Ultimate Anaconda explorer fit out ?

Well I have spent many hours in my 33ly ASP exploring and love it but I fancy a change and have heard that the Annie is capable of 40+ly without engineer upgrades and legends of 50ly with engineers updates. I have a multi role fitted Annie parked at home that rarely gets used so I was thinking perhaps you lovely people could share your best long range Annie fit outs. Maybe you have a balance of strength and range or just pure range and an opinion on which is best ? Obviously once I have built mine I will also try to enhance it via the engineers. Show me what you have CMDRS please :) Are the legends true ?
 
The ultimate fit is the one that matches the way you fly and what you intend to reach. There is no 'absolute best'.

Agreed, this is very spot-on. Try things, see how the builds suit your expectations and desired style, as well as your targets in exploration.
 
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Depends what you're after doing. Personally, I'd retain good shields, would upgrade the thrusters as much as possible, and would fit with at least a class 4 SRV hangar, then throw on various other useful bits and pieces and possibly light armament because it's irritating when you can't swat light NPCs. All of which takes a little bit off the jump range. But what do you want to do?

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I really can't overstate the importance of heavy shields on your starship if you're a planetary explorer. I lost my old Clipper to a bad landing in the middle of an exploration run, and took heavy damage when landing an Asp with minimal shielding, so my current exploration Asp has modified, boosted shields so heavy I can fly it into the ground and bounce.
 
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I really can't overstate the importance of heavy shields on your starship if you're a planetary explorer. I lost my old Clipper to a bad landing in the middle of an exploration run, and took heavy damage when landing an Asp with minimal shielding, so my current exploration Asp has modified, boosted shields so heavy I can fly it into the ground and bounce.

I went with 3D 71 Mj shields--very reluctantly--as I wanted to boost my ASP's range as much as possible. Previously I was using 4D shields + 1 booster and yes I could land without care. I had to actually train myself to land on high G planets and manage pips properly (SYS when landing, ENG when taking off) and I can land without issues, albeit slowly. Quite happy with that. A heavier ship like an Anaconda may need even more beefy shields though.
 
I run a Conda with 3D shields, 5D thrusters & 1D PD (so no boost). I've done over 200 landings and only taken damage once and that only 4%. But you've got to treat landings the same way as you would landing an aircraft. Take your time, don't take risks and follow a checklist, even if only a mental one, every single time.

That said, unless you especially want to squeeze every single LY out of your ship, then take decent shields, thrusters & PD and enjoy the ride :D
 
The ultimate fit is the one that matches the way you fly and what you intend to reach. There is no 'absolute best'.

This - tailor to purpose. the Golden Phallus™ currently has no vehicle hanger, and is fitted with 3A shields merely to allow for "bad" landings on high G planets. It's current purpose was to get as much stuff to Jaques as possible, as quickly as possible, with a view to a fast return tot he bubble, though perhaps via a longer route. MY main purpose for Jaques wa smore to get exploration data to use to get me some rep with engineers. (I prefer to do this than grind ranks by triyng to find stuff for lower tier upgrades).

After this, I'll be headed for the rift, at which point I'll reconsider my fitout - most likely stronger shields, with modded FSD, power plant and drives, basically designed to "survive" a potential attack, rather than fight off an attacker.

In it's current guise, I have no illusions about surviving any form of attack, and rely purely on paying attention to my surroundings and being quick off the mark should things seem a little "off".

If I ever head out to the Beagle Point (and beyond) region, I'll be fitted for max jump range, but with an SRV to hunt for jump juice. In fact, my fit would be very similar to Allitnil's, except I'd have a 5A distributer to allow for boost. I like boos turely because it helps if your ship's trajectory is not the same as the direction you're ship is pointing in, and you are trying to get into SC - boosting will a lign ship and trajectory much faster. I'm willing to make that sacrifice. Others are not.

So, what's your purpose?

Having said that, the Asp *is* abetter explorer. It turns quicker, is nowhere near as unforgiving on overshooting of planetary bodies, and has a much nicer view.

ultimate jump range is the only thing stopping it from outright stomping all over all other ships for the purpose.

Z...
 
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I agree you outfit for what you want to do. Must haves for me while exploring in the conda are: ~300Mj shields (if you're not used to landing), planetary vehicle bay with 2 SRVs (if you're not used to driving), ability to boost (for vector control while landing), AFMU. On all my non-combat ships, I now also carry a small, lightweight (<1t) modded shock mine launcher with the ion disruptor modification to escape bad situations.
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Here's an example of a purpose built explor-a-conda I took out to the Rift last week. It is armed, has the ability to restock/repair (except hull, PP, and limpets), and should be able to provide support via refuel. This variation has a 54.6% grade 5 boost FSD so has a range of 43ly. Power plant, distro, shield, and MCs are modified. HERE.
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Here's the same ship as it was fit for the Distant Worlds Beagle Point trip. HERE. This is completely unmodified and quite confused but more long range. Not sure why I did it this way but the ship made it there and back in one piece...well the second one did.
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Point being, fit how you want it. Want weapons? take them. Want to land on planets? Take shields and the ability to boost (for fixing a bad downward vector). Want to repair? take an AFMU.
 
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Lestat

Banned
Sorry to thread-jack but, why 3 x AFMU? Also, why that many Heat Sinks? I've covered a fair bit of ground (>681Klys, >25,000 systems)and have never used one yet?

Thanks in advance,
Cmdr A
Drinking and flying might be a clue? LOL.
 
Now that's a reason I can understand but, even so, 3 AFMU?

Depends, but one reason I can think of is this: if you don't plan to (or can't) land then it means no prospecting and hence no AFM recharging. So on a very long expedition having as many AFMs as possible means you are covered for the foreseeable future.
 
Depends, but one reason I can think of is this: if you don't plan to (or can't) land then it means no prospecting and hence no AFM recharging. So on a very long expedition having as many AFMs as possible means you are covered for the foreseeable future.

specs show hangar so landing is an option..

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They have no mass to them so don't effect range, so why not?

Okay, and being triple Elite (kudos by the way) money isn't a significant factor...

My preference would be to leave slot empty but, as with all things Elite, its playing your own way that makes the game so special..
o7 Cmdr
 
I run a Conda with 3D shields, 5D thrusters & 1D PD (so no boost). I've done over 200 landings and only taken damage once and that only 4%. But you've got to treat landings the same way as you would landing an aircraft. Take your time, don't take risks and follow a checklist, even if only a mental one, every single time.

That said, unless you especially want to squeeze every single LY out of your ship, then take decent shields, thrusters & PD and enjoy the ride :D

My Anaconda is the same, with a 16 t fuel tank and 2 SRVs (regretting the second one), the range with full tank is 39,60 ly. But I treat landings more like a destruction derby, that explains my hull at 37%.
 
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The Anaconda is so flexible with the internals you really can't go wrong. Set up for exploring I use a 4A shield, 7A fuel scoop, 2 SRVs, the scanners of course, a pair of AFMUs and 5D thrusters. I can't recall which PP and PD I use, but it's just enough to give me some boost if I need it to change direction quickly. With a 45% grade 5 FSD I get just over 50Ly jump range. I put cargo racks in the empty slots because they are weightless. Minus the SRVs, I used this build to haul 352 tons of power generators to Jaques for the CG.

I much prefer the Anaconda to the Asp, it isn't as fickle about it's landing surface on planets and it is easier to get my SRV in and out of an Annie than an Asp. Also, good riddance to the awful engine sounds and boring Lakon cockpit.
 
whether you want a bare-bone stripped max jump range build, or a "i don't compromise aka i can't decide what to bring", the anaconda is up to your own exploartion style.

i fly a comfy build, with (undersized) 6A thrusters for very good handlung, collector and fuel transferer limpets, a docking computer, so i don't have to dock manually after some weeks out, corrosive restant cargo racck, etc. etc : https://coriolis.io/outfit/anaconda...4llLs0EyiIA=.AwkJlUGYshGOYkXLFdhA?bn=MS Bloom

- you can swap that docking computer for a small extra fueltank, or swap around to bring it up to AspEs 6,4 jumps on a full tank level, reduce the shieldsizte for a bit more jumprange ...
 
Like others have mentioned here, there is no "ultimate Anaconda explorer build", because there is no singular exploration build, not since Horizons added planetary flight. Right now, I'd say there are at least three kinds of builds:
- optimised for planetary flight
- optimised for maximum jump range
- versatile builds (hybrid build between combat and exploration)

Let me give you a specific example. I have three Imperial Couriers in my fleet, all of them modded. (Let me know if you want to know the mods on each build.) One is built for maximum jump range, and can do 42.5 ly on a full tank, but has no SRV bay. (Build without mods is here.) Its speeds are 315 m/s and 427 m/s boosting. Then there's one designed for planetary exploration, which does have an SRV bay, speeds of 496 and 673 m/s, but a jump range of 35.17 ly. (Build's here.) I also have a combat-explorer build, which is a nearly top combat build (for the ship, of course), does 470/638 m/s but has a jump range of 26 ly - less if I equip an SRV bay. (Build's here.) It's good enough to safely deal with single Anacondas.

Which one of these would be the best explorer build for the Courier? I'd say none, because one performs best at one exploration role, while another at another.
Now, the same would go for the Anaconda. I just didn't list examples there because I don't have three Anacondas.
 
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