Increased FSD Range

Lightweight Life Support

Low Emissions Power Plant

Dirty Drive Tuning

Charge Enhanced Power Distributor

Heavy Duty Armour

Shielded AFM/Fuel Scoop

How do you carry as many tons to Colonia as fast as possible? Using this route C'tri has found that the optimal laden range is around 37.36-37.46 ly right now and with an efficiency of 52-53 the long range route planner returns a route of 246 jumps using all our known neutron stars (with more mapped this will hopefully still improve).A lower range and different efficiencies will quickly increase the required number of jumps (300,400,500) and a higher range has you carrying less cargo than you've got space for (without decreasing the required jumps proportionally)Including refuel jumps I just did it in 284 jumps today, the specific ship being this Anaconda (bought and modded this weekend - never had one before).That'sone ton delivered per jump. Replacing shields and scanners with more cargo as well as getting a better modification on the FSD I may actually achieve thatModifications in order of importance to increase the amount of cargo you can carry at the optimal laden jump range:(obviously)And that's it. You can entirely go without anything else that may give you a primary mass reduction effect.A 3D shield for example is generally lighter than a 4D low power enhanced shield and a 3D low power enhanced shield won't cover the hull.you need to consider safety as well. Lost cargo or losing the entire ship won't help.Order of importance is a little less straight forward here, so I will instead point out what exactly they are preparing you for.Putting this on an already A rated power plant pretty much purges any need for heat sinks and allows you to scoop at maximum rates.Most important to protect your hatch from heat damage and subsequently loosing cargo.It can also come with a secondary mass reduction effect (I got lucky there).A low grade will suffice as higher ones will loose you too much power output.andThis may be a little less obvious, but you are dealing with extremely dangerous magnetic fields and plasma jets. You can get knocked unconscious even through the frame shift bubble and our systems not being made for operating beyond safety limits you may be emergency dropped in the worst possible location: the jet cone. Now there is a frontier towing support service that can get you out of there if you manage to call it. They've retrieved ships two days after the crash, miraculously saving the pilots.Pull yourself together as soon as you regain consciousness and calmly engage your FSD to super cruise as soon as possible. Try to rotate away from the star as best as you can and then start to boost and trust your ship. Depending on the intensity of the neutron star you will escape with a sliver of canopy integrity left. Get out into safe deep space. Drop. Lick your wounds. Enjoy the well deserved super charge.I am not sure how much difference these make in the event of a jet cone crash and for the shielded modifications you may be running into power issues anyway. So these aren't very critical.Further things that may help:Just like in normal space your ship reaches maximum rotations in super cruise at 50% throttle.Instead of flying away from the star through the cone you can just as well fly perpendicular to it and park your ship inside the wider part of the cone until it is super charged (throttle down early enough to reach minimum speed just as you enter it). This is often safer as you are keeping a larger distance to the exclusion zone and get back out faster as well. Also most neutron stars are aligned with the galactic plane, so you will have an easier time already facing your travel direction.If you drop into the exclusion zone of a star (not fighting with a jet cone) and are having trouble getting back into super cruise without overheating, turn off the shield and potentially other high heat generating modules that aren't required to get out (you only need FSD and thrusters). Your dirty drive + low emissions power plant combo should generally still not require you to have any heat sinks.If you arrive at an extremely large and violent neutron star there must be another star very close by. Scoop it if you can to safe yourself a refuel detour.Interestingly the flight assist can manage to keep your ship perfectly stable flying through a neutron jet cone if you engage your external camera telepresence before entering it. This can be useful to fly all the way through extremely large cones at maximum throttle. It also seems to apply to calling up the galaxy map telepresence, however this appears to increase the likelihood of falling unconscious - so while it's a lot faster to overlap your super charging and navigating time intervals I would not recommend doing it on a critical journey.Keep an eye on your fuel gaugeFSD integrity. Module malfunctions start at 80% and may drop you into normal space (causing more damage), so drop in a safe location before that and repair it.Also keep your canopy and cargo hatch repaired at all times. Don't loose yourself or your cargo. Everything else can be repaired as needed.One question I'm not willing to test for myself right now: do active shields help to reduce normal space jet cone damage? That would be handy to know