Elite Dangerous

Elite Dangerous

Anaconda issue, possibly....
After recently spending a whole lot of time out on a (enjoyable) Bio XP, thought i'd get a 'Conda (outta my 5.4 billion credit weigh-in, neat) and go kill some Liners etc for the mats i need for Guardian drives etc. Bought my first Conda, looked at the jump range... 15 ly - er, 15 ly!? thought this ship had the best jump range - or is that as in the 'whole fuel tanks' worth? Anyways, filled in the empty slots with a field repair unit, multi-limpet controller, cargo rack, more guns etc, got everything ready to go and.... final jump range: 2.5 ly !!??? what the heck? Changed fsd to a V5 fsd (don't, as yet, have any guardian engineered fsd's, hence the desire for mats etc), got range up to a staggering 5.3 ly. My ASP (using a V5 and a lot of light weight stuff) for Exo voyages did 57.02 ly per jump. puzzling. Or maybe just a glitch, or overlooking something? Or does the big range require G-tech all over? Cheers.
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Showing 1-12 of 12 comments
When people say the best jump range, they don't talk about the default hull with cheapest possible modules - they talk about the best min-maxed ship with best engineering.

To get that range you have to think "light" and "small". Even to undersize some modules that can be reduced in size, like thrusters, or power distributor, and as a result a smaller power plant can handle reduced power needs. Everything that can reduce your ship's weight to increase its jump range.

There is quite a lot to learn about modules and how to use each one the best for your current task at hand. Don't worry, you will get there!
Sighman Sep 1, 2024 @ 5:22am 
You've undersized the FSD. Fit an A-rated which is the largest that will go in the slot.
i think you have to specialize to make the " jumpaconda" . if you want jump range, get the biggest FSD you can. The pre engineered one is like a grade 5, its better than any other grade 5, but its still a 5.
my anaconda is combat focused, my jump range is ~30LY
Talby Sep 1, 2024 @ 6:41am 
just use your other smaller ships to get the lightweight parts you need, I used an Adder to get the power plant, AspX to get the thrusters, DBX to get the distributor etc... here is mine

https://edsy.org/s/vHsUB0G

conversely the jumpconda is very helpful to get your combat ship modules engineered, I just used it to get a bunch of hull reinforcements, shield boosters and weapons fixed up all in one trip and still had a 60Ly jump range even when they were all fully engineered. Although I did have to disable the shield generators and weapons since my power plant was overloaded :steamsad:
Last edited by Talby; Sep 1, 2024 @ 6:48am
Talby Sep 1, 2024 @ 7:09am 
Originally posted by david.hardie:
Just get a carrier. Park your Conda on it and jump 500 LY at a time.
waiting for your carrier to jump when a new ship is released...
https://www.youtube.com/watch?v=fw7NJ4SWnW0
Walrus-Sama Sep 1, 2024 @ 10:36am 
The Anaconda has a size 6 Frame Shift Drive slot. You seem to have undersized it with a smaller FSD. Use a 6A FSD, or preferably the 6A SCO version.

For the best jump range in an Anaconda you need a 6A SCO Frame Shift Drive, engineered with Grade 5 Increased Range and Mass Manager. If you have it unlocked, a size 5 Guardian FSD Booster would add about +10 LY on top of that.

To further increase the Jump Range, you'd need to lighten the ship as much as possible. This can be done in various ways, using D-rated modules (do not use D-rated Frame Shift Drive or Power Plant), undersizing modules, lightweight engineering, etc.

The jump range you'll get depends on your build and level of progression (what engineering/guardian modules you have access to), but typical Anaconda jump range could range anywhere from 20-80 LY's. Combat Anaconda's can expect 20-40 LY, while exploration 'Jumpacondas' expect 40-80 LY.
funkynutz Sep 1, 2024 @ 11:39am 
This is what the best jump range on an Anaconda currently looks like:
https://s.orbis.zone/qxkf
Un1k0rn (Banned) Sep 1, 2024 @ 12:20pm 
Originally posted by funkynutz:
This is what the best jump range on an Anaconda currently looks like:
https://s.orbis.zone/qxkf
Not that I mean to be pedantic (Read: Yes I do), and while it would also result in a ship that has to jump to a scoopable every time, but you can get an extra couple lightyears by dropping the fuel tank down to a 16 tonne unit.

You can also drop the power plant down to a stripped down 2D if you make it overcharged G5, and turn the sensors off when fuel scooping, and vice versa when not scooping. Runs hotter but if you're pursuing the absolute highest range, it does add to it.

In total that will up the unladen range from 86.37ly to 88.90ly

Of course, that's going so far on the impractical scale that it's obviously pointless. All the same, it's possible to get a little higher still.
Last edited by Un1k0rn; Sep 1, 2024 @ 12:21pm
funkynutz Sep 1, 2024 @ 1:41pm 
Yeah, I was just looking at the max jump range (tank size doesn't matter with this one as it assumes you've only got enough fuel for the one jump).

The 2D power plant does give it an extra 0.1 max LY though, so good point :steamthumbsup:
Juklflux Sep 1, 2024 @ 8:39pm 
Originally posted by funkynutz:
Yeah, I was just looking at the max jump range (tank size doesn't matter with this one as it assumes you've only got enough fuel for the one jump).

The 2D power plant does give it an extra 0.1 max LY though, so good point :steamthumbsup:

Even at 80LY boosting from a neutron easily gets you 300+. You can really put on the mileage fast that way.
If you can manage to plot a decent course, it will blow carrier jumping out of the black.
praetor93-imp Sep 2, 2024 @ 7:03am 
Thanks folks, some great tips here. I didn't realise that sometimes D ratings can be the way to go or that my V5 was not better than the FSD A6 for this kinda thing - guess i've been using V5's too long on XP outings into the black - where i've spent most of my time with my old ASP.. lol - so long, in fact, that when I came back i'd been promoted to Elite Explorer (neat).

I then initially bought a Python, took it for a test-drive, seemed okay, but figured I'd go for a Conda instead on return to port. Came back - after odd difficulties with engage supercruise etc... and... er... why can't I dock properly anymore? why no S/C assist? - where's my rotational thingy? yep, forgot to add the docking module, and the S/C flight assist... and how to steer.... and dock... and then got blown up for hanging up on the scaffolding....(hangs head in shame...hahaha). I can laugh about it now though, even if demoted to 'Worst Docking Commander for Light Years' ....

Anyways, still gonna go for a jumpconda - but modified as suggested/recomended by your good selves - and see if combat is as much fun as it looks., Really appreciate the assists Commanders. Gimmie a month or so and i'll update this.... and i'll defo add those all important docking devices ya don't use Out In the Black.... :-))
Talby Sep 2, 2024 @ 9:07am 
we all have done that just takes a bit of practice (and forced when you forget the module lol)

in my conda I tried to use a 3A distributor with engine enhanced and cluster caps but the 1/2 minute charge time between boosts were so painful the 4A with super conduits cuts down the charge time by about 10s with only a couple of LY penalty, well worth it IMO - it's already a lumbering beast and the 5D thrusters make it more so :steamsad:

cheers cmdr o7
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Date Posted: Sep 1, 2024 @ 4:54am
Posts: 12