Explorer Anaconda Vs Mandalay; Optimised Build Comparison

Hey folks; I saw a lot of comparisons of these two ships, but as to be expected, no real consensus... and a lot of misinformation. So I wanted to give my own, detailed guide to the two.

Overview: The Anaconda Is Still The Greatest Range And Functionality, The Mandalay Is Close, Runs Colder and Faster.
Both builds have been set up for identical functionality with exploring; stripped down to save as much weight as possible, including all that will be needed for exploration including planetary roving with a buggy. They also have enough jumps too, with care, to have a reasonable range to constantly move with fuel scooping; the stripped specification to get maximum range gets you one jump and done. Neither require reputation to unlock, and one thing to bare in mind, with landing gear down, and horizontal, ALL ships have the same counter to gravity and can be landed with the same ease. The only difference is if you're not horizontal, it's easier to bang larger ships tails/nose into scenery, and it can be trickier to find clear space for a larger ship.

Why no heatsinks? On a trip to Beagle Point and back in the podgy Anaconda, I never found I needed them as long as I throttled back to zero speed during the countdown, when you arrive you should always be outside of the overheating zone and have time to look around to get out of sticky situations.

Why shields? At the smallest possible for the hull size, they can be enabled for planetary landings and give you a bit of accident insurance, as well as that all important docking to deliver your precious data. They wont save you from catastrophic miscalculations or kamikaze speed docking malarky, but I like to have them. Take them off if you prefer to live Dangerously at all times, or wont be going near planetary landings you might get all excited and boosty near.

Why Docking Computers? They weigh nothing, so why not have them to help in case you've forgotten how to dock after months in the black...

Of course, feel free to tweak to personal taste. Here are the direct comparisons then;

Mandalay Build
Range (4 pips Eng, full fuel) : 86.54 LY
Max Range Equipped: 89.51 LY
Stripped Bare: (Fuel Tank 4, additional 2t internal) 91.15 / 91.53 LY
Full Range Jumps On A Tank: 3

Advantages:
  • Can run Supercruise Overdrive as long as you have fuel, always caps out at 60% heat.
  • Extremely maneuverable and fast.
  • Due to the above two, can escape stars quickly and colder.
  • Fits on all landing pad sizes
  • Window in the floor allows you to look below you somewhat when flying across planet surfaces, helps with exobiology.
  • Has speed boosting in local flight.
  • Down to personal taste, but prettier, more active cockpit to keep you interested during long flights.
Disadvantages:
  • Doesn't have the range, even when stripped, of the equivalent equipped Anaconda
  • Slower fueling around stars than the Anaconda due to smaller size scoop.
  • Less hull so less survivability.
  • Temptation to burn all your fuel with SCO. Don't do this.
  • Power needs a little management to switch between roles.
  • Can't be made to look a bit like a cow, boo.
Mandalay Notes:

Makes an ideal explorer within a system, due to be able to SCO boost out to remote planets faster, and it's speed and maneuverability make it feel like a sports car for planetary flying. Just be careful when doing so as like a sports car, it's twitchy and just as likely to get you into trouble as well as get you out of it. As built above, you need to remember to power off the fuel scoop to enable shielding, and then also turn the shields off when landed to enable the Scarab's bay. Its combination of range, speed and handling also makes it an ideal short range deliverer for Courier Data missions and smaller cargo/upgrade schlepping.

Anaconda Build:
Range (4 pips Eng, full fuel) : 92.67 LY
Max Range Equipped: 96.81 LY
Stripped Bare: (Fuel Tank 8, additional 2t Internal) 97.54 / 98.04 LY
Full Range Jumps On A Tank: 4

Advantages:
  • Greater range even when equipped than a completely stripped Mandalay.
  • Larger fuel stocks gives a greater margin of safety in finding fuel stars.
  • Larger fuel scoop ensures near full fuel just passing by fuel stars.
  • Doesn't require power management to run all its equipment
  • More hull which gives you somewhat more survivability.
  • Greater potential customizability, especially with internal space. Stick fighters or cargo holds in there if you want.
  • Can be given little horns and a black/white patterned skin, so it can look a bit like a cow. Mooo!
Disadvantages:
  • It's a chonky boi, which some people might find uncomfortable, especially compared to the nimble Mandalay around planets.
  • Will overheat quickly with SCO, and eats fuel fast. The Mandalay is clearly superior here.
  • Large landing pads only.
  • If trying to fly manually, you'll be banging this into a lot of station slots due to size, you need that Docking Computer powered.
  • Absolutely no boost at all. Ever. So if you're coming down too fast on a planet, you're in for a bad time.
  • Honking great nose, you won't be seeing much from below you from inside the cockpit.
  • And it's such a bland cockpit. Not as bad as the Corvette, but you'll be looking at it for jump after jump...
Anaconda Notes:

This was the undisputed king of exploration for nearly a decade, and we got used to it's podgy foibles over that time; if you remember how to fly it cautiously, it's still the best for long distance pure system honking... People online seem to be curiously unaware of how far it can be pushed, perhaps because they want to believe the new shinyness is automatically best. I read so many posts saying the Mandalay outranged it, but that's simply not true. And at the extreme edges, it can still reach places the Mandalay can't. It's fat but uncomplicated; You can leap, leap, leap with minimal attention (and we have). Can be turned into a gun boat or a heavy hauler too if you dont want to do the Naval Reputation grinds. But it struggles compared to the Mandalay within the systems themselves, due to not easily being able to use SCO to get to the planets.

The question is... is that range a worthy trade off?

Well, it adds up so roughly every 14 jumps in the Mandalay, the Anaconda will have done 15 jumps worth in equivalent distance.

If you're scanning systems to gain data/cash/Elite Reputation, the number of jumps is irrelevant, you'll scan each system in the time it takes each system; but the Anaconda is going to be much slower as it can't move around the system as well.

If you're scanning as you go somewhere specific far away, the Anaconda will be better as you'll have less systems to scan. But it might be more frustrating to do. Your call.

If you're just going somewhere far away, the Anaconda will get you there faster. But not by as much as you might think when just shuttling; Sol to Beagle Point, still one of the most extreme hauls is 65,279LY, so divided by 92.67 you're looking at 705 jumps approximately (assuming perfect range, but all values are naturally approximate). At Mandalay range you're looking at 755 jumps, 50 more. Without scanning, just honking, I could do a jump every 1.5 minutes, so an extra 1 hour 15m saved (50 x 1.5m) over all those jumps... about 19 hours in total for the Mandalay, 17hr30 for the Anaconda. Worth it? Possibly not. But if you're scanning and mapping at every jump... it'll add up. A lot.

And you can't look like a cow doing it in the Mandalay. So maybe you should.

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But you can still get places in the Mandalay.

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So pick what suits your gameplay and needs the most...
 
Oh hey, there's a name from the past. Welcome back to this subforum!
Let's see then... Of course, the first question would be: "Optimised for what?" But it looks like the answer is "jump range". Which isn't the best idea these days, and hey, even Frontier says though that jump range isn't everything. But anyway, let's see...

First, in my opinion, you're underestimating just how extremely useful the SCO stabilization of the new ships is. If you're flying around in a system, it saves a lot of time - and none of the "old" ships can sustain the boost nearly as much, before running out of fuel and/or overheating. I'm not at all happy to say this, but if I were to make a tier list, there'd be only two ships at the top tier: the Mandalay and the Cobra Mk V. I wish it weren't so though.

This also ties in to exobiology, which is quite popular these days (that credit cannon did help) - and well, the Anaconda is pretty bad there. It has a huge landing footprint, it's slow to fly and slow to maneuver... I certainly wouldn't recommend any new player to grab an Anaconda if they want to do exobiology. Sure, it's workable once you're already used to the ship's many disadvantages, but then, so is the Type-10.

You appear to have forgotten about thermals though. The Mandalay's characteristics there are so good that you can scoop-jump from almost any star without overheating, even if you don't even engineer for it. The Anaconda can't do that. Charging your jump while you're still scooping at the star can save you a fair bit of time, too.

Also, a bit about those jumps, specifically the numbers of them. At these 80+ ly jump ranges, in practical tests, the differences in number of jumps they translate to is actually tiny. Sure, theoretical numbers are great, but more often than not, the route plotter can't take advantage of going from, say, 82 ly to 84 ly, let alone these ninties and such. In practice, they barely matter - and in practice, how often do people explore in 65,000 ly straight lines anyway?

Don't get me wrong though, I'm not saying that the Anaconda is bad now and should be ditched. It's still great at space exploration. However, it's rather bad at surface exploration, which is important for many explorers because of exobiology. I certainly wouldn't recommend it to new players - but I wouldn't recommend min-maxing for jump range for anyone who's not buckyballing, either. Such builds give up too much utility and survivability for just a few more ly-s.
 
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Oh hey, there's a name from the past. Welcome back to this subforum!
Let's see then... Of course, the first question would be: "Optimised for what?" But it looks like the answer is "jump range". Which isn't the best idea these days, and hey, even Frontier says though that jump range isn't everything. But anyway, let's see...

First, in my opinion, you're underestimating just how extremely useful the SCO stabilization of the new ships is. If you're flying around in a system, it saves a lot of time - and none of the "old" ships can sustain the boost nearly as much, before running out of fuel and/or overheating. I'm not at all happy to say this, but if I were to make a tier list, there'd be only two ships at the top tier: the Mandalay and the Cobra Mk V. I wish it weren't so though.

This also ties in to exobiology, which is quite popular these days (that credit cannon did help) - and well, the Anaconda is pretty bad there. It has a huge landing footprint, it's slow to fly and slow to maneuver... I certainly wouldn't recommend any new player to grab an Anaconda if they want to do exobiology. Sure, it's workable once you're already used to the ship's many disadvantages, but then, so is the Type-10.

You appear to have forgotten about thermals though. The Mandalay's characteristics there are so good that you can scoop-jump from almost any star without overheating, even if you don't even engineer for it. The Anaconda can't do that. Charging your jump while you're still scooping at the star can save you a fair bit of time, too.

Also, a bit about those jumps, specifically the numbers of them. At these 80+ ly jump ranges, in practical tests, the differences in number of jumps they translate to is actually tiny. Sure, theoretical numbers are great, but more often than not, the route plotter can't take advantage of going from, say, 82 ly to 84 ly, let alone these ninties and such. In practice, they barely matter - and in practice, how often do people explore in 65,000 ly straight lines anyway?

Don't get me wrong though, I'm not saying that the Anaconda is bad now and should be ditched. It's still great at space exploration. However, it's rather bad at surface exploration, which is important for many explorers because of exobiology. I certainly wouldn't recommend it to new players - but I wouldn't recommend min-maxing for jump range for anyone who's not buckyballing, either. Such builds give up too much utility and survivability for just a few more ly-s.

I don't have the Cobra Mk V alas, I'm using my Arx for renaming stations to cow-themed industries once they are cowmpleted... so can't compare those.

SCO stabilization? I thought about including that, but you'll have to turn it off before it gets so bad you lose target in the Anaconda; Yaw movement (rotate left/right) is enough until then to stay on target enough. Heatsinks would allow the Anaconda to push into really wobbly flight, but you don't want to stop and keep recrafting those on long journeys anyway, and I don't have them on my build; so it's something you'd only ever use in short bursts for the Anaconda even if you take sinks for emergencies. And, as mentioned, the Mandalay can keep it permanently on; I just didn't mention it's also relatively easy to control.

Regarding exo-biology, I've always just used the Scarab; put the ship down, send it away again, and bring it back when you need to refuel your buggy, and drive around in the turret mode to see more clearly the plant life: For some reason the lighting is different (higher contrast) in the turret which allows you to see the smudges easier. I have a friend who only flies in VR, and he swears by the Mandalay window, but I like having the insurance that even if something goes disasterously wrong, I lose nothing if the Scarab explodes.

Regarding Thermals, yes I've forgotten them except for the SCO overheat in the Anaconda; why? Because I never overheat in the Anaconda, maybe because I've gotten so used to travelling in it that I always judge where to refuel without overheating. I've genuinely not seen it in hundreds of hours. My trip to Beagle Point and back only had 1% damage, and that was from a bad planetary landing. Perhaps for newbies it would be more of an issue? When you say "any star", do you mean outside of the FOGKBAM ones? Otherwise, I just instinctively know where in the corona it's safe to fuel now I guess...

As for stopping in the corona, you don't need to in the Anaconda. You're full, or near full, just by moving around it to get aligned with the next target, as I mentioned. The Tier 7 fuel scoop really is much, much faster than the 6, even with a larger tank to fill. (Also, being a distance away is useful for system scanning as it guarantees that you won't have any planets under the star which will stop adaptive zoom in, grrr. I always do that on the far side, before the jump.)

You're right the Mandalay can start jumping earlier, but like the math I showed that even with the extra range you won't get massive time savings by having less jumps (and talking about straight lines to one of the furthest possible trip was to favour the Anaconda as much as possible by putting the most efficient jump at the highest range; in practical use the likely target star will fall somewhere below that every time), a few seconds earlier per jump for the Mandalay won't add up to much for saving time in travel, especially not when you're still losing a little time on range, and having to park in the corona more to get nearer full fuel. However that extra range does count when you're adding in all the range bonuses... There are still use cases for higher range, it's not obsolete. People just love the Mandalay so much they're over-estimating it's performance compared to the Anaconda. It's like arguing Type 9 Hauler vs Cutter Hauler; there are different strengths to each, but they both perform the same role close enough for it to be personal taste as to what you want it do...
 
SCO stabilization? I thought about including that, but you'll have to turn it off before it gets so bad you lose target in the Anaconda; Yaw movement (rotate left/right) is enough until then to stay on target enough. Heatsinks would allow the Anaconda to push into really wobbly flight, but you don't want to stop and keep recrafting those on long journeys anyway, and I don't have them on my build; so it's something you'd only ever use in short bursts for the Anaconda even if you take sinks for emergencies. And, as mentioned, the Mandalay can keep it permanently on; I just didn't mention it's also relatively easy to control.
The point of the SCO stabilization on the Mandalay (and the others) isn't that it flies straight: rather, that it consumes much less fuel and generates much less heat, so that you can keep it going far longer. Not to mention that the top speed in SCO is increased on these ships, around 4,000 c for the Mandalay and over 7,000 c on the Cobra if memory serves.
Try comparing flying to a target, say, 350,000 ls away in a Mandalay and in an Anaconda, you'll see quite the difference. You'll get there in much less time in a Mandalay, or a Cobra Mk V.

I think you might have misunderstood what I meant with the Mandalay's thermals, and jumping while scooping. Compare this scenario then: you're scooping deep at a star. While you're scooping, line your ship up to the next star, and immediately press your jump button. Normally, saving time like this will fry most every ship (except the Dolphin) by shooting your heat up high before the FSD finishes charging, but on the Mandalay, you'll stay below 75% at all but the most luminous stars. Well outside the usual main sequence ones.

People just love the Mandalay so much they're over-estimating it's performance compared to the Anaconda. It's like arguing Type 9 Hauler vs Cutter Hauler; there are different strengths to each, but they both perform the same role close enough for it to be personal taste as to what you want it do...
No offense, but I think you're overestimating the Anaconda here. Sure, one can wrangle a niche for it where it does just as well or even slightly better than the Mandalay, that niche being the jump range minmaxed buckyballer. Another niche is the multicrew boat, since the Anaconda has four seats and can mount a fighter hangar, while the Mandalay has just two, and no hangar of course.

But in general exploration builds, for space exploration, the Mandalay is superior, with its much better supercruise handling, SCO, thermals, and for surface exploration, the much smaller landing footprint, better speed, maneuverability, and cockpit visibility. In most other aspects, they are pretty much the same - in my opinion, relative differences below 10% don't matter. Once you correct for the mistake that Nowski pointed out just now (I didn't notice it either), the jump range difference becomes even lower.

I'm not saying that the Anaconda is a bad ship now, it's still very useful for space exploration. But the general exploration Anaconda vs Mandalay is nowhere near as close a match as the Type-9 hauler vs Cutter hauler debate is, especially as exobiology has to be considered too.
 
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But you have the vanilla 6A SCO FSD. If you put the new pre-engineered SCO "V1" FSD with mass manager, it's 93.76LY : build.
Thanks for spotting this! With the correct values then, the two ships about the same. I could say that the Mandalay jumps farther, but the theoretical difference is less than 1 ly, so the practical difference is zero jumps.
The Mandalay was said on stream to give the Anaconda a run for its money though. Technically true, I suppose.

To others, if they don't know what the magic hull that Grokenberger wrote means: it's that the Anaconda's base hull mass is a mere 400 T, while the other ships of its size are between 850 - 1,200 T. (Only the Type-9 was available at launch though, that's the 850 T one.) This was likely done because at launch, the Anaconda seems to have been meant as The end-game ship, to be either best or second-best at everything. Without the magic hull, the Anaconda would have had the Type-9's jump range, and the Asp Explorer (the only exploration-focused ship at the time) would have outjumped it for a small fraction of its cost.
 
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Totally agree with marx here, the Anaconda was a very good explorer in it's time.

Nowadays with exobio and SCO, the Mandalay is simply superior.

I'm using this one and I'm having an absolute blast. That thing lands nearly everywhere thanks to the high wings,
is nearly as cool as a Dolphin, much more maneuverable in supercruise and normal space, and with the SCO optimization it's
totally easy to just go to the B component star 500.000 ls away.

I love my Conda, brough me to Beagle and back, but its legitimate successor as explo champ is the Mandy.
 
Stripped Bare: (Fuel Tank 4, additional 2t internal) 91.15 / 91.53 LY
I'm not sure undersizing the fuel tank is all that useful for exploration, not even if you are engaging in "I just want to get from system A to system B as fast as possible, I don't care about the in-between systems" exploration.

Sure, if you are using the game's own route plotter then a smaller fuel tank is going to help a tiny bit, assuming you can scoop at least every 3 or 4 systems. However, if you are indeed just trying to get to your target system as fast as possible (and don't care about the in-between systems), then you should really be using spansh's galaxy plotter anyway, and in that case a larger fuel tank actually helps. (That's because it requires less refueling stops. Also, unlike the game's own plotter, spansh's galaxy plotter takes into account your current fuel at any given point to try to maximize your next jump. Thus, half the time you'll be making bigger jumps anyway, thanks to your tank being less than half full.)

Also, there really is no need to use a class-1 power distributor. In your Mandalay example build the 1D power distributor (with all pips on ENG) allows boosting every 19 seconds. Replacing it with a 3D power distributor allows boosting every 9 seconds and only reduces jump range by 0.4 Ly. You wouldn't even notice.
 
I like the Mandalay so much, I bought a second one!

One is my "Daily Driver", while the new one is being built for jump range. Both are currently at just over 50Ly, with the materials/explorer at 53Ly and no engineering yet other than the Guardian FSD Booster. The first one is at 51Ly and about halfway engineered.

Neither have the V1 FSD (SCO) yet. (what a material-gathering pain!)

And no question, it runs COLD. I pay attention, but I just don't have heat issues.

The handling is awesome. LOVE flying it. It feels like I'm flying it.

And it looks like a sports car spaceship.

I have ZERO interest in an Anaconda because I want speed and handling.
 
Wait! what? Would you mind posting your build?
\
With everything stripped down to the minimum and using the tech broker SCO FSD, I can get the Mandalay to 98.3 ly. That is shieldless and without a hangar. I doubt this is a useful build beyond proving a point. If you add shields and a hangar, this build can't power them. With shields and hangar and a slightly more powerful PP I can get it to 96.02 ly. You can fill the empty slots with powered-off AFMUs, as they have no mass.

I doubt any of those would be a survivable build in the long run. And both are only good for a single max range jump before you need to refuel, severely limiting your exploration choices to scoopable stars. Both builds can boost once every 19 seconds, which can be... to late in an emergency.

It's a nice thought experiment, but don't do that.

Edit: If I had to build an exploration Mandalay, I'd probably do something like this. Personally I would never skimp on the thrusters, boost capability and protection, and a smidge over 78 ly is still pretty good.
 
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I can't post the build normally as some of it isn't supported in coriolis. I don't use the other app.
So I'll post it manually.

6A fuel scoop.
5H guardian Fsd booster.
3D shield generator
Enhanced low power/stripped down.
2G planetary vehicle hangar.
Detailed surface scanner (from tech broker) with additional expanded probe radius G5.
2A powerplant G3 overcharged/stripped down.
4D thrusters Clean/stripped down.
5A V1 (sco) frameshift drive
Increased range/mass manager
4D life support G4 lightweight.
1D power distributor Engine focused/cluster capacitors.
5D sensors G5 lightweight.

So she has shields and a srv hangar, she can boost and fly very well.
Gives me 97.46ly jump.
The V1 sco drive is available via a tech broker IF YOU have the mats, mainly the Titan drive which you can loot from any Titan wreckage. Watch out for pirates. And you need a corrosive resistant cargo 16T size 4 is adequate.

o7
 
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That would be this on ESDY. Gives 89.29 ly as a result unless you reduce the fuel tank to size 3, then you get 96.04 ly. Sure you're not forgetting something? Did you get that jump range value from the ship panel with a full tank?
 
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