Safe Jump ranges for a ship heading to core areas of the Galaxy?

I'm currently attempting to switch my Anaconda loadout from a trading one to an exploration loadout and I'm trying to shoot for one that has the jump range that won't strand me near the core easily. I'm going to have some weapons and shield cell banks on it just in case 2.1 comes out before I get back to the bubble and have to deal with the ramped up AI that uses boost since I play somewhat on and off. Is a 26-24ly jump range good enough or should I go for a bit higher?
 
I'm currently attempting to switch my Anaconda loadout from a trading one to an exploration loadout and I'm trying to shoot for one that has the jump range that won't strand me near the core easily. I'm going to have some weapons and shield cell banks on it just in case 2.1 comes out before I get back to the bubble and have to deal with the ramped up AI that uses boost since I play somewhat on and off. Is a 26-24ly jump range good enough or should I go for a bit higher?
Ditch the shield cell banks- you wont need them if you are clever about where you sell your data. you can keep some weapons if you would like. I would recommend slightly higher jump range- it will cut down time massively in the long run
 
I'm currently attempting to switch my Anaconda loadout from a trading one to an exploration loadout and I'm trying to shoot for one that has the jump range that won't strand me near the core easily. I'm going to have some weapons and shield cell banks on it just in case 2.1 comes out before I get back to the bubble and have to deal with the ramped up AI that uses boost since I play somewhat on and off. Is a 26-24ly jump range good enough or should I go for a bit higher?

I'd leave the weapons and shield cells behind and all utility mounted stuff except a heat sink or two, that should allow you to use a lighter power supply. You can rearm as soon as you get back to the bubble, you'll meet nothing out in the black and you can run away from anything you meet when coming in.
Don't forget to take 2 repair units so they can fix each other, don't worry about the power for them, turn them off when not in use, if necessary turn the thrusters or shields off when using them.
 
Thanks for the tips, I did mean to say Shield Boosters, I keep getting those mixed up with Shield Cell Banks. I'm not sure about the lack of weapons though since not having them seem to increase interdiction chances and thought they hinted that 2.1 might see deeper space having possible enemies in it.
 
Thanks for the tips, I did mean to say Shield Boosters, I keep getting those mixed up with Shield Cell Banks. I'm not sure about the lack of weapons though since not having them seem to increase interdiction chances and thought they hinted that 2.1 might see deeper space having possible enemies in it.

Been exploring for ages in an unarmed Asp and have never been interdicted on a return leg, hardly ever seen a NPC until I got back to dock. The longer your range, the quicker you'll get away from the bubble and any possible risk. Dump everything except stuff you actually need in the black, you can never have too much range. Some people even ditch the shields but that's a bit too masochistic for me although I'm using much weaker shields than I'd put on a combat ship.

One problem with going armed is if you do meet somebody on the way back you might be tempted to fight them which is not sensible, your scan data is worth a fortune and not worth risking for any reason. If you are always going to run away, having weapons is pointless. If you are worried pack some chaff and point defence to help you run away.
 
people have been to sag A* with any ship in the game, including a combat ready corvette - it is more about how much jumps you want to do to get there; 24 ly is plenty! on the other hand it isn't the jumping which takes most of the time for most commanders.
 
You need a big jump range to get to the extreme edges or to maximise your speed. If you're heading corewards then a low jump range might restrict your paths between the arms a little but mostly the stellar density just increases the closer to Sgr A* you get.

24ly is more than adequate to navigate safely, you can push it higher to make the trip in fewer jumps, so faster, if that's what you want to do but you certainly don't need to have any qualms about setting out with that range. You'll only get stranded if you ignore your fuel levels and whether the next star is scoopable when they're low.

People have flown to Beagle Point in fully armed Anacondas (not sure if they were armed but Corvettes have been there too), you'll be grand so long as you pay attention.
 
You wont get stranded near the core, in fact it is the opposite, be prepared for issues with your route plotter due to star density.
Ditch all weapons, shield cell banks, biggest fuel scoop you can afford, and adopt your power plant accordingly.
 
It depends on your priorities. For me these are more important than sheer jumprange:
- better heat management which requires better powerplant and distributor (if I'm not mistaken)
- decent shields for landings, especially on high g worlds
- good thrusters, again for safe landings and for getting away in case of an interdiction
 
It depends on your priorities. For me these are more important than sheer jumprange:
- better heat management which requires better powerplant and distributor (if I'm not mistaken)

Power plant, yes - you want the smallest class A rated power plant that still provides enough power for your ship. Distributor, not so much. My recommendation is to take the lightest one that still lets you boost. I wrote a guide on this some time ago that goes into more detail, link's in the sig :)

As for thrusters, having successfully landed and taken off from a 9.77 g world in my Anaconda with 5D thrusters, I remain unconvinced you need big heavy thrusters for safe landings since even the small ones can keep you hovering over high g worlds..
 
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... But DO NOT use down thrusters for landing on a high-G world. You will make a new crater, and a really fast trip home to the insurance screen.
Hover with throttle set to 0, then tilt your nose down slightly. You will move forward and down (relatively) slowly. When you get to < 5 metres above the surface, use lateral thrusters to find a suitable spot, the VERY BRIEFLY turn FA off, then back on again.
Don't forget to make sure your shields are powered up!
 
Power plant, yes - you want the smallest class A rated power plant that still provides enough power for your ship. Distributor, not so much. My recommendation is to take the lightest one that still lets you boost. I wrote a guide on this some time ago that goes into more detail, link's in the sig :)

As for thrusters, having successfully landed and taken off from a 9.77 g world in my Anaconda with 5D thrusters, I remain unconvinced you need big heavy thrusters for safe landings since even the small ones can keep you hovering over high g worlds..

I stand corrected. :)
Has anyone done a comparison whether you can actually feel the difference while landing on high g worlds?
 
I stand corrected. :)
Has anyone done a comparison whether you can actually feel the difference while landing on high g worlds?

any thrusters that can run your ship will have 5m/s thrust, no matter how much G. this table gives you an idea on thruster/mass effects: https://forums.frontier.co.uk/showthread.php?t=164931 - tl;dr: you'll increase speed and turnrates around 15% max - quite important for combat, not so much for landing. that said, i run 5A thrusters on my explonda, for psychological reasons and a bit more of speed ;-)
 
any thrusters that can run your ship will have 5m/s thrust, no matter how much G. this table gives you an idea on thruster/mass effects: https://forums.frontier.co.uk/showthread.php?t=164931 - tl;dr: you'll increase speed and turnrates around 15% max - quite important for combat, not so much for landing. that said, i run 5A thrusters on my explonda, for psychological reasons and a bit more of speed ;-)

Thanks for the info, repped!
I have to say, this is a bit disappointing, as it takes away a fair bit of fun from balancing a ship build.
 
Thanks for the info, repped!
I have to say, this is a bit disappointing, as it takes away a fair bit of fun from balancing a ship build.

at least for exploring. in other contexts speed and turnrate is more important - as a trader or smuggler for running; obviously in combat; manouverability for mining or for fast landing if you race or trade...
 
I generaly won't land on anything more than 1.2g in My anaconda but I'll keep those landing tips in mind if i do land on anything higher than that.
 
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