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Sometimes I set my route planner to economical so I visit as many stars as possible on the way somewhere.
It answers it in a different way, so thank you.
In the past I have explored with a range of 50ly. I'd mix things up with short and long jumps via the route planner, depending on how I was feeling. So those with 70, even 80ly jump ranges, are they simply doing this to get from A to B quicker, a quick honk then jump, completely ignoring what is potentially down on these planets?
Since I bought a carrier any exploration would involve making 2-3 jumps out of the bubble (1500 ly) and then short-range hops around it in my Asp.
You can also get a ride with another player's carrier, say hopping off 1/4 of the way to Colonia before having a good look around all the systems in your area.
I do own a carrier and I was thinking of taking it a few max jumps out of the bubble, so this is helpful, though I am really interested in getting to the edges of space.
My suggestion is
A Rate power plant can not recommend enough.
Everything else D
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Shields i think i have a 4 on my current anaconda
But i have a few lux on my ship most explorers would not have.
Repair Limpets, 2 x AMFU , 2 SRV's , But i want to be self reliant.
My power dis i think is a 1d dont need speed. or boost.
If you want to break it up a bit also carry sum mining lasers and mine for sum matts.
One other thing i do that others dont is i have extra fuel tanks on board, so less refueling up, this way i can explore the stars where other people dont go.
do about 2000ly on a tank a fuel. over kill but any who....
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Dont forget to max out your prob in engineering "better to scan a planet with two probs than 5. max range helps to get the bonus
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I have been to beagle point and back in a unengineered ship and been to almost every sector in the galaxy,
Currently i am working my way around the outside of the galaxy, am at the formidine Rift ATM.
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But if i can suggest one thing and that is to have a second account it helps .
One for exploring and another for the bubble.
It is better than going space mad. "trust me "
I had space madness for about 6 months just did not want to fly or play games it was a struggle. " took me three months just to get back into the elite" i kid you not.
best of luck
and if you need any extra advice you are more than welcome to PM me.
o7 cmder
This is great info. I have been to Colonia a few years ago but this time I'm looking to go much further, with more of a purpose towards creating a new gallery on my website, though with Odyssey launching soon, I'll likely wait for a few months and experience whatever goes on in the bubble.
In regards to what you said about A rating the Power Plant, what size is best? Is 8A overkill, 4A too little, 6A the sweet spot?
I do have most of the engineering sorted, along with many CG modules, one of which was the DSS with the increased probe range.
I think I'm going to have a play on the build sites and try and optimise something special.
Thanks again!
downsize power plant but class A. Engineer for lower emissions if you want. Keep in mind that PP is the only module that can't be fixed with the AFMUs, so going with one with very low integrity, on very long trips, is a risk.
Also keep in mind downsizing thrusters too much, you have to pay extra attention when landing on planets with high G, I mean anything even close to 1G, really watch it.
You can max for jump range on the 70ly, and setup route planner to not jump more than lets say 40-50ly, so you visit more systems, and you'll use far less fuel.
Everything else D rated, Power dist lowest you can fit, Engine focused, stripped down.
gl!! o7
Anyway, IMO, there are only 2 advantages for the anaconda for exploration over the other exploration ships. Either you go full range and no other ship can beat that (which mean all D, lightweight engineering, lower class component....), or you keep some resistance/weapons so you can fight while having more than decent range.
For everything else, you are better with another explo ship. The anaconda is large so it can't dock everywhere, and landing on planet can be difficult. I can reach 70 jump range on a krait phantom, which is smaller and have all the tools I want (lander, AFMU for module repair, and even a repair limpet for when I do some lithobreaking on high grav world).
For maximum range, you need D everything but the FSD (A, engineered for max range), and the PP (you want A, remember that a PP one class lower is usally as powerful than the class above c-d, while keeping the heat advantage of a A). D is the lowest weight possible, A is the best, avoid B (the highest weight).
You obviously want the biggest scoop possible (they are weightless), and the guardian FSD booster 5.
Engineer lightweight when you can, especially the sensor (they weight a TON).
You need enough power for the FSD booster, scoop and all the "need to have" stuff. Power for landers is pointless, because they draw less than thrusters, and thrusters are disabled when landed (just put them on a low priority for power, they'll power up when landed without your input). AFMU (auto field maintenance unit) and whatever limpet controller you have are inactive unless needed. Heatsink have them all disabled but one. Switch when empty.
For the PP you want enough power obviously, but also the best heat management. With engineering it's tricky, armoured gives power and heat (good), but also weight (bad), while low emission gives thermal (good) but weight (bad) and power (bad). Eventually, it's best to make the full build on coriolis and do the PP last.
Downsize everything you can afford to.
Finally, you'll want some heatsink for when you warp right on top a sun and get too hot. I suggest lightweight for them, and not ammo (as it's often suggested). The reason is simple, with lightweigth you have more ammo/ton. Utility mounts are hardly an issue on a full range explo ship IMO.
If I wanted to fit an anaconda with a fighter bay it would probably look like this:
https://edsy.org/s/vO6zME3