Anaconda or Asp to explore

After the trip is before the trip... ;)

Since I got settled back to the bubble cuz of bugs, I am trading again now and waiting that the game gets more stable for the next long exploration trip (+ 2 weeks). And I am thinking about to change my Asp for an Anaconda.

But I am still to much nub to know if its a good idea or not...

What I know is that the AC can have bigger Jump-Range and probably selfies looks better :D But on the down side, it cost much more including repair and insurance. So, it will still takes me a few days more to be able to effort one.

Does it really worth and is the change significant? What do you suggest?
 
For getting places quickly you want the Anaconda, you have less jumps per 1000LY route than in the ASP.
For going to the rim you want the Anaconda since that extra 6LY of jump range allows you to get places the ASP can't.

For everything else the ASP, it turns quicker allowing you to scan quicker, it has more than enough space for modules etc.
On the downside I had 10 or 11 accidents with my ASP causing the canopy to nearly crack and had to run home. In my current trip I've had over 30 accidents with my Conda (too much alt+tabbing to forum) and not had a canopy crack even start yet, its a little worrying tbh. At 82% hull now and determined to sharpen up and sort myself out instead of flying into white dwarfs and neutron stars.

In summary i'd say ASP unless your trip is really long, goes out to the rim, or is a racing/tourist trip to get to certain sights ignoring the systems in between.

Edit, some calculations thrown at you here:
You save about 4 jumps per 1000ly plot with a 40LY jump range compared to a 34LY jump range. So direct to Sag A* and back (26,000Ly each way) you save 208 jumps which (assuming 30 seconds each jump to refuel and charge FSD) is roughly 1.75 hours of playtime. If thats worth it for the millions of cost + insurance etc then sure.
 
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...the ASP, it turns quicker allowing you to scan quicker, ..

Oh it scanns quicker? Thats actualy a very big point since I scan any system I jump into. With the ASP I dont have any problems of %. Last 2 weeks I still remain 98% without repairs etc. Maybe because I use another comp for the forum ;)
 
Oh it scanns quicker? Thats actualy a very big point since I scan any system I jump into. With the ASP I dont have any problems of %. Last 2 weeks I still remain 98% without repairs etc. Maybe because I use another comp for the forum ;)

Yeah, I think I should start doing that, get a laptop or something :D

I do find the turn rate on the conda restrictive, I can very often finish fuel scooping, press FSD and have it fully charged ready to go before I've turned to face the target to jump. It doesn't scan quicker but you can point your nose at the target planet/system whatever much quicker :)
 
The asp does not scan quicker, but the turnspeed improvement means the process of scanning (which involves turning to point the nose at a lot of celestial bodies) happens faster in the asp compared to the anaconda.

The asp runs much cooler than the anaconda. With the best scoop, the asp actually recovers the fuel it spent on one jump about 10% faster than the anaconda. The asp can make 50% more jumps on one tank of gas compared to the anaconda (so better if there are a lot of unscoopable stars around).

I own both, and vastly prefer the asp for exploration. Basically, the only thing the anaconda has going for it is better jump range, in all other respects the asp is a better exploration ship.
 
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The asp can make 50% more jumps on one tank of gas compared to the anaconda (so better if there are a lot of unscoopable stars around).

Ok, now you convinced me totally. I remember many times when I had to manually select a scoopable and was p.off to replot the route. I dont want to have this more often and ya, its logical - bigger jump range = less scoop chances.

So I will go again in Asp. Thx a lot!
 
I would say anaconda.
The jump range crushes the ASP easily, and for the rim it is a must.
Saying it is bad for the slow turn rate isn't really fair.
If you're experienced with the ship, turn rate won't affect you at all, only time i have had problems with that is when coming in way too fast and trying to dodge the planet, but even then i manage to miss it almost all the time.

A A7 fuel scoop is really, really efficent.
It has a ton of compartments for AFMUs fuel drones whatever.
With the excellent jump range it also costs almost nothing in form of fuel jumping less than 30LY, really handy in those badlands!

Not really important now, but the anaconda also has an unobstructed cockpit view, allowing for the fancy shots (of course we now have debug cam, but this was a great feature before)

The price is really the only thing that would stop you from buying an anaconda.
Of course the fuel tank is a little small, but strap on a 4t fuel tank for almost no jump range penalty whatsoever and you're ready to go.
 
Extra weight from the tons of fuel lowers jump range. Its pretty much the same as carrying a full cargo rack. Extra fuel tanks just allows you to jump more times before refilling.

but you can take extra tanks and leave them empty until needed, as the conda has many extra slots (as you know) :)

Neokortex : as the others have said , imho take conda if you want to go in to the remote areas where 6 LYs matter, or Asp for everything else
 
An Asp is an Asp is an Asp in an Asp...

That extra jump in the Anaconda, feels more like an unintended byproduct of its FSD than something designed for exploration.

That jump range is only useful if you are going anywhere above 36 ly apart. And only your exploration style will dictate what to do of it.

Otherwise, acquisition and operating costs do not justify the potential extra 4 ly of advantage.
 
Neokortex : as the others have said , imho take conda if you want to go in to the remote areas where 6 LYs matter, or Asp for everything else

Ah, I couldnt stay any longer in the bubble for trading. Thats odd... I started already in my old but good boat heading to the DRYAA FLYUE field, you mentioned. Thx for that interesting Tip! Cant wait to see them but 18k Ly togo now ;)

Maybe I will do the trip after in a conda ;)
 
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Everyone seems to want a good jump range for exploration but in my view unless you are wanting to get to a specific place quickly or need to jump between systems that are far apart like on the rim where there aren't systems closer together then jump range isn't really a problem. It is for this reason that I think that the Asp is more suited, it has enough slots and cargo space, handles very well and can scoop fuel with great efficiency and runs cooler. Since the hull is not as strong, I would be tempted to get a stronger hull at the expense of mass and therefore have a smaller jump range but if you are just pottering around an area exploring the local systems then jump range doesn't matter that much.
Local systems mean the systems that are local to your position which could be 10Kylie away from Sol but you just go round your own tiny little area.

BTW, am going to try some exploring in a type 6 to see what that is like when I get back from this exploration trip.
 
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I had a similar question, so am trying out the 'Conda right now. I am a long distance explorer so the additional jump range will be useful although the disadvantage is that there are less jumps per tank vs the Asp. I contemplated fitting an extra fuel tank but this hits the jump range. Even if I did not use the extra tank (say I run at 50% fuel), the route planner would still plan for a jump range assuming full tanks. I therefore decided against it.

For the first time I am carrying weapons, and I have been kicking a few butts during the last few weeks - the 'Conda feels much safer, It can actually fight and win against small/medium ships and if things get a bit heavy, I can jump away with ease without mass lock issues (the majority of the time). Given that I intend to be out for some time, I wanted to be able to defend myself.

Above all, although I love my Asp - I am fed up of looking out that cockpit. The 'Conda is more spacious and the sleeping quarters are better appointed.
 
Btw, an asp that fits an 8T tank can do 8 jumps on one tank while giving up less than 1 ly of range (a stock asp can do 6). It is not possible for the anaconda to match that without giving up most of its jump range lead. The issue with the anaconda is that it has a fuel-hungry FSD, very heavy sensors it cannot get rid of, and a relatively undersized stock tank for its FSD class.

Also it's slow turning. Also its heat management is pretty bad.
 
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Yes. Actually I should play more with that fuel tank things since its even possible to carry more than one. I have the feeling this could make sense to find a very good balance there.
 
An Asp is an Asp is an Asp in an Asp...

That extra jump in the Anaconda, feels more like an unintended byproduct of its FSD than something designed for exploration.

That jump range is only useful if you are going anywhere above 36 ly apart. And only your exploration style will dictate what to do of it.

Otherwise, acquisition and operating costs do not justify the potential extra 4 ly of advantage.

I messed around with an Anaconda in Beta. Set it up for exploration, and I have to say, apart from jump range, it would be something I'd hate to explore with.

It's slow, has a horrible view... Basically that extra range is it. Of course, I'm on the outer rim, and that extra few Ly would be really handy right now, but I'd have to cross the whole darn galaxy in it to get to use it. I think I'd rather wait and hope that there is an Asp sized long range explorer released eventually, perhaps with up to 45Ly jump range...

I'd love to see the ability to truly mod our ships - sacrifice those size 5 and 6 bays to allow the fitting of a larger FSD, for example.

Ahh... 7A FSD in an Asp...

/dream

Z...
 
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Btw, an asp that fits an 8T tank can do 8 jumps on one tank while giving up less than 1 ly of range (a stock asp can do 6). It is not possible for the anaconda to match that without giving up most of its jump range lead. The issue with the anaconda is that it has a fuel-hungry FSD, very heavy sensors it cannot get rid of, and a relatively undersized stock tank for its FSD class.

Also it's slow turning. Also its heat management is pretty bad.
Not really, i once accidentally went on a trip with 10t of cargo in my hold and had a penalty of less than 0.5 LY.
 
If you use a 16t fuel tank instead of the 32t on ASP, you can get it to plot routes with 36 ly (instead of 34 ly) range.
And you still get 3-4 jumps, which is OK since you can evade all the "deadlands" (unscoopable stars one after another for hundreds of light years) by going up or down.
I think that's what I will do on my next voyage.
 
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