[Question] 84ly anaconda build?

I'm currently travelling in an anaconda with a jumprange of 38ly. I've been experimenting with the upgrade / modding function. While gathering info on how to do this I really missed a point-to-point guide on howto gather these materials for the 5G FSD Guardian upgrade. Even with this upgrade most people don't get to the 84ly limit I saw a guy having on the Distant Worlds Expedition Google Sheet.

My question to you guys is, how do I get the max jumprange with the guardian upgrades, how do I start this mission?
 
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I thought 83.xx was the best you can do in a conda?

What a boring non-interacive(with the rest of us in DW2) setup!!!
 
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I'm currently travelling in an anaconda with a jumprange of 38ly. I've been experimenting with the upgrade / modding function. While gathering info on how to do this I really missed a point-to-point guide on howto gather these materials for the 5G FSD Guardian upgrade. Even with this upgrade most people don't get to the 84ly limit I saw a guy having on the Distant Worlds Expedition Google Sheet.

My question to you guys is, how do I get the max jumprange with the guardian upgrades, how do I start this mission?

There isn't really a mission to get it. Head to Hd 63154 B3a and head to the guardian ruin.

You then need to pick up an Ancient Relic.

After that learn where the 6 pylons are and kill any sentinal you come across and scoop up the mats they drop.

Once you have all the pylons up you have to shoot them individually to charge them (saving the 2 near the big computer till last).

You then jettison the relic on the X near to the 2 pylons and an orb will appear. Use the datalink scanner on your SRV to get a module blueprint.

You then need to get the rest of the mats by shooting destructible panels and/probably resetting it by logging in amd out.

Once you have the right amount of mats (Inara lists what you need) head to a tech broker that deals with guardian modules (again Inara will help).

However having an 84ly conda isn't that great as you'll probably have nothing on board like SRVs to explore the planets in.
 
I basically want to head straight on to beagle point, land there -drive around and go back.

A vehicle hanger is 6 tonnes, just equipping that is going to prevent you reaching max jump range.

To be honest it is difficult to see what you are asking.

Do you want to know how to build the absolute max jump range?

Or are you new to engineering an exploration ship and want advice on how to build a high jump range ship?

As others have said if you go for absolute max you have to compromise your build, I mean you may want that but if that's your goal then it's not compatible with driving around Beagle Point in an SRV.


Here is my current build (I'm not on DW2) : https://s.orbis.zone/1d5k it is a good build but probably could be tweaked to be a bit better.

You can get more range out of it by :

- dropping the hangar, no SRV
- equipping a smaller hangar, if your single SRV gets destroyed your out of luck and carrying an empty hangar around
- getting rid of the heatsinks (youll take damage should you jump into say a close binary system)
- get rid of shields, you'll take damage every time you land unless you are very very careful
- reduce the shield a bit, there's some leeway there
- reduce the power distributer (you'll not be able to boost any more)
- reduce the powerplant
- drop the other utils, manifest scanner, xeno, laser, research controller etc...
- probably reducing thruster size, I'm not sure
 
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I basically want to head straight on to beagle point, land there -drive around and go back.

I don't think a ship with such a jump range would have a vehicle bay fitted, you might be able to fly around Beagle Point and take some selfies but that would be it.

Could be wrong though, but to get that jump range (80+ ly) I would envisage that every KG that could be stripped would be stripped.

Damn, ninja'd by Bitstorm! :D
 
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Seems a long way to go just to drive around and head back.

This is the minimum I'd suggest to get you there - https://s.orbis.zone/1d5f the AMFUs are there so you can neutron boost which will speed up your time getting there

Some people likely just wanna rush ahead for Distant Worlds 2 and wait at Beagle point. For a lot of the explorers on that list the journey isn't actually the interesting point but getting that Decal for the ship to show off the proof of journey.
 
As @Drazkul said, head to Hd 63154, planet B3a, once you get within 1k LS of the planet the guardian ruins show on your HUD, watch a couple of You tube vids to get general idea of what to do, took me about 3-4 hours with a couple of relogs last night to get everything I needed for the Guardian booster and plenty of other mats also.

Also, use a DBX or other small ship, took me about 30 minutes to find a suitable landing spot for my Krait phantom.
 
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No need for a 80+ paper thin conda.
Imho its better to spend time and mats on a dbx.
Learn how to scoop efficiently (quarter tank will suffice)
 
This will jump just over 80ly, has an SRV bay, has shields + heatsinks and can still boost. I wouldn't recommend it though, the Asp Explorer might jump 10ly less but it's much easier to actually explore in.

edit: Personally I would recommend the Asp over the DBX because Size 4 Fuel Scoops are just annoying and slow you down.
 
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The flip side of this kind of high jump range build is how many systems you miss en route to where you're going to. Going from Colonia to Sag A in my 40ly range clipper, I found at least two undiscovered systems with 3 water worlds/elws. Thats before we start talking about interesing moons for sightseeing. The whole trip in that ship took me from 6% pioneer to 91%, which wouldn't have happened with half as many jumps.
 
84 ly is probably (I'll state it until shown otherwise) with a legacy build with a god-rolled FSD.

I won't be participating in DWII (but I just might meet you there), but I'd say anything above 30 ly is viable, and I'd be perfectly comfortable in the usual 60 ly Phantom build. My current circumnavigation build is a pre-Guardian 40 ly Dolphin.
 
My new exploration build is also a phantom, kitted out to have quite a bite and tough to boot, still capable of 54 LY and to me, much more sensible than becoming one of those hilarious threads where a sidewinder destroyed a wing of ~hey look at my super jump range~ anacondas when they arrive at Sag B.
 
Well I made up my mind, I'm going to beagle point with this load-out. It takes too much time to first head back and spending hours collecting materials for a good roll and eventually heading back over where I am now.
 
That's probably the best choice. One thing to note though, engineering is no longer very RNG based. If you are engineering a module from scratch now you will need to (nearly) max out each level before moving on to the next. If we take the FSD "Increased Range" mod for example (https://inara.cz/galaxy-blueprint/2/) you would need:

1x Atypical Disrupted Wake Echoes (1 roll will usually complete a Level 1 mod enough to apply a Level 2 mod)
1-2x Atypical Disrupted Wake Echoes & Chemical Processors (1 or 2 rolls will usually complete a Level 2 mod enough to apply a Level 3 mod)
2-4x Phosphorus & Chemical Processors & Strange Wake Solutions (2 to 4 rolls will usually complete a Level 3 mod enough to apply a Level 4 mod)
3-6x Manganese & Chemical Distillery & Eccentric Hyperspace Trajectories (3 to 6 rolls will usually complete a Level 4 mod enough to apply a Level 5 mod)
5-10x Arsenic & Chemical Manipulators & Datamined Wake Exceptions (5 to 10 rolls will usually complete a Level 5 mod)

Of course, you might already know all this but the new Engineering was a surprise to me when I came back so I figured it was worth a post just in case.

edit: Forgot to include the Experimental Effect. You pay this cost one time to get the full effect. For FSD this is usually Mass Manager which costs 5x Atypical Disrupted Wake Echoes, 3x Galvanising Alloys & 1x Eccentric Hyperspace Trajectories
 
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Too many compromises with a build like that. Mine does 74 LY and has a full set of scanners and countermeasures, shield, extra SRV, mining lance, and repair limpet controller. Works great for exploration or as a heavy duty bubble taxi.
 
As far as I am aware you cant build an 84ly ranged Anaconda. I may however be wrong, so please feel free to correct me.
You can however get a very good 81ly ranged one , fully exploration equipped with shield SRV etc.
Build here: (Note: this is an exploration build, so it's light weight and maxxed for range, it has also been extensively used and works extremely well)
 
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