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I will go to FW and get one right now if I knew how to get the highest jump range.
https://coriolis.edcd.io/
For exploring ship build, go for all D rated internals, they are the lightes modules. Obviously, the only exception is A rated FSD. Play with lowest acceptable class options on other core modules (powerplant, thrusters, power distributor). Eliminate all weapons and utitlities other than heatsink. Go for the lowest class shields possible, also D rated, or without any for a more daring configuration (IMO, not worth the risk for a marginal gain). Add the highest class/rating fuel scoop you can afford (no weight) and AFMUs (no weight). Plus long range scanner and surface scanner for out of bubble trips. No hangar for you in vanilla :)
Again, if you really care about the maximum range only, lose the heatsink, shields, and scanners, and you have the bare bones ship with minumum weight - but not for longer trips.
For vanilla version, the order by jump range is: DBX, Anaconda, AspX.
slightly over 40 and the best option like everyone says https://eddp.co/u/i3z1cvu5
You can still go lower in weight with power management - 2D power plant, 2D power distributor (even 1d for masohists, it will fly but no recharging), and 3D shields (a lot lighter than 4E).
Thank you, will post my findings.
Just want to be able to travel to FW from anywhere as easily as possible, purchase whatever, store it there, and have it shipped to me. Thank you.
The optional internals are, well... optional. You can sell them all.
Only three core modules have fixed class - bulkheads, life support, and sensors. You can lower class on everything else and play with power management to make it work. A smaller fuel tank will also increase base range, but you will have fewer jumps possible before refueling.