Engineering an Anaconda for Exploration

As a varient I suggest the Phantom - https://s.orbis.zone/qvdM

At 66 laden 71 unladen FSD 5a SCO (engineered) an SRV bay, FSS DSS, kinetic shields (for those hard landings)

This ship will last you long time out in the black. There is even room for further modifications, weitger you want to haul some cargo, add another SRV or even add a second afms.
 
As a varient I suggest the Phantom - https://s.orbis.zone/qvdM

At 66 laden 71 unladen FSD 5a SCO (engineered) an SRV bay, FSS DSS, kinetic shields (for those hard landings)

This ship will last you long time out in the black. There is even room for further modifications, weitger you want to haul some cargo, add another SRV or even add a second afms.
The Krait Phantom is a beautiful explorer ship. And when I'm not doing exobiology, it's my "get everywhere fast" ship of choice in or outside of civilisation. AspX sadly mothballed as a result.
 
The Krait Phantom is a beautiful explorer ship. And when I'm not doing exobiology, it's my "get everywhere fast" ship of choice in or outside of civilisation. AspX sadly mothballed as a result.
She's my #1, Currently just a hair short of Sag A* have plans to do some remodeling to bring up my FSD to 70 ly.

I love how she runs cool at 14-18%, just need to reword that 3d shield for more kinetic bonus. The plan is to get it to 70% Kinetic, this will hopefully save me from some very close calls I've had (bloody boost / landing gear button)
 
Here's my ExploraJumpaConda on Coriolis...
Which I know EDSY is better, but I don't currently have a link for it there yet..


She's got a 78+ LY jump range on minimal fuel; though averages between 65 - 75 with a full tank or half full tank.

Most important things about building an Anaconda for deep, long term exploration... and while others here have made a lot of valid points from their own personal experiences... these are mine.

First and foremost, remember that the Anaconda is a big, heavy b*tch of a ship! One of the biggest and heaviest in the game, and you're gonna FEEL that, when you try to land her on a high gravity planet or moon... so always, remember... she's a heavy ship... don't rush your landings, take them slow and easy... you have millions of credits worth in cartography data saved on that ship... you crash, its gone.

However, once you have experienced your first serious crash and major financial loss on cartography data... THEN, you're officially christened as a "true" Elite Dangerous Explorer!

With that in mind.

1. Repair Limpet Controller (can't stress the importance of this one! Many others here will agree!)

2. Minimal Cargo Rack for Limpets! While yes, you can manufacture MORE through Synthesis, you should also never leave on an expedition without at least buying some to start out with!

3. Vehicle Hangar, essential for when you need to go out and explore looking for Materials for Synthesizing Limpets, presuming you ever find yourself out of necessary Mats... plus you might just wanna get out of your ship for awhile and just go exploring a random... barren landscape ... some.. where... out. There.

4. Auto Field Maintenance Unit! I have two of these, they'll save your core components if you get too close to a Brown Dwarf or survive a hard landing!

5. Engineer as many components as you can, to be as LIGHT as possible... this means grinding the heck, out of gaining access to some difficult Engineers! You're gonna want to Engineer components most other Commanders wouldn't even bother with... like your Life Support and your DSS... I spent months just working on this process alone before setting out on my longest expedition, it sounds tedious and annoying, but its WORTH IT in the end!

6. Best Fuel Scoop you can manage for maximum efficiency! The less time you spend scooping, the better... don't risk getting too close and taking heat damage, scoop fast and move on!

7. Scrap the Auto Docking Computer! I've been out there in the Formidine Rift for over a year now... I haven't "docked" anywhere since I left! Use the slot for something else! Or keep it, it doesn't weight anything.. But if you scrap it, then write yourself a note to remind yourself its gone if you have to, so you remember you have to MANUALLY Dock... Because when you do eventually return.. it would be a shame, if you've come back from a several months long expedition... got 500+ million credits worth in cartography Data... and blow your landing at the Spaceport, crash and burn...

8. Some would argue to scrap the Shield... my opinion however is to go with a 3D model, and engineer it to be as light as possible. There really isn't much special with this one... but in my opinion, for MY ship at least, I find it offers the best compromise with having no shield, vs. having one thats as light as possible with at least "some protection" if I inch too close to that scoopable star, or land on that desolate ball of rock, just a little too hard...

9. Have fun. Go as far as you can... spend as long as you want out there...

Last but not least...

Number 10. Remember the Fuel Rats, and the Hull Seals!

These are Player Squadrons, who will risk it all... to come out to your rescue, if you find you ever need it... no matter where you are, no matter the distance involved... they are sworn to come to your aid if you call upon them to do so.

While I've never had the pleasure of needing either of their services... I keep their websites bookmarked regardless!
 
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Shield is essential on an exploration ship if you’re regularly landing on planets. I spanked my DBX into the ground yesterday on my initial ground approach when I wasn’t paying attention and wiped out the shield and 18% hull. I’m carrying around a billion credits worth of exploration and exobiology data!
 
Shield is essential on an exploration ship if you’re regularly landing on planets. I spanked my DBX into the ground yesterday on my initial ground approach when I wasn’t paying attention and wiped out the shield and 18% hull. I’m carrying around a billion credits worth of exploration and exobiology data!
For the smaller ships (DBX, AspX, Phantom...) a class-3 shield is probably enough, but you may want to engineer for more durability. Never know when you will accidentally boost towards the ground.

(If you want even more extra protection, add a 0E shield booster or two. Engineer it for Heavy Duty as much as you dare; the weight increases with engineering and will weigh up to 2T if fully engineered. That's just half a LY or so sacrifice, maybe even less.)
 
When you are out in the black, far away from civilization, in a galaxy with aliens, pirates and sometimes annoying commanders, ask yourself: Would you fly out in an unarmed vessel with paper-thin shields and hull?

No, you won't. Ask Picard.

80 lys+, 80 dps, 1800 Mj shields. Unrivalled at Beagle Point :LOL: :p

 
As a varient I suggest the Phantom - https://s.orbis.zone/qvdM

At 66 laden 71 unladen FSD 5a SCO (engineered) an SRV bay, FSS DSS, kinetic shields (for those hard landings)

This ship will last you long time out in the black. There is even room for further modifications, weitger you want to haul some cargo, add another SRV or even add a second afms.
I am fairly certain collisions are absolute damage, not kinetic damage. Resistances only apply to weapons - total shield strenght is what really matters for hard landings.
 
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