What is the longest jump distance you can get on a fully equipped Anaconda?

Trade

I call it "Don't look, don't breathe and for god's sake don't shoot at it! It's art!" :D

LOL :)

You can double your shield capacity with 5D for just 6T more, and you can save 24T by dropping to a 5D distributor and modding it with G3 engine-focused. More survivable and longer jump range too!
 
With a surface scanner and advanced scanner (because what would be the point otherwise) I was able to calculate 64.11 light years base jump maximum for a fully tweaked out Anaconda.
With a neutron star boost it becomes 256.44 light years maximum jump range.


You would be able to go very slightly higher without scanners, but you wouldn't be able to prove that you went anywhere that way.

My personal best (beta server) is 63.51

combat, SRV and fighters.

Nevermind, just noticed you did reply to this, I'm a moron.

Do you really need all three, on an anaconda? I think once you outfit a ship for combat, other ships might be contenders since they're optimized better.
 
Last edited:
Funny you should ask! I just posted a detailed write up including a loadout on this subject a few days ago. It can be adjusted for any mode of play.

Enjoy!

A-Rated Anaconda Explorer Post

Nice build, but I only get 23 LY out of a fully equipped battle conda!

{
"$schema": "http://cdn.coriolis.io/schemas/ship-loadout/3.json#",
"name": "battle conda",
"ship": "Anaconda",
"references": [
{
"name": "Coriolis.io",
"url": "https://coriolis.io/outfit/anaconda/0putpFklkdzsuf52c7k16162828171701020203030300044k05053c035i-v4-2f00.Iw18ZlA=.Aw18ZlA=?bn=battle%20conda",
"code": "0putpFklkdzsuf52c7k16162828171701020203030300044k05053c035i-v4-2f00.Iw18ZlA=.Aw18ZlA=",
"shipId": "anaconda"
}
],
"components": {
"standard": {
"bulkheads": "Lightweight Alloy",
"cargoHatch": {
"enabled": true,
"priority": 1
},
"powerPlant": {
"class": 8,
"rating": "A",
"enabled": true,
"priority": 1
},
"thrusters": {
"class": 7,
"rating": "A",
"enabled": true,
"priority": 1
},
"frameShiftDrive": {
"class": 6,
"rating": "A",
"enabled": true,
"priority": 1
},
"lifeSupport": {
"class": 5,
"rating": "A",
"enabled": true,
"priority": 1
},
"powerDistributor": {
"class": 8,
"rating": "A",
"enabled": true,
"priority": 1
},
"sensors": {
"class": 8,
"rating": "A",
"enabled": true,
"priority": 1
},
"fuelTank": {
"class": 5,
"rating": "C",
"enabled": true,
"priority": 1
}
},
"hardpoints": [
{
"class": 4,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Plasma Accelerator",
"mount": "Fixed"
},
{
"class": 3,
"rating": "C",
"enabled": true,
"priority": 1,
"group": "Multi-cannon",
"mount": "Fixed"
},
{
"class": 3,
"rating": "E",
"enabled": true,
"priority": 1,
"group": "Burst Laser",
"mount": "Turret"
},
{
"class": 3,
"rating": "E",
"enabled": true,
"priority": 1,
"group": "Burst Laser",
"mount": "Turret"
},
{
"class": 2,
"rating": "F",
"enabled": true,
"priority": 1,
"group": "Multi-cannon",
"mount": "Turret"
},
{
"class": 2,
"rating": "F",
"enabled": true,
"priority": 1,
"group": "Multi-cannon",
"mount": "Turret"
},
{
"class": 1,
"rating": "F",
"enabled": true,
"priority": 1,
"group": "Pulse Laser",
"mount": "Fixed"
},
{
"class": 1,
"rating": "F",
"enabled": true,
"priority": 1,
"group": "Pulse Laser",
"mount": "Fixed"
}
],
"utility": [
{
"class": 0,
"rating": "F",
"enabled": true,
"priority": 1,
"group": "Countermeasure",
"name": "Electronic Countermeasure"
},
{
"class": 0,
"rating": "I",
"enabled": true,
"priority": 1,
"group": "Countermeasure",
"name": "Heat Sink Launcher"
},
{
"class": 0,
"rating": "I",
"enabled": true,
"priority": 1,
"group": "Countermeasure",
"name": "Heat Sink Launcher"
},
{
"class": 0,
"rating": "I",
"enabled": true,
"priority": 1,
"group": "Countermeasure",
"name": "Point Defence"
},
{
"class": 0,
"rating": "I",
"enabled": true,
"priority": 1,
"group": "Countermeasure",
"name": "Point Defence"
},
{
"class": 0,
"rating": "I",
"enabled": true,
"priority": 1,
"group": "Countermeasure",
"name": "Point Defence"
},
{
"class": 0,
"rating": "I",
"enabled": true,
"priority": 1,
"group": "Countermeasure",
"name": "Chaff Launcher"
},
{
"class": 0,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Booster"
}
],
"internal": [
{
"class": 7,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Generator"
},
{
"class": 6,
"rating": "E",
"enabled": true,
"priority": 1,
"group": "Cargo Rack"
},
{
"class": 6,
"rating": "E",
"enabled": true,
"priority": 1,
"group": "Cargo Rack"
},
{
"class": 6,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Fuel Scoop"
},
{
"class": 4,
"rating": "E",
"enabled": true,
"priority": 1,
"group": "Cargo Rack"
},
{
"class": 5,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Cell Bank"
},
null,
{
"class": 4,
"rating": "G",
"enabled": true,
"priority": 1,
"group": "Planetary Vehicle Hangar"
},
null,
{
"class": 1,
"rating": "C",
"enabled": true,
"priority": 1,
"group": "Scanner",
"name": "Advanced Discovery Scanner"
},
{
"class": 1,
"rating": "E",
"enabled": true,
"priority": 1,
"group": "Cargo Rack"
}
]
},
"stats": {
"class": 3,
"hullCost": 141889930,
"speed": 180,
"boost": 240,
"boostEnergy": 29,
"agility": 2,
"baseShieldStrength": 350,
"baseArmour": 945,
"hullMass": 400,
"masslock": 23,
"pipSpeed": 0.14,
"moduleCostMultiplier": 1,
"fuelCapacity": 32,
"cargoCapacity": 146,
"ladenMass": 1292.2,
"armourAdded": 0,
"armourMultiplier": 1,
"shieldMultiplier": 1.2,
"totalCost": 529958310,
"unladenMass": 1114.2,
"totalDps": 45.8,
"armour": 945,
"powerAvailable": 36,
"powerRetracted": 25.78,
"powerDeployed": 34.17,
"unladenRange": 19.56,
"fullTankRange": 19.15,
"ladenRange": 16.98,
"unladenFastestRange": 77.41,
"ladenFastestRange": 68.58,
"maxJumpCount": 4,
"shieldStrength": 714,
"topSpeed": 206.47,
"topBoost": 275.29
}
}
- - - Updated - - -

With a surface scanner and advanced scanner (because what would be the point otherwise) I was able to calculate 64.11 light years base jump maximum for a fully tweaked out Anaconda.
With a neutron star boost it becomes 256.44 light years maximum jump range.


You would be able to go very slightly higher without scanners, but you wouldn't be able to prove that you went anywhere that way.

My personal best (beta server) is 63.51



Nevermind, just noticed you did reply to this, I'm a moron.

Do you really need all three, on an anaconda? I think once you outfit a ship for combat, other ships might be contenders since they're optimized better.

It's for a long trip out in the black, you never know whats out there....i'd bring the cat too ;)
 
Last edited:
My Anaconda has an jump range of 29.19 right now. 1c lightweight bulkheads, 7A power plant (**** overcharged) 6A FSD (***** increased range) light weight life support, 5D hull reinforcement in the military slot... Armed with multi's, bursts and railguns. I have a 2H hanger w/1 SRV + 2 6E cargo slots. and another 5D hull reinforcement package...The utilities are full of engineered shield boosters and chaff. I am curious as to what I would get if I stripped it and put the engineered power plant from my Asp X in it...Always about the weight.
 
46 Ly - Unlaiden with FULL weapons compliment. The key to longer ranges is to use lower class modules and grade 5 them up to and beyond the higher classes, thus delivering equal or superior performance with much better optimized mass.
 
Last edited:
It's for a long trip out in the black, you never know whats out there....i'd bring the cat too ;)

Thing is, there's no way to repair PP or canopy out in the black, so the best weapon is a high top speed and the ability to run like hell. 25KLY from a dock with repair facilities means that you should just avoid the risk. If you spend mass on anything, make it defensive not offensive (so shields, scbs, shield boosters and countermeasures).

If you're going as armed escort for a long-range group, you should probably be in something that's capable vs the current PVP meta. I'm assuming that's still anti-torpedo, heat-efficient, high-thermal output to break through shields?
 
Lot of people talking about my build, here is a kinda multi-role build using my FSD - You can play around all day for build types.

This still gets over 50ly but is all about what you want it for - play around with the setup using my FSD roll

Nutter
o7

+56.4% optimal mass looks like a pretty good roll, CMDR. How many rolls did you have make?

Did 40 rolls, got to +53.4% optimal mass myself.
 
Last edited:
+56.4% optimal mass looks like a pretty good roll, CMDR. How many rolls did you have make?

Did 40 rolls, got to +53.4% optimal mass myself.

Well over 100 rolls, I have a spare Conda FSD at 55.9% as I was switching drives on every roll that got better, I wanted a battle Conda separate from my explorer as I got tired of refitting all the time. I did another 40 rolls after my 56.4% but got nothing close to better.
 
Wow. I guess if you have the time to spare on rerolling that's epic, but I usually get very close to 50% with 2 or 3 rolls and it seems mad to spend another 100 rolls for just two more LY (or one more LY in the case of my Corvette). Surely the time you save jumping will never compensate the time you spend gathering mats and rerolling that?

Not that I'm not envious or impressed with your 55.6% FSD, but I think I have a 49% and a 52% from half a dozen total rolls on my two big ships and so spent my time/patience on engineering efforts elsewhere. Admittedly my shielded traderconda with boosters and countermeasures only jumps 48LY when empty....
 
Last edited:
Well as the headline says, I need to know, that include the engineers fiddling with the FTL drives.

Too many variables to consider given the general nature of the question. "Fully equipped" can mean a lot of very different things to different CMDRs depending on their personal philosophies. Also, ship's outfits change and a ship's jump range changes with the outfit. A dedicated combat ship will have a vastly different jump range than the very same ship dedicated to passenger hauling.
 
My fully equipped and engineered combat Annie can get a max range of 39.27 LY with the guardian FSD booster; my fully engineered Exploraconda can get 76 LY, and this is with the FSD booster, 7 G5 shield boosters and a class 6D shield generator which gives me almost 1700 MJ.
 
Back
Top Bottom