The Road To GCRV 6897, The previously unreachable Owl Nebula.

i have a problem with 4d thrusters,engineered to dirty drive 5 plus drive distributors special effect,wont fit on anaconda.Should thrusters need to be grade 1 engineered plus distributors effect?

Anaconda is full striped down and lightweigt engineered with 78.6ly jump range

Great guide btw,thanks a lot!
 
Last edited:
i have a problem with 4d thrusters,engineered to dirty drive 5 plus drive distributors special effect,wont fit on anaconda.Should thrusters need to be grade 1 engineered plus distributors effect?

Anaconda is full striped down and lightweigt engineered with 78.6ly jump range

Great guide btw,thanks a lot!

@Jankula

Hey, Commander!

I'm glad to hear my guide has been helpful, this is why you can't fit 4D Thrusters:

The purpose of the Drive Distributor Experimental Effect is to increase the optimal mass of the Thrusters by 10%.

This increases the maximum mass the Thrusters can launch with.

Grade 5 Dirty Drive reduces Optimal Mass by -13%, which is negating your experimental effect.

Grade 1 Dirty Drive reduces optimal mass by -3%, so ideally you want to use the Drive Distributor Experimental Effect with Grade 1 Reinforced.

This is because Grade 1 Reinforced does the following:

THERMAL LOAD-10%
INTEGRITY+30%
MASS+5%

As you can see, it doesn't affect optimal mass at all unlike Dirty Drives or Clean Drives.

I hope this helps!

-- Commander Kelanen Alcatraz
 
@Jankula

Hey, Commander!

I'm glad to hear my guide has been helpful, this is why you can't fit 4D Thrusters:

The purpose of the Drive Distributor Experimental Effect is to increase the optimal mass of the Thrusters by 10%.

This increases the maximum mass the Thrusters can launch with.

Grade 5 Dirty Drive reduces Optimal Mass by -13%, which is negating your experimental effect.

Grade 1 Dirty Drive reduces optimal mass by -3%, so ideally you want to use the Drive Distributor Experimental Effect with Grade 1 Reinforced.

This is because Grade 1 Reinforced does the following:

THERMAL LOAD-10%
INTEGRITY+30%
MASS+5%

As you can see, it doesn't affect optimal mass at all unlike Dirty Drives or Clean Drives.

I hope this helps!

-- Commander Kelanen Alcatraz

Thank You,sir a lot!
 
@Jankula

No worries! :)

You can get away with using Grade 1 Clean if you wanted.

This is because although it decreases optimal mass, it's only by a small -2%.

This means with the experimental effect boosting optimal mass by 10%, it would be increased by a total of 8%.

This is still enough mass to launch a Really Stripped down Anaconda.

The benefit to going Clean Drive over Strengthening?

It means you can squeeze an extra 0.03Ly out as Strengthening increases the weight of the Thrusters by 0.20T.

I will say that now I am getting quite technical, but if you're new to 4D Thrusters -

Stick with Grade 1 Reinforced with Drive Distributors. :)
 
@Jankula

No worries! :)

You can get away with using Grade 1 Clean if you wanted.

This is because although it decreases optimal mass, it's only by a small -2%.

This means with the experimental effect boosting optimal mass by 10%, it would be increased by a total of 8%.

This is still enough mass to launch a Really Stripped down Anaconda.

The benefit to going Clean Drive over Strengthening?

It means you can squeeze an extra 0.03Ly out as Strengthening increases the weight of the Thrusters by 0.20T.

I will say that now I am getting quite technical, but if you're new to 4D Thrusters -

Stick with Grade 1 Reinforced with Drive Distributors. :)
Excellent, will proceed as recommended...Big thanks!

edit
just note that clean mod level 1 and DD special didnt worked...reinforced/strengthening
mod works well...i did not tried dirty mod...

maybe they have changed something in mod stats in recent patches,maybe some of you have legacy rolls with secondaries.

For info,5D clean drive 5 with stripped special effect has huge performance against 4D thrusters with gr1 strenghtening mod and drive distributors.Jump range difference is 0.4ly.Coriolis dont give a chance to experiment with 4d thrusters mods...
 
Last edited:
Excellent, will proceed as recommended...Big thanks!

edit
just note that clean mod level 1 and DD special didnt worked...reinforced/strengthening
mod works well...i did not tried dirty mod...

maybe they have changed something in mod stats in recent patches,maybe some of you have legacy rolls with secondaries.

For info,5D clean drive 5 with stripped special effect has huge performance against 4D thrusters with gr1 strenghtening mod and drive distributors.Jump range difference is 0.4ly.Coriolis dont give a chance to experiment with 4d thrusters mods...


What's the total maximum mass of your Anaconda?

In order to equip them, you must be under the maximum mass of the thrusters.

I can confirm it does work without legacy mods, as I've done so.

Coriolis Link: https://s.orbis.zone/jg2

Drive Distributor Information Guide: https://docs.google.com/document/d/1cRtm6oOZIdV1MlaZMLw5bZLkpeHGuGvSztgZmhb37ms/edit?usp=sharing
 
Last edited:
Thanks for the guide, CMDR! I recently visited the Owl Nebula and found a more efficient route that halves the number of premium syntheses you need to pull off relative to your fast route. I also visited a chain of 5 systems beyond the Owl Nebula, none of which are as impressive, mostly for curiosity and first mapping credit.

SystemStar ClassDist (Ly)
Sphuedu YJ-R D4-0G
Sphuedu XO-R D4-0F64.14
Sphuedu YO-R D4-0G66.4
Sphuedu WT-R D4-0F69.35
Sphuedu SN-T D3-0A73.64
HD 238061K74.13
HD 107322A115.86
HD 105057K149.46
HD 101797K146.88
HD 99489K94.22
GCRV 6897 (Owl Nebula)WR146.54
HIP 56412F160.03
HD 238034K60.74
HD 238067G159.21
HD 105535F77.6
HIP 61343K139.14
 
What's the total maximum mass of your Anaconda?

In order to equip them, you must be under the maximum mass of the thrusters.

I can confirm it does work without legacy mods, as I've done so.

Coriolis Link: https://s.orbis.zone/jg2

Drive Distributor Information Guide: https://docs.google.com/document/d/1cRtm6oOZIdV1MlaZMLw5bZLkpeHGuGvSztgZmhb37ms/edit?usp=sharing

Hi,

This build (Coriolis Link: https://s.orbis.zone/jg2) is amazing.

And when I tried to add a fuel scoop, everything went RED!

Suggestions?

Thanks!
 
Thanks Ashnak. Got the first bit, but I don't understand "change PP secondary to Monstered." Pls explain. TY
Okay:
what happens is that, with the fuel scoop, your ship draws too much power - so you either need to increase the available power, or switch off some modules voluntarily before they're all switched off automatically.
In that build, the easiest thing to switch off is the Cargo Hatch, as you're not going to need it - you have no way e.g. to shoot rocks, and I doubt you're going to see a lot of signal sources out there. If you need the cargo hatch, you'll have to manually switch off the fuel scoop, then switch on the hatch.

That alone is not sufficient, though - you'll need to increase the available power. You are already using a small Power Plant (PP). In the build you posted, that one is engineered with "Overcharge" to level 3 - that increases the available power, but also lets it run much hotter. The secondary engineering effect on that PP is "stripped down", i.e. the PP is reduced in mass by a few percent, giving you another 0.03 ly (IIRC) jump range. You don't need these 0.03 ly (longest jump is 160.03, that build will do 80.47 with full tanks, so 160.94 with boost and full tanks, a bit more with empty tanks - but I haven't checked the OP whether those stars are scoopable...), so you don't need to strip down your power plant for this route. But there is another secondary engineering effect that comes in more useful in this case - Monstered. That one will increse the output of your powerplant (without any drawbacks) by 6.3%. Together with switching off the cargo hatch, that is now sufficient to run a 7B fuel scoop (just checked - even a 7A scoop).
If you need those .03 ly jump range, you could also engineer that PP to a higher Overcharged (OC) level - I just don't like putting OC on PPs because it increases the heat output, and in general (as opposed to this highly specific build), lower heat gives you many further benefits in regular play.
 
Another question :) For the last jump into Owl, and then the jump out. You basically need the fumes level of fuel (+ Gr3 Jumponium) for both. I get how to measure for the first jump in (start near empty - scoop super slowly - watch right panel JR and watch for fuel bar to turn blue). But how do you then double that? Is there a gauge somewhere that tells you the exact amount of fuel you have? Or do you just eyeball the length of the fuel line? Thanks!
 
Another question :) For the last jump into Owl, and then the jump out. You basically need the fumes level of fuel (+ Gr3 Jumponium) for both. I get how to measure for the first jump in (start near empty - scoop super slowly - watch right panel JR and watch for fuel bar to turn blue). But how do you then double that? Is there a gauge somewhere that tells you the exact amount of fuel you have? Or do you just eyeball the length of the fuel line? Thanks!

Referring to the Anaconda build you posted there is no need to jump on fumes as your base jumprate ist 80.5 ly and that's more than enough.
My Anaconda "Equinoxe" had/has a base jumprate of 79.93 ly but with different internals (Shields, DSS, etc.), a 16t 4C fuel tank plus a 8t 3C fuel tank, 5D Thrusters plus 4D PD and the ability to boost if necessary. And I made it there without having to watch my fuel level.


Edit/P.S.: oh... and as I said earlier in this thread, if I ever do that again I'd definitely choose a bigger fuel scoop as that 4C feels painfully slow sometimes...
 
Last edited:
Fair enough Kimosabe. :) But suppose I wanted to do this in other situations -- is there a preferable way to eyeballing? Also -- I haven't actually built my Conda yet -- let's see what the JR ends up to be.... :D
 
Back
Top Bottom