Travelconda

Looking for advice for a max range travel conda. I know that you can use smaller than required core internals to boost your range. What core internals do you use? What engeneiring do you do? (the only obvious ones i know of are FSD boost and lightweight sensors.
 
Are you just really after jump range? Because yes, the Anaconda can get to 72+ LY if you downsize modules and engineer with patience and luck for an FSD, and lightweight everything else you can, minimum fuel, no modules, no weapons, no SRV. But most practical forms are in the 60 LY range at best.
You could perhaps even get 80+ LY if you dump shields, scanners, and have the patience or luck for a few god rolls, including getting secondary mass reductions on modules that don't have a lightweight engineering option - this stunt result would be impractical.

But I don't find any of end results of a "travelconda" any fun to explore in.

I prefer a DiamondBack Explorer or an Orca (for the view). Both are capable of 50+ LY jumps. Yes you can get an extra 5-15 LY out of an Anaconda, but the result is so sluggish, turgid, frustrating & depressing.

And frankly any ship can be fun exploring from a Sidewinder upwards.
 
Are you just really after jump range? Because yes, the Anaconda can get to 72+ LY if you downsize modules and engineer with patience and luck for an FSD, and lightweight everything else you can, minimum fuel, no modules, no weapons, no SRV. But most practical forms are in the 60 LY range at best.
You could perhaps even get 80+ LY if you dump shields, scanners, and have the patience or luck for a few god rolls, including getting secondary mass reductions on modules that don't have a lightweight engineering option - this stunt result would be impractical.

But I don't find any of end results of a "travelconda" any fun to explore in.

I prefer a DiamondBack Explorer or an Orca (for the view). Both are capable of 50+ LY jumps. Yes you can get an extra 5-15 LY out of an Anaconda, but the result is so sluggish, turgid, frustrating & depressing.

And frankly any ship can be fun exploring from a Sidewinder upwards.
\

Im looking more for a practical maximum jump range ... the link above doesnt seem too bad although id like to see closer to 55 if i can
 
My build + engineered stats: https://eddp.co/u/XsKMrF2H

This has 58 LY jump range, which I find excellent. I would say a minimum jump distance of 50 LY is required given that it will still take you a bit of time to navigate around the galaxy and visit the cool spots. I highly recommend you boost your FSD at a neutron star as often as possible to get up 4x jump range. These stars are a bit intimidating, so I would recommend practicing on a cheap ship before you set sail.

1. 3A shield is really just a backup in case you rough land on a high-G world. It won't save you on a hard slam, but a little nook will keep you alive. You can put a tougher 5A shield if you want the extra security.

2. Take a +mass hit on a long range detailed surface scanner upgrade. The extra range is useful for scouting, plus you get all the benefits of a fast scanner as you close the distance. Based on my measurements, a fast scan reduces your scan time to 19 seconds at maximum scanning distance. A long range scan will complete in 17 seconds as you close the gap, or about 20 seconds if you start scanning at the same max distance a fast scanner needs. So you have all the benefits of a fast scan, but also long distance too. You'll want to shoot for a minimum of 190% range.

3. Important to drop sensor weight by 80% as a class 8 sensor is heavy.

4. 7C fuel scoop meets my "price per performance" metric, which is to say the cost isn't high and the value is excellent. No need for a class A here.

5. Class A power generator is a must to stay cool and dive in closer to stars to maximize your fuel scoop. I didn't bother with any upgrades on the power plant, but a level 1 low emissions upgrade with a good roll will keep you even more cool with negligible negatives.

6. Optional, but you can add a 5C fuel tank for a little extra buffer should you come across a streak of brown dwarfs and t-stars. Depends on your route and how careful you are.

And that's pretty much it for ship specs. As Arthur mentioned above, the Anaconda is slower to turn in supercruise and and doesn't have as good a cockpit view as the Asp Explorer has, but my conda has a 10 LY jump range over my ASP, which is a lot of savings. When I want to enjoy the view, I'll land on a planet or use the external camera.
 
Last edited:
Sorry i meant a lower class. I.E. 5s in the 8 slot ... or does the weight stay the same in all class's?

Yes but exceptions kick in for core internals of bigger ships which may have a minimum, such as engines needing to be no less than class 4 on a Python (example only, see in-game for actual stats by ship).
 
This is basically mine: https://coriolis.edcd.io/outfit/ana...CAAA755c85cAAAA=.EweloBhBmSQUwIYHMA28QgIwV0A=
Fit fuel scoop to budget/patience, get a large srv bay if you're crash-happy, smaller if you never crash, low power shield *1* do not go higher, FSD engineered until you get a good roll i.e. it lets you take more than normal amount of fuel, Heavy duty lightweight armor.
Turn hangar bay and afm off when not in use, turn engines and shields off to use afm.
 
Back
Top Bottom