Ships how to upgrade your jumprange

I fly a long time an Anaconda and I've upgraded the ship by outfitting it.
The jump range will never go any further the 26 ly.
Do I have to start working with engineers to get a decent jump range or can I upgrade it to a higher level in another way.
At this moment I balanced the outfit of the ship. If I buy bigger or greater components the weight increases and the jump range is going down.
Anyone can explain this in a simple way. I use it for exploration and moving people (to earn some money) So I'm not interested in any weapons.
 
Always worth googling for simple questions like this as there are often even video guides. Just add 'elite' to your thread title.
 
I fly a long time an Anaconda and I've upgraded the ship by outfitting it.
The jump range will never go any further the 26 ly.
Do I have to start working with engineers to get a decent jump range or can I upgrade it to a higher level in another way.
At this moment I balanced the outfit of the ship. If I buy bigger or greater components the weight increases and the jump range is going down.
Anyone can explain this in a simple way. I use it for exploration and moving people (to earn some money) So I'm not interested in any weapons.

You seem to know the answer to your own question.
It is a balancing act between general performance of the modules, and the ship's jump range.

General rule: Less mass is larger jump range.
To achieve less mass you can:
  • Use the lightest standard modules available
  • Do not equip modules you do not need (f.e weapons)
  • Engineer modules to become even lighter

Most used option for enhancing the jump range is of course the engineering of the FSD performance.
And there is also a Guardian module that increases your jump range even more.

Also: some ships are simply bad jumpers to begin with, like the Federal Corvette.
But your ship the Anaconda has excellent jump capability.
 
Good stuff ^^.
As already stated, you have to do some research (i.e., Inara) list and gather all the materials needed to upgrade your Frame Shift Drive for long range. Then go to Deciat (I suggest you go there in Solo mode) and see Ms. Farseer. You'll have to engineer the FSD fully to level-5 then add the Mass Managed experimental and you'll have the most effective long jumping FSD you can get with any size FSD for any ship without Guardian tech. (I still don't have Guardian stuff and I don't really miss it) You'll have to add the experimental effects at the engineer's site, you can't do it remotely.

Other than that, "D" grade (lightest weight) all the modules you can and with the Conda you can downsize the power plant and distributor a class or two to save more weight. But, that can be tricky depending on your core and non-core modules (like weapons). You may not want to do any downsizing until you're comfortable with how your ship functions with full size "D" rated PP and PD's. That's my suggestion to get you started. Hope it helps. GL HF
 
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Just to spread my philosophy again :) The best explorer is the one, who is able to come back home though all the dangers, especially on the "last mile", so Bubble and surroudings. Do you really want to loose the exploration data and even some valuable cargo or in your case passengers by meeting a single pirate/griefer/etc., especially if he/she is a mid-class and not a top tier?

This is my current setup, waiting only for packhounds. Before the idea with packhounds came, I've even had guardian shards there:
Explorer Annie

You can exchange the recon and hatchbreaker limpet controller through the passenger cabins and move the corrosion resistant rack to the class 4, so you can get then this result:
Explorer and Passenger Annie

As far as I can recollect, those were mostly first class or at least business class passengers, who wanted to Colonia or somewhere half-way-deep-space.

This requires of course lots of engineering
 
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Engineering the FSD for range generally helps the most, then the Guardian FSD booster, making everything as light as possible is the fine-tuning phase, assuming you were not that heavy to begin with. As they say, undersize and D-rate anything you can, but don't D-rate the power plant. Just undersize and keep it A-rated, or you'll have bad time fuel scooping.
 
I fly a long time an Anaconda and I've upgraded the ship by outfitting it.
The jump range will never go any further the 26 ly.
Do I have to start working with engineers to get a decent jump range or can I upgrade it to a higher level in another way.
At this moment I balanced the outfit of the ship. If I buy bigger or greater components the weight increases and the jump range is going down.
Anyone can explain this in a simple way. I use it for exploration and moving people (to earn some money) So I'm not interested in any weapons.
'Fraid it really is engineers, plus the Guardian FSD booster. Added up it is a fair chunk of work (athough I found all the stages fun, for the most part), but my armed trader Anaconda now jumps 44ly, that's with 272T cargo capacity, fighter hangar, twin SRVs, big range of weapons, the works. So once you get the engineering done it is pretty (Elite-) life changing.
o7
 
I engineered my Anaconda for maximum jump range and included a guardian FSD booster and she jumps 78.39 LY. The problem was her turn rate is so bad that it is a huge pain to take on a long journey. I ended up taking my Asp Explorer on the DW2 expedition.
 
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