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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!
my anaconda is combat focused, my jump range is ~30LY
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
https://www.youtube.com/watch?v=fw7NJ4SWnW0
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.
https://s.orbis.zone/qxkf
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.
The 2D power plant does give it an extra 0.1 max LY though, so good point
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.
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.... :-))
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
cheers cmdr o7