Good jump range for python?

I recently picked up a python and wonder what a decent jump range is? I'm at 24ly empty at the moment. Can I get it into the 30's?? I got spoiled by my asp ex.
 
I recently picked up a python and wonder what a decent jump range is? I'm at 24ly empty at the moment. Can I get it into the 30's?? I got spoiled by my asp ex.

Decent range? What for?.
I got mine FSD pimped at level 3 now and it goes almost empty 26LY per jump. Currently towards Saggitarius A*.
It is shielded and armed sufficiently. If you strip it fully down for range you can get out of this FSD more than 32 LY unloaded but fueled to the rim.

But honestly, for exploration jump range isn't all. It only really counts if you want to explore most distant stars.

Regards
Miklos
 
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If you're going for well armed trader with max range and max profit/hr, go with lightweight mods on all your weapons.
The higher level mods can knock off over 75-80% of the mass.

Power plant can be high level overcharged so you can use one that is at least two classes lower than stock. Power management is your friend.

And any other mass reducing mods you can get will help.

Mine was easily over 30 unladen, but can't remember specific number tho. Will check it later.
 
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My 256 cargo trading Python gets 27.97LY max 20.07LY fully laden. That's A-rated except for D-rated sensors and life support and a 4A shield generator. Lowering the shield class made a big difference in jump range and still does fine when interdicted by Gunship, Anaconda, Clipper etc before jumping away with 420 boost from the G3 dirty drive. So a 50LY cargo mission will take 3 jumps but only two to return. A real nice credit machine.
 
Mine jumps approx 24 when loaded. Armed trader setup 200 ton cargo with plenty of weapons.
 
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I recently picked up a python and wonder what a decent jump range is? I'm at 24ly empty at the moment. Can I get it into the 30's?? I got spoiled by my asp ex.

Haha, nothing can beat the ASP in terms of jumprange when stuffed.
The Python has a good jumprange when it is more than 15ly. Full combat fitted with sturdy/reinforced mods you can expect around 16ly, completely lightweight missionrunner around 25ly and as exploration vessel up to 40ly.
But don't expect that any ship will ever beat the Asp in jumprange. Only the Anaconda and only in exploration outfit can beat the Asp.

If you push your Python to 30ly range, she will be so weak that you get problems to survive. And that's not what the Python is build for^^
Wanna have that jumprange? Don't take a Python but the Asp ;)
 
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I recently picked up a python and wonder what a decent jump range is? I'm at 24ly empty at the moment. Can I get it into the 30's?? I got spoiled by my asp ex.

My trade Python does 42-43LY unladen (obviously with a good roll from farseer)

It's similar to this one except I have E rated shield boosters which give me 250MJ of resistant shielding because I like to fly in open.

https://coriolis.edcd.io/outfit/pyt...GqJqLA6jiv4SQxsf//yU8vgDF/zNQAAAsDPyWjwAAAA==

My A rated Combat Python with SCBs and Reactive armor does 23 LY.
 
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My trade Python does 42-43LY unladen (obviously with a good roll from farseer)

42 - 43!!!???

That seems huge for the Python, are you sure?

EDIT I checked out your coriolis there, thanks for the link :) Thats some serious modification to get that range.
 
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42 - 43!!!???

That seems huge for the Python, are you sure?

EDIT I checked out your coriolis there, thanks for the link :) Thats some serious modification to get that range.

You do have to get a good roll, but don't underestimate the importants of reducing the size of the fuel tank. That makes a big difference. (I do it on the Asp too)
 
You do have to get a good roll, but don't underestimate the importants of reducing the size of the fuel tank. That makes a big difference. (I do it on the Asp too)

Sheesh, I must have gotten a good roll myself, stripping mine all down as you did hits 41LY.
 
Thanks for all the replies guys! I guys I will settle for fully laden jump @20ly. I think I can get her there. I don't wann a pull the shields or the weapons down. This ships rebuy is pretty steep, so I'm gonna stay prepared till I build my cash flow back up.
 
Thanks for all the replies guys! I guys I will settle for fully laden jump @20ly. I think I can get her there. I don't wann a pull the shields or the weapons down. This ships rebuy is pretty steep, so I'm gonna stay prepared till I build my cash flow back up.

If it's a trade build weapons are actually more likely to get you killed than not having them... Although I accept the point about shields. That's why engineered E rated boosters are so great. You can have decent shields on a trade build while hardly adding anything to the weight. Mine has a laden jump of 27 LY and shields of 250MJ with resistances of 30% to all damage types. Very survivable, even against PVP ships (with the right level of escape knowledge).

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Sheesh, I must have gotten a good roll myself, stripping mine all down as you did hits 41LY.

Nice :)
 
Thanks for all the replies guys! I guys I will settle for fully laden jump @20ly. I think I can get her there. I don't wann a pull the shields or the weapons down. This ships rebuy is pretty steep, so I'm gonna stay prepared till I build my cash flow back up.

Yea, I have trouble stripping everything down as I like the options. But Nerwan knows his / her stuff. I learned a little.
 
Mine's just over 30LY with a full (32t) fuel tank, 2 Class 3 multicannons, 1 Class 3 Pulse, 2 Class 2 Pulses, SRV, scoop and all the usual scanners & sensors.

I've just gone with G5 FSD range improvement (obviously), and lightweight mods almost everywhere. Heavy modules like the distributor can yield big improvements if you get a mass reduction as a secondary effect, so keep rolling until you get one.
 
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