performance so you want a low mass thruster with high optimal multiplier, I got an excellent 38% roll on a 7D thruster for my build so that's the kind of figure you need to aim for, once you get a seriously good lightweight thruster start lightweight mods on everything you can, sensors especially although enhanced low power shields will help too, possibly D grade shield boosters as the shield can soak up heavy landings.

Weapons can be lightweight modded too or not fitted with no weapons you can drop to a class 5 powerplant (as long as the powerplant is delivering enough power the class is irrelevant the grade determines its heat efficiency), TBH a 50+ LY Conda is going to be an exploration ship as it's offensive/defensive capability will limit its combat performance significantly.

I'd suggest something like my build for long range armed cargo hauling and selection of stored components that can be swapped over for exploration duties, best of both worlds essentially without serious compromises, one thing though SC agility is still poor modded or not just think about turning earlier! ;)


https://coriolis.edcd.io/outfit/ana...eloBhBmUFYoFMCGBzANokICMF9A===&bn=Conda basic
 
Thanks Ceekay. Some good food for thought. I've seen a few builds which still have some higher end core modules (modified) without losing too much in jump range. I was hoping that I could maintain as many as possible without having a bunch of stored modules I had to constantly switch out.
 
Don’t forget power management - this can help you run a smaller, lighter powerplant. By way of example (more extreme than you want I know) my exploraconda runs off a 2A unit with low emissions mod (god rolled to give good efficiency and a smidgen more than stock power). I can’t run everything at once, but I can run everything I need at once. AFMUs are power hungry - but everything needs powering off anyway for repair. The SRV bay isn’t needed until the ship has landed and the thrusters are offline then. The shields can’t be powered at the same time as the fuel scoop - but in supercruise you don’t need shields, and for landings you don’t need a fuel scoop. Etc.
 
JonathanBurnage I haven't decided yet which way I'll go. Most builds do as you suggest downgrade p/plant, thrusters and p/distributor, and keep modules offline. As I've been looking through builds I've seen the examples hitting high 50's/low 60's with that process. In the high 40's-low 50's I've seen a mix of modules which had me wondering what I could keep for other roles as a standard, and as per my questions, maneuverability and landing. It seems maneuverability can't be effected much from engineering for an anaconda, so that now doesn't seem too high a priority. I just did my first big trip to Colonia, SagA, and a few side trips zigzagging back in a Clipper. (Wanted to test it out as my main ship was a Python). I've just bought an Anaconda for next trip, and wanted to see options before engineering.
 
You want what I have! :D

I've spent a long while engineering and tweaking my 'Conda into a long-range multi-role format. My current build gets over 51LY range, while still carrying enough weapons/shields to do a HAZ RES, an SRV for planetary stuff, and I can swap out cargo racks as needed for whatever missions I'm into at the moment. I can also swap in Passenger cabins, but those are heavy and reduce the jump range, so I leave them off unless I really want to do passengers for some reason.

You have to balance a lot of things, and each person is likely to have a bit different preferences. I want good jump range, tough shields, sufficient weapons to fight back, an SRV, cargo space, utilities.

For example, I could get a better pitch/yaw rate with class A thrusters, but wow are they heavy. So I fussed around for a bit, and managed to engineer some 7Ds that are still quite a bit better than stock class A's. That's good enough for me, the way I fly the ship (I'm not a dogfighter -- I fly it like a battle wagon).

Another example, I'm using pretty small shields, but I've engineered them a lot, plus added light weight but heavily engineered boosters as well. The MJ count looks small, but these shields hold up in battle against NPCs quite well. And I have a shield cell bank just in case.

Other people might want other things -- more weapons or whatever. But those are the decisions you make when tweaking a ship. My weapons can fire almost forever on 2 pips.

I've been running this build for a bit now, and it's very nearly perfect (for me, anyway). The ship can handle any PVE task. CZ's might be a little dicey if you're not paying attention.

Anyway, here's my build, perhaps it'll give you some ideas. (My actual build in-game is slightly different because I didn't get the exact rolls I wanted, but it's close to this -- I get about 1 LY less).

https://eddp.co/u/A8dss3qU

Have fun out there!
 
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