Explorer Anaconda Vs Mandalay; Optimised Build Comparison

Correction 96.93ly
And no i didn't forget anything.
5C fuel tank and it's full
 

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Well that figure Inara tells is a bit of a lie. It is the same figure Coriolis and EDSY show as maximum range, but that is with the absolute minimum amount of fuel and no cargo. With 32t fuel onboard you will find that your actual range will be quite a bit lower. A more workable figure would he the "current" range, which takes into account fuel and possibly cargo. Or even better, the real world range from your ship panel.
 
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I'm in the process of changing gpus (again).
The amd 9070xt which l have atm is just not stable enough. Needs better drivers im sure but l can't wait!
So l bought a 5080 hehe. But the corsair 600w cable I've ordered won't arrive till Tuesday, so as soon as I've got it all up and running with the Pimax headset I'll check the mandalay, and take a screenshot.
Tbh I don't know I've not flown it in a long while due to colonisation and powerplay 2.0 which im heavily involved in. No room for exploring hehe.

Defo no cargo. That much l do know. I built her for jumping to replace my old dbx as a runabout.
 
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The important figure is the one with a full tank, because that is what the route plotter assumes. Even if you don't fill your tank completely when scooping, the plotter always assumes a full tank.
 
OK i just took a pic. Yup your right.
Here's the actual pic taken on board my FC. Excuse the VR.

From 89.39 to 97.02
 

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OK i just took a pic. Yup your right.
Here's the actual pic taken on board my FC. Excuse the VR.

From 89.39 to 97.02
Never apologize for VR screenshots :D.

But yeah. Getting the correct jump range across is tricky. It's been scienced before, I think the route plotter still has no option to calculate with less fuel. So if you really want to take advantage of a gargantuan jump range, you have to either reduce the tank or plot every jump manually. Personally I would do neither; I take total range over a few lightyears more any day as long as I can make any jump I need to. And I don't plan to jump to the Anaconda graveyard anytime soon ;).
 
Both builds can boost once every 19 seconds, which can be... to late in an emergency.
Just upgrade the power distributor a couple of classes. You'll get boosting every 9 seconds or less (depending on how much you are willing to size up) and it will cost less than a Ly of jump range, so it's worth the sacrifice.
 
Just upgrade the power distributor a couple of classes. You'll get boosting every 9 seconds or less (depending on how much you are willing to size up) and it will cost less than a Ly of jump range, so it's worth the sacrifice.
That's the point of minmaxers: Sacrifice a lot of functionality for the smallest bit of jump range gain ;). For me, I'd never build like that.
 
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

I don't understand this.
I have basically the same build and even taking your screenshot into account I'm 10 ly short. Yes, I have the pre-engineered FSD.
It can't be the heatsink or rail gun or just 4x upgraded Life support … or can it? The PP is just 2D but isn't 2A even heavier?
 
I don't understand this.
I have basically the same build and even taking your screenshot into account I'm 10 ly short. Yes, I have the pre-engineered FSD.
It can't be the heatsink or rail gun or just 4x upgraded Life support … or can it? The PP is just 2D but isn't 2A even heavier?
Your Guardian booster is turned off in your build and you are carrying 32t of fuel. Just turning on the booster gets you to 89.17 cur / 96.91 max, but you can't power it unless you turn off or better lose the ADC. You are also carrying shield you can't power unless you sort your power priorities out.

I would modify your build like this. Move everything supercruise to priority 4, and the hangar to 5, and move the ADC to 3 or something and turn it off. The hangar will always be turned off unless you are landed (thrusters are turned off when you land), and your supercruise stuff gets turned off when you turn on the shields and ADC for normal space (and/or the cargo scoop). Or any AFMU. Or the railgun.

If you want a higher plottable jump range, you need to downsize the tank to size 4 or 3. Personally I would up the PP a bit, like a 2A G3 OC with thermal spread. A 3A armoured / TS can power your whole build while only losing half a ly.
 
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I'm just experimenting atm with a 2D PP G5 overcharged monstered.
And l reset the fuel scoop to default 6A. Cargo scoop and vehicle hangar both disabled whilst in supercruise. But the rest works fine. Swapped the fuel tank for a size 3. And yes the range is fab. The massive fuel scoop can fill the tank in about 5 seconds.
 
Your Guardian booster is turned off in your build and you are carrying 32t of fuel. Just turning on the booster gets you to 89.17 cur / 96.91 max, but you can't power it unless you turn off or better lose the ADC. You are also carrying shield you can't power unless you sort your power priorities out.

I would modify your build like this. Move everything supercruise to priority 4, and the hangar to 5, and move the ADC to 3 or something and turn it off. The hangar will always be turned off unless you are landed (thrusters are turned off when you land), and your supercruise stuff gets turned off when you turn on the shields and ADC for normal space (and/or the cargo scoop). Or any AFMU. Or the railgun.

If you want a higher plottable jump range, you need to downsize the tank to size 4 or 3. Personally I would up the PP a bit, like a 2A G3 OC with thermal spread. A 3A armoured / TS can power your whole build while only losing half a ly.
Thank you for the answer. Of course was that the mistake. Because I thought that I was close to 90 ly.

Also: thank you for the many pointers. Very useful information. I will think about it.
However, energy management is for me kind of an integral (and curiosly somewhat cherished) part of my exploration experience. Must be due to the lasting memory when I came back from a long journey (might have been the very first with my Exploraconda) and almost faceplanted into a station because muscle memory wanted to use autodock but that wasn't switched on. Took me a short while before I had that figured out.
 
I took my mandy out for a 10k trip. Had to think about the next jump. Was there a fuel star? Course indicates it yes and kgbfoam etc. But what if l hit a run of non refuelling stars exceeding 200ly? So on that basis I refitted the 5c tank.
Just having a few ly less means l can jump safely without risking running out of fuel. But it was fun.. having to think about the next 2 jumps.
Now of course l don't have that worry.
I've only ever run out of fuel in the bubble. Stupidity mainly. Squadron cmdrs dashing to my rescue, and l theirs when they run out. It happens!
Taking it for granted is never a good idea.
Just remember.

"We have fuel, you don't ! Any questions?" (Fuel rats motto).

o7
 
I took my mandy out for a 10k trip. Had to think about the next jump. Was there a fuel star? Course indicates it yes and kgbfoam etc. But what if l hit a run of non refuelling stars exceeding 200ly? So on that basis I refitted the 5c tank.
Just having a few ly less means l can jump safely without risking running out of fuel. But it was fun.. having to think about the next 2 jumps.
Now of course l don't have that worry.
I've only ever run out of fuel in the bubble. Stupidity mainly. Squadron cmdrs dashing to my rescue, and l theirs when they run out. It happens!
Taking it for granted is never a good idea.
Just remember.

"We have fuel, you don't ! Any questions?" (Fuel rats motto).

o7

Eesh, how far down did you drop the fuel tank?

I am very happy with 24t, instead of the built-in 32t.
 
Size 3 but its just not suited to what iam.. careless..lol. don't wanna hassle the fuel rats. Mind you, I could tail it with the carrier, as support in the event of my inevitable stupidity.
It's easily done! I'm used to ships with 10 to 15 jumps per having to scoop.
Just 2 seems a bit too hard-core.
Then again I can imagine a situation where the carrier is on its way to bail me out, only its 7000ly away cos l got a bit carried away hehehhe.
 
But what if l hit a run of non refuelling stars exceeding 200ly?
That should never happen. Here's a handy method of avoiding it:
1) If you jump to a non-scoopable star, pay attention to the next star
2) If the next star is also non-scoopable, call up the galaxy map and see if the star after that is scoopable
3) If it isn't, target a scoopable star (no need to replot your route, even) and take that small detour to fuel up there

That's pretty much it. Three full jumps in the tank is plenty enough. The benefit of having more than that is that you can chain more neutron star boosts without having to stop at a main sequence star to refuel.
 
OK so with a 2 jump limit cos I had (past tense) a silly size 3 tank i can plot this and avoid that etc and jump an additional 5 to 7ly or whatever.
But with a size 5 tank or even a size 4 l, I can plot routes without any worry. It'll not be an issue. And only losing 5 to 7ly per jump ensures I can jump pretty much unfettered knowing I got gas in the tank. Which means overall I can jump quicker without having to stop n find a refuelling star laterally off piste.
Know what option I'll take, have taken. Size 4 tank it is hehe.
 
OK so with a 2 jump limit cos I had (past tense) a silly size 3 tank i can plot this and avoid that etc and jump an additional 5 to 7ly or whatever.
But with a size 5 tank or even a size 4 l, I can plot routes without any worry. It'll not be an issue. And only losing 5 to 7ly per jump ensures I can jump pretty much unfettered knowing I got gas in the tank. Which means overall I can jump quicker without having to stop n find a refuelling star laterally off piste.
Know what option I'll take, have taken. Size 4 tank it is hehe.

Or take a Size 4 and add a Size 3. Drops 8t of unnecessary fuel weight, still gives a +400ly range.
 
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