Opinion's on Anaconda My Passenger build!

Here is my Anaconda Passenger build and yes it's not full Economy because on my python I had to go to three stations to get the cabins full with Economy build while with this build I can do it in one station 90% of the time and Save half the time or more since time is money. I'm new to Anaconda so it's hard to maneuver and on top of that it feels so slow. I made this build because I wanted to get the most out of jumping range which I did but it feels so slow. Any advice on how to make it faster without losing jumping range or not possible?

Go Here "https://eddp.co/u/dwlMtuBZ"

Or

[Anaconda] [+1]
U: 0I Chaff Launcher [+1]
U: 0I Heat Sink Launcher [+1]


BH: 1C Lightweight Alloy
PP: 5D Power Plant
TH: 6A Thrusters [+1]
FD: 6A Frame Shift Drive [+1]
LS: 5D Life Support [+1]
PD: 5A Power Distributor [+1]
SS: 8D Sensors [+1]
FT: 5C Fuel Tank (Capacity: 32)


7: 6C/F First Class Passenger Cabin
6: 6D/B Business Class Passenger Cabin
6: 6E/E Economy Class Passenger Cabin
6: 6E/E Economy Class Passenger Cabin
5: 5C/F First Class Passenger Cabin
5: 5D/B Business Class Passenger Cabin
5: 5E/E Economy Class Passenger Cabin
4: 4D/B Business Class Passenger Cabin
4: 4D Shield Generator [+1]
4: 4E Cargo Rack (Capacity: 16)
2: 1E Standard Docking Computer [+1]
 
What kind of passenger missions are you doing?
Long range with VIPs?

Having trouble telling from your description since you say jump range is important implying long distance, but you don't have a fuel scoop. On the other hand, short range bulk passenger runs usually seem to be within 15 Ly, so you jump range wouldn't be important unless this is your only ship and you use it for other tasks.

When you say "slow" do you mean supercruise maneuverability?

In normal space, top class and rated thrusters with dirty drives would increase speed and maneuverability, but lower jump range. Or you could make use of boosting to turn and move faster, but that's situational.

In supercruise, you turn faster at 50% speed (the blue zone in supercruise is for optimal approach speed, not maneuverability) and there isn't anything you can do to improve it.
 
You could put bigger thrusters on it (7A) but the additional weight.... The biggest difference would come from engineering it, have you done that?

For example: My Passaconda. It's a cheap setup designed purely to ferry peasants and nothing else at all, it makes about 150M a run.
 
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You could put bigger thrusters on it (7A) but the additional weight.... The biggest difference would come from engineering it, have you done that?

For example: My Passaconda. It's a cheap setup designed purely to ferry peasants and nothing else at all, it makes about 150M a run.

Hi @Achibot,

I don't know what Engineer is.

You need a fuel scoop.

A 4A fuel scoop would be good.

You can lower your power distributor and engineers it with engine boost
You can get more thrusters speeds with engineers

You can fit a 4A Power Plant and overcharged it with engineers.
You can use lightweight with engineers on Sensors Life Support

Wish I knew how engineer worked.
 
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You are doing local mostly. Local runs don't require that you use lightweight modules for practical range. I get 30ly+ with A modules @G5, good enough for locals.

You may consider a combo of cabins and cargo, usually missions leave you carrying dead space, either in racks or cabins.

In my Anaconda, I run 6A shields w/ shield boosters in all my utility slots all G5. Also full armament and MIL Grade armor. In locals you get interdicted, and I don't run. The shields stay up while I wear out the attackers until they blow.

If you're doing the long distance intra-galaxy missions, by all means, weight is important. I don't do the long ones, had enough jumping getting my elite exploration.

I hope you can run, because that build won't fight (you don't mention weapons).
 
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One of your difficulties is that each passenger cabin has mass - my Exploraconda is as low a mass as possible, with minimum thrusters etc, but I feel it handles better than my fully laden, well equipped trade 'conda.

Do you use all the cabins? I'll often store unused ones just to improve the ship's performance
 
If you're looking for trade rank + credits then you need to outfit with economy cabins so you can pack them in like sardines in a can. If you're doing sightseeing and VIP stuff, that's different of course. It also makes a different whether you play in Solo (private) or Open.
 
One of your difficulties is that each passenger cabin has mass - my Exploraconda is as low a mass as possible, with minimum thrusters etc, but I feel it handles better than my fully laden, well equipped trade 'conda.

Do you use all the cabins? I'll often store unused ones just to improve the ship's performance

Yes 90% of the time I use all Cabins

If you're looking for trade rank + credits then you need to outfit with economy cabins so you can pack them in like sardines in a can. If you're doing sightseeing and VIP stuff, that's different of course. It also makes a different whether you play in Solo (private) or Open.


Already Tried full Economy and it sucked time wise only made 30 mil on my python when I could have made over 45 mil+ easily on my build.

Maginbolo youtube is your friend !

There is a lot of tutorials there !

I advice you those tutorials channel :

Down to Earth Astronomy

Kornelius Briedis

Obsidian Ant

Just to name a few...

Thank you :)
 
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You are doing local mostly. Local runs don't require that you use lightweight modules for practical range. I get 30ly+ with A modules @G5, good enough for locals.

You may consider a combo of cabins and cargo, usually missions leave you carrying dead space, either in racks or cabins.

In my Anaconda, I run 6A shields w/ shield boosters in all my utility slots all G5. Also full armament and MIL Grade armor. In locals you get interdicted, and I don't run. The shields stay up while I wear out the attackers until they blow.

If you're doing the long distance intra-galaxy missions, by all means, weight is important. I don't do the long ones, had enough jumping getting my elite exploration.

I hope you can run, because that build won't fight (you don't mention weapons).

Yes I do Local but I bought my Ship in lin yong faction or w/e there called for 15% off and I had to get my conda back to the place I grind which is kinda far so thats why I needed a good range and I figured might as well have it at a decent amount even though I don't need it for my passenger missions.

What kind of passenger missions are you doing?
Long range with VIPs?

Having trouble telling from your description since you say jump range is important implying long distance, but you don't have a fuel scoop. On the other hand, short range bulk passenger runs usually seem to be within 15 Ly, so you jump range wouldn't be important unless this is your only ship and you use it for other tasks.

When you say "slow" do you mean supercruise maneuverability?

In normal space, top class and rated thrusters with dirty drives would increase speed and maneuverability, but lower jump range. Or you could make use of boosting to turn and move faster, but that's situational.

In supercruise, you turn faster at 50% speed (the blue zone in supercruise is for optimal approach speed, not maneuverability) and there isn't anything you can do to improve it.

Hi @Hermes,

I only go between two systems close to each other, one system to get missions and other system to turn in missions but I want the extra jump range in case I need to go somewhere far and also in space I turn so slow is ridiculous and in normal Station boosting is so slow to turn and boost.
 
I only go between two systems close to each other, one system to get missions and other system to turn in missions but I want the extra jump range in case I need to go somewhere far and also in space I turn so slow is ridiculous and in normal Station boosting is so slow to turn and boost.

Store modules that you need for long range at the mission station. Kit out for A7 Drives with Dirty tuning - You will find the Conda quite nimble after that. Then when you want to go long range - swap your modules.
 
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