Maximum anaconda jump (not nuetron boosted)

91.30Ly according to coriolis. Yet ive seen people say they get 93 ly... how is this possible if its true. Ive engineered EVERYTHING to lower mass and increase optimize mass to its max and mixed and matched optimized increase or mass reduction and cant get above 91.30ly... or is coriolis' measurements off?
 
Last edited:
This is my exploration Anaconda, which has a maximum jump range of 88.43LY. That's about as good as I could get it with it still being actually useful for exploration, so higher ranges are possible. Not sure how 93LY would be feasible, but it might be? Stripped down of everything but with core components unchanged and mine is just under 90LY.

 
Last edited:
Still some lighter than currently possible legacy parts out there (I think I have an 8D sensor module that is exactly 12t somewhere), but not not enough mass to be saved to account for the ~3ly needed to reach 93ly.
 
My 87.99 build here: https://s.orbis.zone/lgev

Some numbers in Coriolis are always a little off, but the one that counts has always been spot on.

1672471068682.png

1672471181381.png
 
This is my exploration Anaconda, which has a maximum jump range of 88.43LY. That's about as good as I could get it with it still being actually useful for exploration, so higher ranges are possible. Not sure how 93LY would be feasible, but it might be? Stripped down of everything but with core components unchanged and mine is just under 90LY.

I saw a guys video 91.19 jump.
 
Have you factored in that some players may have the double engineered FSD? If that's the case, you may need to manually enter the numbers into coriolis for proper calculation. Also, are you minimizing the amount of fuel you are carrying?

Edit: Nevermind its just faster boot time, my bad.

But it could be legacy engineering rolls
 
Last edited:
Let the people prove it? 🤷‍♂️

The better question is what do you need such a useless piece of junk for?
Its not useless. In the black beyond populated space you dont need guns. You can land on any planet with any thruster on any ship without blowing up or taking damage. Jump range is not only good for long distance jumps per jump it also reduces jump fuel cost of 1ly jumps. So unless youre like the many that dont leave the bubble very much at all and think that game play is only in human space and blowing stuff up there is an enormous value to jump range increase.
 
Have you factored in that some players may have the double engineered FSD? If that's the case, you may need to manually enter the numbers into coriolis for proper calculation. Also, are you minimizing the amount of fuel you are carrying?

Edit: Nevermind its just faster boot time, my bad.
Yes. Thats why they can go up yo 91.30ly maximum. Without the 6a double engineered fsd maximum is 83.96ly per jump. The double is boot sequence and 70% optimized. Plus you can ad 7.9% or something experimental mass manager to it.
 
Its not useless. In the black beyond populated space you dont need guns. You can land on any planet with any thruster on any ship without blowing up or taking damage. Jump range is not only good for long distance jumps per jump it also reduces jump fuel cost of 1ly jumps. So unless youre like the many that dont leave the bubble very much at all and think that game play is only in human space and blowing stuff up there is an enormous value to jump range increase.
I'm using this build if I want a good jump range.
Good enough for me and safe from all dangers 🤷‍♂️
 
If you're looking for sustainable exploration then you're going to need it to have some niceties and that will take some additional weight. A shield is always useful, and it saved me 6 months and $1+ billion in exploration data when my joystick went haywire and I smashed in to a planet. SRV is useful. AFMU's are awesome and weigh nothing and are a requirement if you're using Neutron jumps. Same as a repair limpet, it weighs nothing and just synthesize what you need. Heat sinks for the inevitable jump between stars, etc.

Anywhere from 80LY and up for an exploration Anaconda is perfectly fine. Add mining stuff if you want for slightly less. Yes you can conceivably have a 90LY+ Anaconda but have fun when something goes sideways out in the black.
 
Last edited:
So am i to intuit im not allowed to post things like this unless the reader is looking for such a thing?
No, don't get me wrong, building extreme ships for extreme mission profiles is cool.
I myself would just never go out in such a jump maximised build.
 
If you're looking for sustainable exploration then you're going to need it to have some niceties and that will take some additional weight. A shield is always useful, and it saved me 6 months and $1+ billion in exploration data when my joystick went haywire and I smashed in to a planet. SRV is useful. AFMU's are awesome and weigh nothing, same as a repair limpet, just synthesize what you need. Heat sinks for the inevitable jump between stars, etc.

Anywhere from 80LY and up for an exploration Anaconda is perfectly fine. Add mining stuff if you want for slightly less. Yes you can conceivably have a 90LY+ Anaconda but have fun when something goes sideways out in the black.
Question, are repair limpets cargo or held without a cargo. Its been awhile since ive used them. And some things have changed
 
Have you factored in that some players may have the double engineered FSD? If that's the case, you may need to manually enter the numbers into coriolis for proper calculation. Also, are you minimizing the amount of fuel you are carrying?

Edit: Nevermind its just faster boot time, my bad.

But it could be legacy engineering rolls
The engineered FSD V1 at a human tech broker is a class 5. It also has extended range and mass manager can be added to it. The Anaconda can use an engineered class 6. I don't know if the C5 FSD V1 would surpass an engineered C6. Others might.
 
Last edited:
The engineered FSD V1 at a human tech broker is a class 5. The Anaconda can use an engineered class 6. I don't know if the C5 FSD V1 would surpass an engineered C6. Others might.

The highest range 6A FSD is a preengineered CG reward that allows an experimental effect to be added, which is what I have. As far as I know they cannot be purchased anywhere, and CG participants only got 1.

Edit: The one Seljdon mentions below is the one I'm referencing.
 
Last edited:
The engineered FSD V1 at a human tech broker is a class 5. The Anaconda can use an engineered class 6. I don't know if the C5 FSD V1 would surpass an engineered C6. Others might.
No the v1 double engineered class 5 does not surpass even a 6A regular. The v1 double engineered class 6 was a reward in colonia that was given twice in 2 months within the last year and a month. It wasnt unlocked to be sold... i hope they do it again...
 
Back
Top Bottom