Explorers: Jump range isn't everything.

My Anaconda is engineered for an excellent jump range. It is a great ship to explore with. I recommend that you to consider, when you are out in the black, without even 'open' comms to interact with, how tedious it is going to be. I take with me these options:
1. A Fighter Bay: You are unlikely to need the additional protection (that an already hired pilot could provide), but you can skim new planets with your fighters. You can get some great screenshots doing this.
2. A Planetary Vehicle Hanger: Why not land on new planets that you have discovered? They may contain otherwise unknown resources. A ground vehicle can be a great way to break the tedium and also gather rare resources.
Both the above options will reduce your maximum jump range. To me, they are absolutely worth it. Especially when you are on the 'return' run. Don't forget the AFMU. You may not need it. If you do, you'll absolutely pat yourself on the back that you have this to fall back on.

Good luck in the void, CMDRs. I hope this information helps future explorers.
 
Agree, myself I think those Cmdrs who strip everything out for longer jump range are long distance drivers rather than explorers. The word "explore" means taking time to actually look around.
 
My Anaconda is engineered for an excellent jump range. It is a great ship to explore with. I recommend that you to consider, when you are out in the black, without even 'open' comms to interact with, how tedious it is going to be. I take with me these options:
1. A Fighter Bay: You are unlikely to need the additional protection (that an already hired pilot could provide), but you can skim new planets with your fighters. You can get some great screenshots doing this.
2. A Planetary Vehicle Hanger: Why not land on new planets that you have discovered? They may contain otherwise unknown resources. A ground vehicle can be a great way to break the tedium and also gather rare resources.
Both the above options will reduce your maximum jump range. To me, they are absolutely worth it. Especially when you are on the 'return' run. Don't forget the AFMU. You may not need it. If you do, you'll absolutely pat yourself on the back that you have this to fall back on.

Good luck in the void, CMDRs. I hope this information helps future explorers.
1. I had one in one of my ships and took the SLF out for a spin ... the NPC crashed the ship in to the planet I was flying about. Wasn't happy at all as I ended up back in Jameson Memorial.

2. I have 4 SRVs in my Conda, I tend to break them ;)
 
Fighter hangar is also a delight for your friends back in the bubble, who can multicrew into your ship and go for a jaunt around places like the ring systems in the collection of wonders, or check out some Void Hearts.
 
jump range is unimportant when exploring & discovering apart from crossing starless void's imo
otherwise jump range should be set to minimum as most peeps will actually miss the goldilocks zones inbetween long jumps
 
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I get a cockpit I like the look of then put the stuff I want in and then engineer for jump . I've explored in dolphin , clipper , orca ,beluga, phantom and asp. And 60 was probably the best . I always had good speed to run away or hoon which meant I needed good shields 🤣.
 
I considered taking out my anaconda, but decided to stick with my AspX as the anny is bit of a pig to land on the best of surfaces, but finding a plateau large enough in mountainous areas would be impossible. Also the anny's view is not conducive for spotting geological or biological POIs. I have engineered my jump range to 63ly, but just because I can jump that far does not mean I have to, but it it is useful for crossing voids or exploring the outer edge of the galaxy.
 
I considered taking out my anaconda, but decided to stick with my AspX as the anny is bit of a pig to land on the best of surfaces, but finding a plateau large enough in mountainous areas would be impossible. Also the anny's view is not conducive for spotting geological or biological POIs. I have engineered my jump range to 63ly, but just because I can jump that far does not mean I have to, but it it is useful for crossing voids or exploring the outer edge of the galaxy.
Excellent points, all. The one that cannot be mitigated is "the anny is bit of a pig to land on the best of surfaces, but finding a plateau large enough in mountainous areas would be impossible". Yes, agreed. The Anaconda is good at just about everything ...except landing in tight places.

"the anny's view is not conducive for spotting geological or biological POIs". Great point. You can choose to fly inverted (when traveling planet surfaces) to correct for the massive ship's bulk and cockpit placement, but using a SLF is a better option (if you have this option available).

"just because I can jump that far does not mean I have to". Both you, UF, and SD state something that (at least to me) wasn't obvious, but is very helpful. My initial intention on exploring was to find 'something new' and 'be the first to find it'. That seemed to mean engineering a ship with as long a jump range as possible and jumping so many times that my brain cells wanted to commit suicide rather than go through another iteration of the jump routine. I'm certain that there are undiscovered planets much nearer to the bubble than most people realize. We've just jumped right over them. Finding them? I think the princess who kissed frogs hoping to find one that turned into a prince kissed an awful lot of frogs. Further out? Yes, no argument, reduce your jump range.
 
You can choose to fly inverted (when traveling planet surfaces) to correct for the massive ship's bulk and cockpit placement
Only on low g planets. The only thrusters that are guaranteed to be able to hold you up in any gravity are the ventral (belly) thrusters. The main thrusters also usually are ok. Any others, not so much.
Oh, and "hold you up" doesn't necessarily mean "break your fall" if you come in too fast. Especially if you fly an Annie with somewhat skimpy thrusters....
 
"just because I can jump that far does not mean I have to". Both you, UF, and SD state something that (at least to me) wasn't obvious, but is very helpful. My initial intention on exploring was to find 'something new' and 'be the first to find it'. That seemed to mean engineering a ship with as long a jump range as possible and jumping so many times that my brain cells wanted to commit suicide rather than go through another iteration of the jump routine. I'm certain that there are undiscovered planets much nearer to the bubble than most people realize. We've just jumped right over them. Finding them? I think the princess who kissed frogs hoping to find one that turned into a prince kissed an awful lot of frogs. Further out? Yes, no argument, reduce your jump range.
If you want to visit more systems then switch to economical route plotting.
Anaconda can not turn. It is awful
That's really odd I have no problems at all turning mine ... it may be slow but there is a sweet spot on the throttle which allows for quicker turns.
 
Seems you need to fly different ships... Conda is almost the worst ship for turning

If you can live with that.. Sure why not
 
If the Anaconda is a handful then consider the Krait. It is nearly as versatile, can jump as far and flies better. Also on the subject of range, once past 50ly jump it really does not matter much if exploring. That range will allow access to most areas without issue.
 
My Anaconda is engineered for an excellent jump range. It is a great ship to explore with. I recommend that you to consider, when you are out in the black, without even 'open' comms to interact with, how tedious it is going to be. I take with me these options:
1. A Fighter Bay: You are unlikely to need the additional protection (that an already hired pilot could provide), but you can skim new planets with your fighters. You can get some great screenshots doing this.
2. A Planetary Vehicle Hanger: Why not land on new planets that you have discovered? They may contain otherwise unknown resources. A ground vehicle can be a great way to break the tedium and also gather rare resources.
Both the above options will reduce your maximum jump range. To me, they are absolutely worth it. Especially when you are on the 'return' run. Don't forget the AFMU. You may not need it. If you do, you'll absolutely pat yourself on the back that you have this to fall back on.

Good luck in the void, CMDRs. I hope this information helps future explorers.
The reason for the jump range meta is due to the paltry number of exploration dedicated optional modules in the game. Even the lowly Hauler has sufficient slots to fit everything you need to explore, and still have enough slots open for numerous quality of life extras. Once you’ve eliminated module variety as a key factor of consideration, what’s left?

An exploration ship doesn’t need to protect itself outside the Bubble, so that leaves out hull strength and weapon assortment. Out in the black, the most dangerous thing your ship will likely encounter are your poor decisions.

There isn’t very many different things to do on the surface of planets, activity wise. Discovery wise, those activities are primarily relevant not at the planetary level, nor at the system level, but at the regional level. The most potentially interesting planets to explore, those with proper biospheres, remain locked from exploring. Thus, there’s little incentive to land on planets as a primary exploration activity, beyond roleplay. Which leaves out thrusters and real space maneuverability for consideration. Which is a pity, because I for one equate space exploration with exploring "strange new worlds." It's telling that you consider a Surface Reconnaissance Vehicle an "optional extra," rather than a key component of an explorer's kit.

This goes on and on for every distinguishing feature between ship types, until all you’re left with is: heat resistance, Supercruise maneuverability, cockpit view, and jump range. The first rarely comes into play, and can easily be managed by installing a heat sink launcher in one of your unused utility mounts. The second rarely comes into play, especially if you fly using the "Forum Recommended" method. The third is an important factor, especially since you may be stuck with a single view for years, but what makes a good cockpit view is subjective.

That leaves jump range. The first instinct of new explorers is to visit their favorite nebulae, or other galactic landmarks. Given the size of the galaxy, compared the actual jump range of our ships and the play time of the typical Elite player. If a player wants to reach their destination in a reasonable amount of time, and the length of a jump is fixed, it's easy to see why jump range remains king.

What frustrates me most about Odyssey is that the thing I most looked forward to, exploration wise, remains unfulfilled potential: on-foot alien archeology. I thought it would be a no-brainer on Frontier's part to have Guardian ruins and Thargoid sites that would be explorable only on foot.
 
The Scarab provides access to raw materials needed for AFMU refills, FSD injections and synthesis of limpets. I wouldn't explore without one.
 
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