Engineering an Anaconda for Exploration

Hi All,

Go gentle on me if this is not the done thing.
I am a week or so out from Sag A on my first long range exploration mission. I am about 18 months in the black so far.

Before setting out, I was pretty new to ED, and still am tbh.

I would like to know any tips or suggestisons for engineering my anaconda for long jump range mainly. If there are any other modifications I can make, any advise would be welcomed.

I have obviouslty upgraded my FSD, got my repair limpets etc. Just looking to increase my jump range from around 27Ly, or 100ish with neutron boost.

Thanks in advance. o7
 
@SlickPBW I think you forgot to mention the Increased range / mass manager engineering on your FSD :D

@fire_james22 if you can show us your ship on EDSY then it's easier to say how to improve it :)
Wow. It does indeed have those engineering mods. I only did a quick check when I grabbed the link from my hanger at inara. Good catch! And I’m not sure why that was omitted.
 
I'll post my build after work. It's setup purely for exploration, with longevity in mind. I'll click like on the original post after I edit in the link.

Edit: I thought it had more jump range, but I was mistaken. IIRC, I built it for maximum survivability first, jump distance second. If that's what you're looking for, here it is:
EDSY
 
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I'll post my build after work. It's setup purely for exploration, with longevity in mind. I'll click like on the original post after I edit in the link.

Edit: I thought it had more jump range, but I was mistaken. IIRC, I built it for maximum survivability first, jump distance second. If that's what you're looking for, here it is:
EDSY
How do you get a link from EDSY to post the loadout here?

I'm trying to get a short link for this: https://edsy.org/#/L=H68eSmJK0H4C0S...wG99G_W00nE490nG49,Infinite_0Solstice,TRAV_D6
 
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Press the "insert link" button from the top row buttons, copy your link and then add a short name to it.
Thanks but I can't see an "insert link" button
1720606323646.png
 
Sorry, I didn't mean in EDSY website. Just copy your EDSY link (the one you posted above) and in the forum page, where you type yor messages you'll see a lot of buttons at the top. There is where the "insert link" button is.
It'll look like this.
Your link.
Oh right, thanks. Sorry I misunderstood!

I'm sure EDSY used to have a much more obvious export-link to click but they've buried it a bit further down in their menus now.
 
I found the reworked site completely unusable for me - couldn't get to grips with it at all. I much prefer the Coriolis site now.
Same here, but some of the apps I use directly support importing from EDSY. I've only moved my builds there just for that. I still prefer Coriolis because it provides easier to read results. EDSY just has a confusing mess of results squished in at the bottom.
 
The Incredible https://edsy.org/s/vO2sVB9
Enough shields to survive basically any exploration stressor - just avoid Thargoids and Open Play
Enough hull to protect against death
83.57LY jump range without using exclusive CG FSDs. If you have those, use those.
It has every module you could need. If you want more SRVs, feel free to add them.
It has Adv. AutoDock for landing on planets.
Heatsink for emergencies, but runs cold enough to probably not need them unless you fall asleep or something.
You want to build ships in EDSY so the heat profiles are correct.

Coriolis link https://s.orbis.zone/qtYP
 
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I would like to know any tips or suggestisons for engineering my anaconda for long jump range mainly. If there are any other modifications I can make, any advise would be welcomed.
Rather than just copying someone else's build, it's more fun and didactic learning how to optimize a ship for jump range. When you know all the principles, you can then fine-tune it, compromising a tiny bit of jump range for something that you find useful.

There are two things that affect jump range: The FSD and the ship's weight. (Well, three if you count the Guardian FSD booster as a separate thing.)

For the FSD you obviously want the largest A-rated SCO FSD that fits the ship, engineered to maximum for increased jump range, and with "mass manager" experimental. (Do not apply the "deep charge" experimental, even though it sounds tempting. "Mass manager" is significantly better in all regards. With larger ships it actually gives you more jump range than "deep charge", at no cost of extra fuel, unlike the latter.)

And, rather obviously, you want to pair the FSD with the largest Guardian FSD booster that fits the ship. (If you haven't unlocked them, it's a fun little quest. Highly recommended.)

The other thing that greatly affects jump range is the ship's weight. The primary source of weight is the hull, so you want the lightweight one. (Incidentally, you can engineer it for "heavy duty armor" without adding anything to the weight, because the weight is calculated as a percentage rather than a fixed amount, and the lightweight hull weights nothing from the perspective of these calculations, and thus the "heavy duty armor" engineering has literally no drawbacks. It will give you more resistance to collisions.)

The rest of the optimization happens by module choice and, in the case of some of the modules, engineering for weight:
  • When it comes to the Power Plant, choose the smallest A-rated one that will power everything. (A-rating is important for heat management, especially when fuel-scooping.) Engineer it to produce more power if needed. (But engineer it only as much as needed, no more. You don't really want too much of the drawbacks.)
  • A fuel scoop weighs nothing, so it's a freebie. Likewise an AFMU. (However, note that an AFMU has a humongous power consumption. However, since it doesn't need to be enabled constantly, you can just keep it disabled until you need it, and thus you don't need to adjust the power plant to account for it.)
  • The rest of the modules should in general be D-rated because it's the lightest type of module. You can also undersize some modules (such as thrusters) for even lighter weight.
  • In the case of thrusters, you probably want to engineer them for "dirty drives" for extra thruster speed. It doesn't add any weight, so it's nice.
  • Sensors can't be undersized, but they can be engineered for weight, and especially with larger ships that lightens them up by a huge amount (and thus gives you a good chunk of extra jump range).
 
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