Now throw in the new class 6 double engineered fsd im at 79.7 LY without mass manager applied and not even fully engineered i think i can break the previous jump record with this wich was 84.04 LY and 337 LY neutron jump and that fully equiped wich commander minikills conda wasnt . Im running a class 4 and 6 afmu , 3d rescue limpits , 5d thrusters and a 4a powerplant with a 4d distributer and 3d shields and 1 srv to save on weight a little . Couldnt get the 4d thruster trick to work tho but i dont mind having the extra speed i do realize however that that one change would put me over 80 LY without mass manager applied or any further lightweighting other modules wich is quite crazy if i can break the previous record fully outfitted ill be really happy . But if you could do a quick video and check this while playing around with different size modules that would be great
i love to bring a fighter bay whenever i’m exploring. something about leaving the confines of your ship to race around in a cool asteroid belt or canyons.
headed to colonia for the first time. really love the detailed breakdown of the power and weight management. it actually helped me learn about building in general, not just for the conda.
Just a quick remark on heat management: I suggest to always outfit an A-rated power plant, which includes travel- or exploration builds as well, in order to take advantage of the much better heat efficiency. For the same reason, I'd suggest to always turn off all the modules you don't need at this moment. You don't need power distributor, shields or any other equipment when travelling. The reason is, that all equipment generates extra heat, which can become costly when scooping at a large star. For travelling, you basically need nothing except Thrusters, FSD, FSD-Booster, Life support, Fuel scoop, and if you are very scared, your heat sinks. This is what you can determine your power plant size on, because even if your AFMU consumes a lot of power, you can always run it with deactivated thrusters.
Watched your video and build myself an explorer. I did not include the mining bits, but most else. Have over 70ly jump range. Just got back from a 10,000ly break-in run. Was a blast. Gonna do a bit more engineering on limpit controllers, maybe life support, then think about Colonia. Thanks again, awesome ship!!!
For travel conda, If you use neutron highway an extra fuel tank will make it faster even though the jump range decrease a little because you'll have to get out of the highway to scoop less often Edit : It also make it so your FSD is down by 10% each time you scoop. Perfect timing to repair each time you have to scoop so you don't get below 80% and the thing break down in a jetcone On spansh galaxy plotter Sol to beagle point : - Without tank Jumps: 358 Estimated Time: 10 hours - With tank Jumps: 343 Estimated Time: 8 hours
I'm sorry but you're wrong. Your travel time is much less if you DO NOT use an extra fuel tank. I don't know where you get your information but simply testing a trip to Sag A* with 2 builds, one with and the other without an extra tank, shows you clearly that the extra tank adds 20 jumps to your trip. For small ships with less than a 32t fuel tank this might not hold true but for exploration ships DBX, AspX, Krait Phantom, and Anaconda the 32t tank is the sweet spot for ideal neutron travel.
If you're going to say "I don't know where you get your information" then you'd better be prepared to say where you got your information. Citations required, from both of you.
@@chrisf84 spansh exact plotter and trying it youll see a difference in number of jump and estimated time. The common rule is to estimate 1 min per jump if you add 1 extra jump every 4 jump compared to one every 10 jumps. It's not rocket science
I'm pretty adept at engineering, and building ships is probably my favorite aspect of the game, but I still learn new things from videos like this. Thanks!
You know something I noticed is that you are putting a Hi-Cap heatsink on but that is twice the mass for only 1 more heatsink so I would recommend either just dropping to a normal one or putting a second one on if you really want more capacity, plus it's less engineering. Also you can get more performance for less mass by downgrading the thrusters to a 5A Clean Grade 5 and putting on drag drives. I also would go with low power low draw shields so you can down grade to a 3A power enhanced monstered power plant, downgrade the repair limpet to a 1D since it's unlikely you'll need more than one active, and lightweight the heat sink to bring the jump range up to 74 LY. Also I'd add instead of a second heatsink a lightweight turret for exploring guardian ruins with basically no downside. Also if you have a mining lance just fit one of those instead of the two mining lasers. Although I admit, it's really a preference and what you already have as the mass difference is minimal, same with low power shields and other things. (I also like to play with the power groups so that in the unlikely emergency that the power plant goes to 40% output you can still do repairs (but that's just me as a combat junkie talking)) s.orbis.zone/ee8n
I'd like to make a quick addendum to this guide. If you have modules that you won't be using often but you will be using from time to time, like the AFMU, you can set them at a lower power priority using the module priority function on your module tab. I have all my modules sorted by priority so that they come online in the order of how often I need them, and it's a huge boon when juggling an undersized power plant. This is legitimately my most common use case for this feature, and it can come in handy when out in the black. This way, you only have to manually toggle your activation of one module instead of two or three in order to boot up your AFMU.
Yep I do that too - especially the SRV hanger - gives you lots of power to play with when you're not using it - just make sure to set your thrusters to a higher priority or bad things could happen...
Make a Dolphin exploration build. Ya it jumps about 10ly less, but you can fuel scoop at max rate and activate the FSD at the same time and it doesn't get any hotter than 60%. Really speeds up travel time if you aren't stopping to scan every system.
I got my own anaconda build, especialy for the highway i did termal engeneering on my FSD and Fuelscoop. no problem at all with Heat anymore. i can scoop 600+/s whatever that number is. Liter or Kilogramm i think. and dont get hoter then 80 degree. i probably could engeneer the FSD to deep charge i think. but hey. i dont need min-maxing, i need a comfortable ship what can to a ton of stuff. i even got a fighter hangar with me... dont ask me why lol..
I damn near choked on my coffee when he said you need a refinery. You absolutely do not need one for mat gathering or a prospector either. Collectors will not touch ores fragments if you don't have a refinery and a prospector has a negligible effect on mat drops. Take it a couple steps further you only need 4t of cargo since you only synth 4 limped at a time. Since you're only grabbing mats and not ore you can use a 1/3d collector instead of a heavy 5d If you have one a mining lance is better on an explorer since it can also poke some of those critters you find out in deep space
Just coming back after years of not playing and my Anaconda needs an upgrade! That FSD booster looks crucial. Time to get to work on that and some new thrusters
Ya NEED that booster. Took me about two days of on and off playing to secure it. The most frustrating part was really just nobbling the guardian sentinels that pop up after you activate the beacons, but just synthesize some tough ammo and armour or fit point defence to your ship nearby and it’s a doddle. Dav’s hope for materials, the guardian shrine for other collectible tech.
@@georgemorley1029 Why am I the only noob who has had fun doing everything in the game? Nothing has really been a pain in the ass. I guess because I'm just playing and enjoying the game for its own sake.
Thank you so much for your videos! I continue to learn from each one. This one was my favorite so far. The way you explain things allows me to use your builds as a template and make my own person changes without any secondary research. Keep making videos and I'll keep watching! o7 CMDR
I feel for you bro. Whelp- scav a ton of goods from lockers in settlements and you'll make millions. Use the Materials Tracker (odyssey settlement farming) to quickly show a list of all the irrelevant goods you can sell, (you end up gathering easily tens of millions of credits worth after a few runs in settlements). The materials tracker also shows real-time stats on best runs and locations for literally everything in the game. (on the Odyssey tab, anyway). Some settlements are deserted, find a holiday resort, so there are tons of rooms with lockers.
Nice... after all this time I may finally have to get myself an Anaconda (I'm too far from Hutton for a free one 🤭). It'll be hard putting my trusty Asp in mothballs though (she's called "Just Put It Over There" and I hope she doesn't get upset... we've been places and seen things you would -not- ...easily(!) believe). In a few months (probably), when I get back to the Bubble, I will be following your guide, thanks. (I like the idea of taking some mining equipment along... nice touch)
If you have empty utility slots, a pair of grade 5 lightweight heatsinks will give you 6 ammo rather than 4 and save 2.2T of weight. That equates to 0.23 ly extra unladen range.
You can save a lot of weight by not sacrifice noticable benefits if you take a 5D thruster and a 3A shield generator. But since we are gifted with the modified 5A Frameshift from the broker the Krait Phantom is much more comfortable for long deep space travels. There is only a little gap in jump range but the Phantom can jump more jumps in a row. And for me the Phantom is much more chilled to fly. Since I was running out of fuel in the middle of nowhere with my Anaconda I feel a cold and hot shower down my neck when I hit the third star in a row without the possibility to scoop fuel. And if you fit an additional tank in the Anaconda to get one jump more the Phantom may jump further.
Krait Mk2 is pretty badass, with all those slabs of dense metal packed in there. When my shields go down, I just keep on fighting. Krait shrugs it off like it's nothin. Gotta pop those heat sinks tho. And pack an AFMU. Mine slings a couple of Imperial Hammers and Miniguns. Engineer those hammers and they'll know about it when they get hit. (I don't have to lead with the Hammer Rails so it's just point right at 'em to dump a ton of thermal load up their ringpiece).
Great build Astro! Thx. Just got back from collecting Guardian relics for the CG, in my Jump-O-Conda (top 25%). Our theory-crafting philosophies are quite similar. 🙂 o7
I have hauler build I couldn't do it on other ship expect type 9 I have shield and fuel scope and fuel tank and guardian frame shift booster and vehicle hanger with 60LY jump and I can jump almost 1000LY without needing to fuel my type 9 can go for 3200 LY without needing to fuel I love this build
Perfect timing as I was just finishing off a similar build design. I cut down on a bit more weight as I didn’t think I’d need such a big cargo space for synthesis materials and I didn’t think a refinery was needed for these but I may be wrong?
@@agingerbeard If you're landing then you need an SRV too, probably, and that's cutting into jump range then. Not a bad way to explore, but far from a "pure jump build".
I didn’t know you needed a refinery for getting a decent amount of engineering materials from mining, I thought all the engineering materials from mining was from the occasional little bits that drop off the rocks that you don’t need the refinery for. I’m gonna need to go test out if you get some from the commodity ores too, but cool if true, learning something new about this game every day.
On your exploraconda your using mining gear to presumably (because you said so) collect materials for synthesis, but if your just dumping the cargo anyway why have a refinery. The limpets will still collect the iron, sulphur and whatever else gets blasted off the rock.. they dont need to be refined.
This is my build I am currently exploring deep space with: s.orbis.zone/ee2q 3A PP, 5D Thrusters, 4D PD to save 34.4T while still being able to boost and have the most essential stuff online. No refinery or prospector limpet needed because you dont mine ores, you just want the materials. Of course heavily engineered, especially the PD as it needs to be close to fully engineered to be able to boost.
Correct me if I'm wrong but you don't need the refinery at all if you just have a prospect and collected setup the prospect will gen more mats and without the refinery the collectors will ignore everything but the iron and selenium and whatnot
I think you’re right about not needing a refinery, unless you somehow get some extra materials from refining ores. Does a prospecting lumpet make you get more engineering materials though? I thought it just tells you about the asteroids?
I’m surprised you don’t have a heat sink launcher on the jumpaconda build. Synthesizing heat-sinks uses some farly rare mats so I carry two launchers. Also which engineers are needed to achieve this build?
Love the Explorer build,going to take this and add to my Conda.But quick question,if we’re just mining for materials,why add the refinery? Love the videos as always!
Yeah i'd like to know this too, i carry a mining laser but no refinery and now I'm wondering f I made a mistake, haven't had to refill mats yet so i dunno.
followed the plan and got my Anaconda to 80/84 LY, Travel mode. Wondering though, what the Anaconda has over the Diamond Back Explorer if fitted out similarly for Explorer mode?
for my explore-a-conda i use 4c fuel tank which gives me 16t of fuel but i have a extra 3c fuel tank in the optional giving me a total of 24t which is enough for 3 jumps
Did you forget the thruster trick? You can get stripped down to apply IF you use another ship to take the 4d to engineer clean1 and then drive distributors, then bring your conda... install those drives and change the experimental to stripped down. This will drop another .4 tons.
As a comparison with the sums we work without filling up and the material values that would be added for the engineering, you have spent so much money that you could pay off the national debt of several island states in the Caribbean and Pacific. And that's a cheap anaconda.
Many people ask for non engineered builds. I understand that for many, to grind is a huge pain in the A. But the reward feels really great. To not engineer is wasting potential in my opinion. But maybe is because I actually enjoy the grinding process. I repeat, not hating here, I absolutely understand why grinding is so tedious to so many people. I even joke a lot about grinding. Is just that, to me, grinding is the gameplay in itself. I like to pilot different ships depending on what I have to grind, I like to grind on combat, signals, settlements (abandoned or not), raws... I really like it, and as I said, to me the reward feels worth it. Maybe I am weird... 🙃
If your AFMU is at 0% and you use reboot/repair to bring it back online, you can use it again just fine without errors. So you wouldn't really need to bring a spare one right?
Great build guide and tips for power management. However, I so much prefer my exploration Krait Phantom. All kitted out with the necessary modules and with the limited edition FSD I still get over 70 LY range. Plus it’s easier to land! 😀
Do you really need a refinery to collect material from a ring? or do you fit it just because you already mining and it's nice to have the option to sell what you get?
Heavy duty engineering does not add mass to light bulkheads because the mass increase is % based and the mass of light bulkheads is zero. 2*0 is still 0.
Sorry. What is the correct name for a deep-space exploration ship? I don't have enough compartments on the Anaconda to accommodate all the research equipment.
I left Eve online on my pc and just installed Elite Dangerous for my Xbox one and was wondering is it possible to set up a Anaconda for flying around and exploring the galaxy and every now and then stop and do some ship salvaging or bounty hunting?
I guess you could make a ship like that for short exploration journeys, but all the equipment needed for combat will tank your jumprange. If you are in deep space you won't have anyone to shoot anyway.
Join a squadron and do credit sharing. Also just mine. Most fun and relaxing way to make money. You could always do Robigo passenger runs but those are mind numbingly boring. Mining is so much more fun and feels like something the game was actually created for other than being a glorified bus driver.
@@cane870 I've never understood mining, it takes so long to make money, compared to hopping on inara and finding a trade route that gets you 5-30mil round trip for a 2 jump route
Is Sothis system the farthest out I can explore on this side of the Galaxy? all reddit and tutorial videos is about grinding cargo, data etc... I have been at Ceos-Sothis ranking up and gaining credits for a while, I'm ready to explore but no info on where to go next from here, do I have to head back and travel to Sol then beagle point to explore far..
Sothis ceos is one of the most isolated sytems in the bubble (there are a few other sitting out on their own - usually good for cargo and ranking missions as you mention because of tehir isolation). Further out there are mining stations and a few other research bases - check the california nebula, similarly there's a highway of stations/outposts to colonia which is the next big inhabited area. Outside of that then you're largely into uninhabited space there are somethings out there like the research stations from the Salome mystery etc. and some peramently positioned fleet carriers). Then there's all the natural phenomena and biological life to find....
So uhhh i dont know if anyone else tried but installing a 4D will not work because the drives are only usable after experimental effects are applied and the game will not let you install a thruster where it cant move your ship at all Edit: You have to take a different ship to engineer a 4D Thruster for Clean/Drive Distributor then come back and swap on to the Anaconda for the Jumpaconda fit
Im Flying with one more reserve fule Tank. I ceep that one empty all the time. its only there if i need to refule my wing man. (The reserve tank is the sice of his fuletank)
Of course it would help, but I think its wasted mass. With my current build a 5D Thruster gives me 233m/s with 311m/s boost. A 7A Thruster would give me 267m/s max speed with 356m/s boost, while reducing jump range by roughly 7.5LYs. Both fully engineered for clean drives and stripped down. Most of the planets you encounter arent high G anyway.
i also read somewhere that turreted mining lasers give twice more mats that fixed mining lasers, i don't know is true, someone can confirm? (just looking to improve that great build you shared D2EA, THANKS!) Edit: grammar
Yeah. To be honest the only things I would recommend are necessary are a guardian fsd booster and an engineered fsd. Everything else can be had but will lower your jump range to like 57 ly
@@cane870 hahaha you guys are forgetting one huge rhing that can win you about 5 LY fully engineered to lightweight the scanners every level takes of about 10 tons of mass
Same im fine tho with bigger ones but i still need to droo 40 tons off mass and i just cant get myself to do it either it be engineering or remov8ng modules
Can someone tell me what I'm doing wrong, I'm mining and I found a Platinum hot-spot but I've scanned over 50 rocks, but I haven't found one piece of Platinum, I took me 34 jumps to get there lol
No mining equipment. 2g hangar. 8t for repair Controller + limpets? 99% of the time it is only dead weight like the mining stuff. 2 repair units are cool, a 7b fuelscope is very fast and slightly less powerhungry.
Jumpacondas are useless and not really enjoyable ships. Plus in exploration you are not in a hurry....the most stars ar ewithin 5-20 ly distance. High jump ships are needed if you want to go to a spesific place fast, like in mats place.....
High jump range is actually a good thing for your exploraconda as it has two benefits besides the obvious longer jump. One, smaller jumps use less fuel, so economic routing can allow you to travel further on a single tank. Second, if you like to travel where the stars are a little more sparse, then you can reach more distant stars before you have to hit your jumponium supplies.
@@phxhawke I prefer to equip my anaconda properly and 40-50ly are more that enough.I don’t need to get to a far away star when there are bazillion stars next to me...
@@Jimarass I have a fairly well-equipped anaconda that can do jumps in the low 70s and it is fairly well equipped. It is also the one I took on DW2. Here is the build s.orbis.zone/74gy
I just bought this ship and I have 60 milions left in my pocket and have no idea what to do with this ship how to fit him to start making my money .............
Hmm My AspX has 65 LY range. With 2 AFMU's, a hangar with SRV, shields, all scanners and a docking computer. The only thing engineered is the fsd and life support. I would never go with an Anaconda for exploring. The handling in supercruise is horrible.
I think that's why a lot of people go Krait Phantom. More and better internal slots, and a higher jump range once sensors are lightweighted. The only downside of switching to a Krait is the loss of that fantastic panoramic cockpit view in VR.
Thank you to Ridge Wallet for Sponsoring this video. Do me a favour and check them out at ridge.com/D2EA
👍
I assume these things don't bother with coins? So it is more of a card storage than a wallet, right?
Picked one of these up after seeing it on one of your streams. So far so good!
Now throw in the new class 6 double engineered fsd im at 79.7 LY without mass manager applied and not even fully engineered i think i can break the previous jump record with this wich was 84.04 LY and 337 LY neutron jump and that fully equiped wich commander minikills conda wasnt .
Im running a class 4 and 6 afmu , 3d rescue limpits , 5d thrusters and a 4a powerplant with a 4d distributer and 3d shields and 1 srv to save on weight a little . Couldnt get the 4d thruster trick to work tho but i dont mind having the extra speed i do realize however that that one change would put me over 80 LY without mass manager applied or any further lightweighting other modules wich is quite crazy if i can break the previous record fully outfitted ill be really happy . But if you could do a quick video and check this while playing around with different size modules that would be great
i love to bring a fighter bay whenever i’m exploring. something about leaving the confines of your ship to race around in a cool asteroid belt or canyons.
I must try that!
Do you need crew to do that? Or main ship goes autopilot?
Personally didn't find it worth the weight - can fly my ship around if I want to...
@@tomriley5790 lol you're dumb
Why have a fighter bay when you can fly an imperial eagle as your explorer ship?
headed to colonia for the first time. really love the detailed breakdown of the power and weight management. it actually helped me learn about building in general, not just for the conda.
I'm coming back to this game 2 years after I quit playing. Thank you for re starting and give us a basic know how again
I have almost 400 hours on this game and every time I think I have things figured out I watch a video like this and realize I don’t know enough lol
Just a quick remark on heat management:
I suggest to always outfit an A-rated power plant, which includes travel- or exploration builds as well, in order to take advantage of the much better heat efficiency. For the same reason, I'd suggest to always turn off all the modules you don't need at this moment. You don't need power distributor, shields or any other equipment when travelling. The reason is, that all equipment generates extra heat, which can become costly when scooping at a large star.
For travelling, you basically need nothing except Thrusters, FSD, FSD-Booster, Life support, Fuel scoop, and if you are very scared, your heat sinks. This is what you can determine your power plant size on, because even if your AFMU consumes a lot of power, you can always run it with deactivated thrusters.
Agree with this, actively manging your systems makes a huge difference to your power use and heat.
D ranked power distributors of the smallest size you can put in are always going to increase jump range. It's usually a pretty good upgrade to it too.
Watched your video and build myself an explorer. I did not include the mining bits, but most else. Have over 70ly jump range. Just got back from a 10,000ly break-in run. Was a blast. Gonna do a bit more engineering on limpit controllers, maybe life support, then think about Colonia. Thanks again, awesome ship!!!
For travel conda, If you use neutron highway an extra fuel tank will make it faster even though the jump range decrease a little because you'll have to get out of the highway to scoop less often
Edit : It also make it so your FSD is down by 10% each time you scoop. Perfect timing to repair each time you have to scoop so you don't get below 80% and the thing break down in a jetcone
On spansh galaxy plotter Sol to beagle point :
- Without tank Jumps: 358 Estimated Time: 10 hours
- With tank Jumps: 343 Estimated Time: 8 hours
I'm sorry but you're wrong. Your travel time is much less if you DO NOT use an extra fuel tank. I don't know where you get your information but simply testing a trip to Sag A* with 2 builds, one with and the other without an extra tank, shows you clearly that the extra tank adds 20 jumps to your trip. For small ships with less than a 32t fuel tank this might not hold true but for exploration ships DBX, AspX, Krait Phantom, and Anaconda the 32t tank is the sweet spot for ideal neutron travel.
If you're going to say "I don't know where you get your information" then you'd better be prepared to say where you got your information.
Citations required, from both of you.
@@markbooth3066 well considering D2EA said to use one fuel tank I’d listen to him lol. Man has like 5k hours in game and has a whole youtube channel
@@chrisf84 spansh exact plotter and trying it youll see a difference in number of jump and estimated time. The common rule is to estimate 1 min per jump if you add 1 extra jump every 4 jump compared to one every 10 jumps. It's not rocket science
I got 5k hours, my guess is he got at least 3 times more
I'm pretty adept at engineering, and building ships is probably my favorite aspect of the game, but I still learn new things from videos like this. Thanks!
Nice I just got back from my trip to Sag A and purchased my first Andaconda what perfect timing.
might have built mine already but its still good to go over things once more
You know something I noticed is that you are putting a Hi-Cap heatsink on but that is twice the mass for only 1 more heatsink so I would recommend either just dropping to a normal one or putting a second one on if you really want more capacity, plus it's less engineering. Also you can get more performance for less mass by downgrading the thrusters to a 5A Clean Grade 5 and putting on drag drives. I also would go with low power low draw shields so you can down grade to a 3A power enhanced monstered power plant, downgrade the repair limpet to a 1D since it's unlikely you'll need more than one active, and lightweight the heat sink to bring the jump range up to 74 LY. Also I'd add instead of a second heatsink a lightweight turret for exploring guardian ruins with basically no downside. Also if you have a mining lance just fit one of those instead of the two mining lasers.
Although I admit, it's really a preference and what you already have as the mass difference is minimal, same with low power shields and other things. (I also like to play with the power groups so that in the unlikely emergency that the power plant goes to 40% output you can still do repairs (but that's just me as a combat junkie talking))
s.orbis.zone/ee8n
Really good point.
@@DowntoEarthAstronomy And then I just finished looking over and making more changes.
I'd like to make a quick addendum to this guide. If you have modules that you won't be using often but you will be using from time to time, like the AFMU, you can set them at a lower power priority using the module priority function on your module tab. I have all my modules sorted by priority so that they come online in the order of how often I need them, and it's a huge boon when juggling an undersized power plant. This is legitimately my most common use case for this feature, and it can come in handy when out in the black. This way, you only have to manually toggle your activation of one module instead of two or three in order to boot up your AFMU.
Yep I do that too - especially the SRV hanger - gives you lots of power to play with when you're not using it - just make sure to set your thrusters to a higher priority or bad things could happen...
Make a Dolphin exploration build. Ya it jumps about 10ly less, but you can fuel scoop at max rate and activate the FSD at the same time and it doesn't get any hotter than 60%. Really speeds up travel time if you aren't stopping to scan every system.
nice
Less range but same for the mamba even fully outfitted with weapons and all that it doesnt go above 66%
I got my own anaconda build, especialy for the highway i did termal engeneering on my FSD and Fuelscoop. no problem at all with Heat anymore. i can scoop 600+/s whatever that number is. Liter or Kilogramm i think. and dont get hoter then 80 degree. i probably could engeneer the FSD to deep charge i think. but hey. i dont need min-maxing, i need a comfortable ship what can to a ton of stuff. i even got a fighter hangar with me... dont ask me why lol..
I have a Krait Phantom that is fully loaded with an extra fuel tank and i get 65ly jump range. Im satisfied with this ship.
Yep I also use the phantom it's the only ship I use for Expl.
Great vid d2ea. Useful as always!
I damn near choked on my coffee when he said you need a refinery. You absolutely do not need one for mat gathering or a prospector either. Collectors will not touch ores fragments if you don't have a refinery and a prospector has a negligible effect on mat drops.
Take it a couple steps further you only need 4t of cargo since you only synth 4 limped at a time. Since you're only grabbing mats and not ore you can use a 1/3d collector instead of a heavy 5d
If you have one a mining lance is better on an explorer since it can also poke some of those critters you find out in deep space
Sheesh! I didn’t even know you could synthesize limpets. Thanks for that unplanned tip. 😁
Just coming back after years of not playing and my Anaconda needs an upgrade! That FSD booster looks crucial. Time to get to work on that and some new thrusters
The FSD booster is a mild pain in the ass to acquire, but once you do, it's truly fantastic, flat 10ly range increase (at size 5).
He's got a great vid on unlocking the FSD Booster (was the vid that lead me here :P )
ua-cam.com/video/GzJJrfD7BHo/v-deo.html
Ya NEED that booster. Took me about two days of on and off playing to secure it. The most frustrating part was really just nobbling the guardian sentinels that pop up after you activate the beacons, but just synthesize some tough ammo and armour or fit point defence to your ship nearby and it’s a doddle. Dav’s hope for materials, the guardian shrine for other collectible tech.
@@Arkalius80 It was actually fun for me.
@@georgemorley1029 Why am I the only noob who has had fun doing everything in the game? Nothing has really been a pain in the ass. I guess because I'm just playing and enjoying the game for its own sake.
Thank you so much for your videos! I continue to learn from each one. This one was my favorite so far. The way you explain things allows me to use your builds as a template and make my own person changes without any secondary research. Keep making videos and I'll keep watching! o7 CMDR
Right. I like videos like this give a detailed solid base line and we can tweak it from there
I had a 99% engineered exploration Anaconda but I accidentally sold it while drunk... ah well.
It happens.
I feel for you bro. Whelp- scav a ton of goods from lockers in settlements and you'll make millions.
Use the Materials Tracker (odyssey settlement farming) to quickly show a list of all the irrelevant goods you can sell, (you end up gathering easily tens of millions of credits worth after a few runs in settlements).
The materials tracker also shows real-time stats on best runs and locations for literally everything in the game. (on the Odyssey tab, anyway). Some settlements are deserted, find a holiday resort, so there are tons of rooms with lockers.
Nice... after all this time I may finally have to get myself an Anaconda (I'm too far from Hutton for a free one 🤭). It'll be hard putting my trusty Asp in mothballs though (she's called "Just Put It Over There" and I hope she doesn't get upset... we've been places and seen things you would -not- ...easily(!) believe). In a few months (probably), when I get back to the Bubble, I will be following your guide, thanks. (I like the idea of taking some mining equipment along... nice touch)
If you have empty utility slots, a pair of grade 5 lightweight heatsinks will give you 6 ammo rather than 4 and save 2.2T of weight. That equates to 0.23 ly extra unladen range.
The explorer build is exactly what I want thanks a lot
Been waiting for this video for a soem time.
You can save a lot of weight by not sacrifice noticable benefits if you take a 5D thruster and a 3A shield generator. But since we are gifted with the modified 5A Frameshift from the broker the Krait Phantom is much more comfortable for long deep space travels. There is only a little gap in jump range but the Phantom can jump more jumps in a row. And for me the Phantom is much more chilled to fly.
Since I was running out of fuel in the middle of nowhere with my Anaconda I feel a cold and hot shower down my neck when I hit the third star in a row without the possibility to scoop fuel. And if you fit an additional tank in the Anaconda to get one jump more the Phantom may jump further.
Who the fuck cares with a 7a fuel scoop you touch a star for 3 seconds and your full
Love it, gonna give this build a shot. Would love to see your take on a combat krait next my dude!
Krait Mk2 is pretty badass, with all those slabs of dense metal packed in there. When my shields go down, I just keep on fighting. Krait shrugs it off like it's nothin. Gotta pop those heat sinks tho. And pack an AFMU. Mine slings a couple of Imperial Hammers and Miniguns. Engineer those hammers and they'll know about it when they get hit. (I don't have to lead with the Hammer Rails so it's just point right at 'em to dump a ton of thermal load up their ringpiece).
Great build Astro! Thx. Just got back from collecting Guardian relics for the CG, in my Jump-O-Conda (top 25%). Our theory-crafting philosophies are quite similar. 🙂 o7
I have hauler build I couldn't do it on other ship expect type 9 I have shield and fuel scope and fuel tank and guardian frame shift booster and vehicle hanger with 60LY jump and I can jump almost 1000LY without needing to fuel my type 9 can go for 3200 LY without needing to fuel I love this build
Perfect timing as I was just finishing off a similar build design. I cut down on a bit more weight as I didn’t think I’d need such a big cargo space for synthesis materials and I didn’t think a refinery was needed for these but I may be wrong?
No you’re right. No need for the refinery. Limpets are synthesised in 4’s so that’s all the cargo I bother with.
The mining equipment is heavy as fuck man screw that you dont need it
Nice video:) And thanks for the build. I could not have done it better:)
nice with the green paint.
I recommend 2A overcharged powerplant and 3D shield for a pure jump build.
You shouldn't need a shield.
@@frankshailes3205 I need a shield for landing in difficult spots, and then you don't need repair limpets, just afmu for repairing fsd etc.
@@agingerbeard If you're landing then you need an SRV too, probably, and that's cutting into jump range then. Not a bad way to explore, but far from a "pure jump build".
@@frankshailes3205 you're right I should word that differently
I didn’t know you needed a refinery for getting a decent amount of engineering materials from mining, I thought all the engineering materials from mining was from the occasional little bits that drop off the rocks that you don’t need the refinery for.
I’m gonna need to go test out if you get some from the commodity ores too, but cool if true, learning something new about this game every day.
On your exploraconda your using mining gear to presumably (because you said so) collect materials for synthesis, but if your just dumping the cargo anyway why have a refinery. The limpets will still collect the iron, sulphur and whatever else gets blasted off the rock.. they dont need to be refined.
I was wondering about that too, I wonder if you get some passively from refining ores as well? But I didn’t think so. I think i’ll test it out soon.
@@ChemoorVodka If you can do mapped mining that should be enough of a control to compare the results.. Im not very good at it myself.
This is my build I am currently exploring deep space with: s.orbis.zone/ee2q
3A PP, 5D Thrusters, 4D PD to save 34.4T while still being able to boost and have the most essential stuff online. No refinery or prospector limpet needed because you dont mine ores, you just want the materials. Of course heavily engineered, especially the PD as it needs to be close to fully engineered to be able to boost.
Correct me if I'm wrong but you don't need the refinery at all if you just have a prospect and collected setup the prospect will gen more mats and without the refinery the collectors will ignore everything but the iron and selenium and whatnot
I think you’re right about not needing a refinery, unless you somehow get some extra materials from refining ores. Does a prospecting lumpet make you get more engineering materials though? I thought it just tells you about the asteroids?
I’m surprised you don’t have a heat sink launcher on the jumpaconda build. Synthesizing heat-sinks uses some farly rare mats so I carry two launchers. Also which engineers are needed to achieve this build?
Great video! What about Monstered Power plant having bad heat management, is it affects Scooping Fuel? Making it harder?
Love the Explorer build,going to take this and add to my Conda.But quick question,if we’re just mining for materials,why add the refinery? Love the videos as always!
I think you don't need a refinery for materials, but unless you want to scoop those mat manually you need a cargo rack to store limpets
Yeah i'd like to know this too, i carry a mining laser but no refinery and now I'm wondering f I made a mistake, haven't had to refill mats yet so i dunno.
I'm pretty sure you can collect materials without a refinery.
If I remember correctly, you only need a refinery for collecting raw materials that are classified as a commodity,
@@petezzzz What materials are classified as commodities? I thought materials and commodities were two completely different things.
followed the plan and got my Anaconda to 80/84 LY, Travel mode. Wondering though, what the Anaconda has over the Diamond Back Explorer if fitted out similarly for Explorer mode?
for my explore-a-conda i use 4c fuel tank which gives me 16t of fuel but i have a extra 3c fuel tank in the optional giving me a total of 24t which is enough for 3 jumps
Did you forget the thruster trick? You can get stripped down to apply IF you use another ship to take the 4d to engineer clean1 and then drive distributors, then bring your conda... install those drives and change the experimental to stripped down. This will drop another .4 tons.
Cant seem to make this work to much mass still need tonlose about 40 tons
@@danielstokker Use this as a guide... ua-cam.com/video/K6NO6UL5bhY/v-deo.html
As a comparison with the sums we work without filling up and the material values that would be added for the engineering, you have spent so much money that you could pay off the national debt of several island states in the Caribbean and Pacific.
And that's a cheap anaconda.
thanks now i can explore good
Very helpful Thank you xx.
I'm debating on throwing a size 6c fuel tank on my neutron Conda
Getting off and back on the highway is the biggest time sink
yes worth it
Many people ask for non engineered builds. I understand that for many, to grind is a huge pain in the A. But the reward feels really great. To not engineer is wasting potential in my opinion. But maybe is because I actually enjoy the grinding process. I repeat, not hating here, I absolutely understand why grinding is so tedious to so many people. I even joke a lot about grinding. Is just that, to me, grinding is the gameplay in itself. I like to pilot different ships depending on what I have to grind, I like to grind on combat, signals, settlements (abandoned or not), raws... I really like it, and as I said, to me the reward feels worth it.
Maybe I am weird... 🙃
May have been said before but in normal space your fuel scoop is useless anyway so you might aswell disable that
Euhhh no because its us3d to damn often
If your AFMU is at 0% and you use reboot/repair to bring it back online, you can use it again just fine without errors. So you wouldn't really need to bring a spare one right?
It might keep failing, if the % is too low...
@@kalel015 Not when I tried it. Did you try it with an AFMU yourself?
Already done a 82ly annaconda:)
I like a second fuel tank for less frequent refuelling
Nice intro!
Great build guide and tips for power management. However, I so much prefer my exploration Krait Phantom. All kitted out with the necessary modules and with the limited edition FSD I still get over 70 LY range. Plus it’s easier to land! 😀
Do you really need a refinery to collect material from a ring? or do you fit it just because you already mining and it's nice to have the option to sell what you get?
You dont need a refinery to collect mats... Only minerals or metals.
Heavy duty engineering does not add mass to light bulkheads because the mass increase is % based and the mass of light bulkheads is zero. 2*0 is still 0.
Yep exactly.
I literally built my first one last night
Thanks ^^
Question…if you’re just wanting to mine for engineering materials, do you still need a refinery?
No. Engineering mats don't need a refinery. You just pick them up.
Can I ask why you put the refinery on? I don’t think you need one to collect engineering mats that you laser out of asteroids.
what "website" did you hypothetically build this?
I am confused, without cargo bay we will not have the chance of store discovered materials etc. Right?
Quick queation..used exact same set up but cannot get boost? I only engineered the fsd so far
Sorry. What is the correct name for a deep-space exploration ship?
I don't have enough compartments on the Anaconda to accommodate all the research equipment.
What ship skin was that on your Anaconda?
Most likely the azure skin given to people who owned horizons prior to it being fused to the base game
The "Enhanced Low Power" engineering blueprint makes shield generators lighter . . .
Thats how i have a 900 kg or 0.9 ton shield
I left Eve online on my pc and just installed Elite Dangerous for my Xbox one and was wondering is it possible to set up a Anaconda for flying around and exploring the galaxy and every now and then stop and do some ship salvaging or bounty hunting?
I guess you could make a ship like that for short exploration journeys, but all the equipment needed for combat will tank your jumprange. If you are in deep space you won't have anyone to shoot anyway.
How about a Rat-Acanda build?
You had a haircut!
Mate. Can't you remove your picture, when showing spread sheets, like the one at 1:23?
What software are you using to plan the build?
He who's most expensive ship is a Federal Dropship: interesting
Join a squadron and do credit sharing. Also just mine. Most fun and relaxing way to make money. You could always do Robigo passenger runs but those are mind numbingly boring. Mining is so much more fun and feels like something the game was actually created for other than being a glorified bus driver.
@@cane870 I've never understood mining, it takes so long to make money, compared to hopping on inara and finding a trade route that gets you 5-30mil round trip for a 2 jump route
Is Sothis system the farthest out I can explore on this side of the Galaxy? all reddit and tutorial videos is about grinding cargo, data etc... I have been at Ceos-Sothis ranking up and gaining credits for a while, I'm ready to explore but no info on where to go next from here, do I have to head back and travel to Sol then beagle point to explore far..
Sothis ceos is one of the most isolated sytems in the bubble (there are a few other sitting out on their own - usually good for cargo and ranking missions as you mention because of tehir isolation). Further out there are mining stations and a few other research bases - check the california nebula, similarly there's a highway of stations/outposts to colonia which is the next big inhabited area. Outside of that then you're largely into uninhabited space there are somethings out there like the research stations from the Salome mystery etc. and some peramently positioned fleet carriers). Then there's all the natural phenomena and biological life to find....
What is the paint job that you have applied? I don't see it anywhere in the available options. Was it a limited time special or something?
I'm guessing it was the Stygian green.
I wonder if poor Jimbo ever made it to Colonia...
So uhhh i dont know if anyone else tried but installing a 4D will not work because the drives are only usable after experimental effects are applied and the game will not let you install a thruster where it cant move your ship at all
Edit: You have to take a different ship to engineer a 4D Thruster for Clean/Drive Distributor then come back and swap on to the Anaconda for the Jumpaconda fit
Yeah that wouldnt work for me my weight is still to high
Im Flying with one more reserve fule Tank. I ceep that one empty all the time. its only there if i need to refule my wing man. (The reserve tank is the sice of his fuletank)
Would running 7A thrusters help at all with high gravity landings or is it wasted mass?
Thruster size and capability does not affect how safe you are in heavy g landings.
Of course it would help, but I think its wasted mass. With my current build a 5D Thruster gives me 233m/s with 311m/s boost. A 7A Thruster would give me 267m/s max speed with 356m/s boost, while reducing jump range by roughly 7.5LYs. Both fully engineered for clean drives and stripped down. Most of the planets you encounter arent high G anyway.
i also read somewhere that turreted mining lasers give twice more mats that fixed mining lasers, i don't know is true, someone can confirm? (just looking to improve that great build you shared D2EA, THANKS!)
Edit: grammar
I got bored trying to get the guardian booster and other engineering stuff and settled for about 47-52LY jump
Yeah. To be honest the only things I would recommend are necessary are a guardian fsd booster and an engineered fsd. Everything else can be had but will lower your jump range to like 57 ly
@@cane870 hahaha you guys are forgetting one huge rhing that can win you about 5 LY fully engineered to lightweight the scanners every level takes of about 10 tons of mass
@@danielstokker true but if you’re exploring the better scanners help a lot
I can't mount 4D thrusters enginereed, i can't understand why...
Me neither. Did you figure it out?
@@cupotea1238 Nope...
@@Drakadia engineer the drive in another ship and then tansfer it to conda :)
Point defense for guardian sites! :)
I wish I could have a fighter with an srv bay so I could land in places that my anaconda won’t fit
Hmm how about a non engineered version of the Explora-conda??
I could give you a link to my build, but without engineering the FSD it jumps about 40ly...
Honestly, it's not really worth it. You're really gonna want that excellent engineered jump range + an fsd booster. (The second one is easier to get)
For some reason it's not letting me fit 4D thrusters.
Same im fine tho with bigger ones but i still need to droo 40 tons off mass and i just cant get myself to do it either it be engineering or remov8ng modules
HONK!
Can someone tell me what I'm doing wrong, I'm mining and I found a Platinum hot-spot but I've scanned over 50 rocks, but I haven't found one piece of Platinum, I took me 34 jumps to get there lol
Stop fucking mining go into combat
Are you using prospector limpets?
Thanks, but how about a non-engineered ship build?
ua-cam.com/video/QKJbPpjSa3U/v-deo.html
No mining equipment. 2g hangar. 8t for repair Controller + limpets? 99% of the time it is only dead weight like the mining stuff. 2 repair units are cool, a 7b fuelscope is very fast and slightly less powerhungry.
Why a refinery. You don’t need it if your just going for materials. Just use the ignore list before you fire off collectors
Hello!
ill be square with you here... i watched the entire guide... and none of this helped me at all.. i actually cant believe something like this exists..
Jumpacondas are useless and not really enjoyable ships. Plus in exploration you are not in a hurry....the most stars ar ewithin 5-20 ly distance. High jump ships are needed if you want to go to a spesific place fast, like in mats place.....
High jump range is actually a good thing for your exploraconda as it has two benefits besides the obvious longer jump. One, smaller jumps use less fuel, so economic routing can allow you to travel further on a single tank. Second, if you like to travel where the stars are a little more sparse, then you can reach more distant stars before you have to hit your jumponium supplies.
@@phxhawke I prefer to equip my anaconda properly and 40-50ly are more that enough.I don’t need to get to a far away star when there are bazillion stars next to me...
@@Jimarass I have a fairly well-equipped anaconda that can do jumps in the low 70s and it is fairly well equipped. It is also the one I took on DW2. Here is the build s.orbis.zone/74gy
@@Jimarass what if i told you you can get 81 LY fully equiped with the new double engineered fsd's
@@danielstokker how do you get them?
I just bought this ship and I have 60 milions left in my pocket and have no idea what to do with this ship how to fit him to start making my money .............
Hmm My AspX has 65 LY range. With 2 AFMU's, a hangar with SRV, shields, all scanners and a docking computer. The only thing engineered is the fsd and life support. I would never go with an Anaconda for exploring. The handling in supercruise is horrible.
I think that's why a lot of people go Krait Phantom. More and better internal slots, and a higher jump range once sensors are lightweighted. The only downside of switching to a Krait is the loss of that fantastic panoramic cockpit view in VR.
o7
f..ing confusing
ok time for me to buy star citizen, this games done for.