Thoughts on this Anaconda Exploration build, or should I spring for a Cutter?

My plan is to head out to Colonia, then pick a direction. The limpet control is simply I would hate to stumble on someone outside the bubble who needs fuel and be unable to help them (even though they are NPCs').

Here is my current Anaconda build.

My thought is, should I go for a Cutter before heading out?
 
For some reason I hadn't noticed the power distributor. You are right about that. It will get changed before I head out.
 
And here I am with a cutter worked up. Oddly enough, on the Cutter I have to forgo the Docking computer. I am goling to get the FSD and Thrusters engineered and then decide.

Now you're getting into the territory where it'll take engineering to get significant gains on jump range. There are some small things you can do that will still help without engineering, but the gains are small, such as dropping the Life Support to D-rated, going with a 5A power plant (and shutting off the AFMU when not in use, to fit within that power budget). The distributor can go down to a 5D and still boost, if you put an engine focus mod on it. A 4-bay vehicle hangar is probably overkill, but I know some people really like the redundancy, or just the ability to drive a different color each time they land. :)
 
Go down a size and up to A class on the PP for reduced weight and better heat management. With engineering you should be able to go down to a 4A power plant, and you can probably do the same on the PD without sacrificing boost with a bit of engine focussed engineering on it. If you want to go the whole hog and light weight your sensors and life support as well, you should be able to get ~40ly out of a cutter - depends how much time you want to spend with the engineers though.
 
How much time have you spent flying a Cutter?

I ask simply because even though its my primary ship (and I love the Cutter to bits) I'm taking anything but on DWE2. The SC handling for a long distance exploration run will kill me after several thousand light years....

If your happy with it then I say go for the Cutter. I got mine up to around 35ly jumps without too much effort, then I realised I wouldn't be able to cope with the handling for an extended period of time. Currently working on a Clipper instead :)
 
How much time have you spent flying a Cutter?

I ask simply because even though its my primary ship (and I love the Cutter to bits) I'm taking anything but on DWE2. The SC handling for a long distance exploration run will kill me after several thousand light years....
Note that the Anaconda's handling in supercruise will be even worse than the Cutter's. Although not by much.
But yeah, if maximising jump range isn't a priority, then the Clipper handles so much better. Both Clipper and Cutter can do 40 ly on a full tank in the new system, but the Cutter with its class 7 FSD is less sensitive to weight.
 
Your builds are confusing.
Are you going out exploring or mining?
If mining, you're going to need a collector limpet controller.
If exploring, HRP??? Really? And why do you need 4 SRVs? Are you planning some sort of buckyball demolition derby? You don't NEED an extra fuel tank with the new(ish) route filter. Also, you want to downsize and D-grade pretty much everything except your FSD.
Yes it makes you vulnerable when you return to the bubble, but paying attention and having a plan should mitigate the risk to an acceptable level.
Of course jump range isn't everything, but it makes the journey quicker, and lets you reach the parts (of the galaxy) that other ships can't reach.
How about this?
https://coriolis.edcd.io/outfit/ana...loBhBmUDYAsICmBDA5gG2SEBGCQoA&bn=Exploraconda
 
Personally I take an Asp due to super-cruise maneuverability. However given the Anaconda I'd suggest following:

Engineering for improved jump range (FSD range, lightweight sensors/life support etc.)
Engineering for reduced heat (Clean Drive Tuning, low emission power plant, low power shields)

I'd fit a 6A fuel scoop instead and use the 7A for AFMU number 1. I'd dump the spare fuel tank and the docking computer and the refinery (why have you got a refinery on an explorer?) I'd also dump the fuel transfer limpet controller as the chance of bumping into another pilot is next to nil. I'd fit a second AFMU (probs grade 4 or 5) so I can fix my big AFMU. In fact here's what I'd build.....

https://eddp.co/u/9iFiWGty

hai07mk.jpg
 
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My plan is to head out to Colonia, then pick a direction. The limpet control is simply I would hate to stumble on someone outside the bubble who needs fuel and be unable to help them (even though they are NPCs').

Here is my current Anaconda build.

My thought is, should I go for a Cutter before heading out?

Lose the docking computer, mining laser, electronic counter measure, refinery, extra fuel tank and replace 1 of your heat sinks with another point defense (opposite side of ship),
 
I do want to thank people, I am getting some ideas.

For one thing, the mining laser and refinery are out. The reason I had them is that I was thinking about the AFMU. I have never actually refueled one in the field. However, I can just pick up the components I need in the ground. the same with the heat sinks, if I need to reload one, I can just use synthesis to get what I need.

And yes, the plan is to fly with the AFMU powered down. As far as the collection limpits, I do not plan to pick much up, just materials, which do not take cargo space, and occupied escape pods. With that in mind, I am removing them (plus, the controller is heavy). There is no need for the extra fuel tank on the Cutter, it already has a pretty big tank.

I realize the Anaconda is the obvious choice. However, thanks to the Smeaton Run (now nerfed) I can spend some credits and do something a bit out of the norm.
 
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Keep the mining laser - that's the Macadonica Principle. He was rescued by another pilot with a mining laser, he had used jumponium and couldn't get back.

You just never know..
 
Your loadout seems haphazard and it's not optimized for what you say you are wanting to do.
Seems you need to spend some time absorbing ship building fundamentals.

What engineers are you planing to use?
 
Take anything but a Cutter 'splorin'...I've taken my un-engineered C out for a jaunt, and 6k LY's out I already know what a stoopid thing it was to do, especially as my old skool un-engineered Annie can jump over twice as far !! I haven't time to explain, and others here already have methinks. Take the red pill and do it right for gawds sake :)
 
Here's my conda that I just took to Sag A, and landed on multiple planets along the way without issue. Has a 63ly jump range fully loaded, and almost 265ly range when Neutron jumping. Has 2 srv's, a fighter hanger, and repair limpets. If your Neutron jumping you must have Afmu's, I used mine a lot to repair the Fsd. I like the 32t fuel tank as it let's me do 3 Neutron jumps in a row, 750ly without needing to refuel. You could just use a 16t fuel tank. A 4d PD is enough when engineered for engine focused, works great. The only thing I don't have engineered is Life Support, as I don't have the engineer unlocked as it requires "combat time" and I've never had a gun on a ship yet, explorer only.

http://www.edshipyard.com/#/L=B06A,...Go52yPc6u00AwPcIlhXKqpD2UI12jwHs21000D3_x0nE0
 
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Try to run the smallest A rated powerplant possible.
A malfunctioning PP generates 50% (iirc) so that's a good threshold for your essential draw vs total output.
 
I initially had a 2a PP installed and it was within numbers, but it gave less than 1/2 of a ly in jump range, so went with the 3a as it wouldn't need to work as hard, and gave me "more" wiggle room when deciding what to keep on, or turn off. But yes, smallest (a rated for sure) if your worried about every .10th of a ly in jump range.
 
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