The new SCO Drive and it's jump range...

Do you believe that the store should only sell "A" rated modules? Obviously the remainder are strictly inferior to those!
You clearly lack reading comprehension:
No. "strictly inferior" means "objectively worse in every possible situation". And when comparing FSD drives with FSD drives, it means "every number is worse than or equal and not all are equal."
End of Discussion for me.
 
In no way will SCO be useful on my barge that only does a few Mm stints between my carrier and a station loading/unloading cargo.
With all respect but can't agree with that. Depending on FC/station orbits, which we can't control, a short boost with good timing can save quite a time for multiple runs. Not the greatest miner though, probably as you said the SCO doesn't make a big difference there.
Though the best would be phasing normal FSD-s above grade D out and offer a like-for-like swap to engineered SCO drives at Felicity's.
You see, what the whole idea of the SCO FSD is? To make the game more appealing by solving one of the oldest issues - long supercruise travel, and the solution we have is good indeed. But players don't have to deal with any side effects, especially old players with thousands of hours shouldn't bother with replacement dozens of their FSDs. FDevs have to do that.
 
Not the greatest miner though, probably as you said the SCO doesn't make a big difference there.
That would depend on where they are mining, within the bubble a miner has still got to get to a station or carrier with his haul before he is safe and most miners are not flying the most combative ships.
 
With all respect but can't agree with that. Depending on FC/station orbits, which we can't control, a short boost with good timing can save quite a time for multiple runs. Not the greatest miner though, probably as you said the SCO doesn't make a big difference there.
That would depend on where they are mining, within the bubble a miner has still got to get to a station or carrier with his haul before he is safe and most miners are not flying the most combative ships.
Usually my carrier is just a few Mm away from station/hotspot, and SCO doesn't really make things faster unless I somehow end up very deep in the gravity well of a gas giant (hasn't really happened) or the destination is behind the planet (and the planet has a deep gravity well; a usual small rock barely affects travel time if you follow the fastest, not shortest, route). Normally I have to be very careful with throttle not to overshoot wherever I'm going--with "legacy" FSD-s. SCO would just result in an immediate overshoot. Anyway, non-engineered C-grade SCO drive is good enough for these use cases and generally replaces a non-engineered (or maybe G3) class A legacy FSD, if I see the need.
You see, what the whole idea of the SCO FSD is? To make the game more appealing by solving one of the oldest issues - long supercruise travel,
Not a problem for me, personally. I quite like flying my spaceships. SCO makes some things much easier, mainly interdicting other ships or avoiding thargoid interdictions, but I don't use it often for normal travel.
My Python miner (which is on my FC, just in case) has a single large weapon, sometimes, so not a lot of use against even the most incompetent NPC pirate.
It does have reasonable armour & shields though.
Good shield and armor make a fine hardpoint themselves🙃
 
True...
My Python miner (which is on my FC, just in case) has a single large weapon, sometimes, so not a lot of use against even the most incompetent NPC pirate.
It does have reasonable armour & shields though.
None of mine are armed, but I don't normally mine where weapons are needed.

Armour and shields - Yes, some of them rocks can catch you unawares.
That's why my miner is a T10. 5 mining tools to play with and still 4 large guns to defend myself.
Great within the bubble, but I use Krait mkII or Python for cores/ssd and Type 9 for laser, prefer the extra capacity.
 
Armour and shields - Yes, some of them rocks can catch you unawares.
I remember in the LTD / Void Opal heyday, a friend of mine filling his Cutter with Void Opals, messing up his exit from the asteroid, playing pinball with 3 asteroids, then going pop, VO's included... Despite being warned about flying shieldless (and with no armoured bulkheads) the extra cargo capacity was too tempting...

Once the cussing had stopped, it was a trip to fit & engineer a shield... He never had the problem again. (and did have several collisions afterward)
 
Hi. sorry it is probably in here somewhere but I can't find it. has anyone tried fitting an A rated engineered SCO drive to a type 9? am just wondered what it does to max range Vs a fully engineered standard drive?

(range as well as heat generation).
thanks.
 
Hi. sorry it is probably in here somewhere but I can't find it. has anyone tried fitting an A rated engineered SCO drive to a type 9? am just wondered what it does to max range Vs a fully engineered standard drive?

(range as well as heat generation).
thanks.
+20ly for me on mine*, 261 becomes 281, laden 151 becomes 163. No difference in heat that I can see, but I do use a low emissions power plant.

*Assuming both are Increased Range Mass Manager
 
With all respect but can't agree with that. Depending on FC/station orbits, which we can't control, a short boost with good timing can save quite a time for multiple runs. Not the greatest miner though, probably as you said the SCO doesn't make a big difference there.

You see, what the whole idea of the SCO FSD is? To make the game more appealing by solving one of the oldest issues - long supercruise travel, and the solution we have is good indeed. But players don't have to deal with any side effects, especially old players with thousands of hours shouldn't bother with replacement dozens of their FSDs. FDevs have to do that.

Seconded. SCO is so important, because it reduces the boring long travel time where the player does nothing other than stare at the screen while the ship goes to 1 destination point for 10-15 minutes. This turned off a lot of potential players. If we had ship interiors then we could do stuff inside the ship, but we're still glued to the pilot seat.

My issue is that once engineered, that new A-rated SCO Drive has MORE jump range than a the Pre-engineered FSD with Mass manager applied.
This makes all previous FSDs obsolete, I was hoping for more of a meaningful choice between SCO or a bigger jump range.

The old FSD is too slow for in-system travel. It should be retired imo. The Sidewinder that newbies get in the beginning should have a FSD SCO.
 
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+20ly for me on mine*, 261 becomes 281, laden 151 becomes 163. No difference in heat that I can see, but I do use a low emissions power plant.

*Assuming both are Increased Range Mass Manager
I must be missing something.... do you have yours set to a different measurement or something because mine is currently like (from memory) 35ly empty and 21ly fully loaded.

I think my fully engineered max jump range ship is only 70ly.

thanks for the reply however am sure it's me and my pre coffee brain

edit. do you mean 2.0 LY and 26.1 becomes 28.1 for instance?
 
One of my T9's Ice Maiden a Tritium laser miner

Jump min / current / max

16.44 / 21.84 / 22.66 6A with increased fsd range grade 5

18.64 / 24.75 / 25.67 6A SCO with increased fsd range grade 5 deep charge
 
I must be missing something.... do you have yours set to a different measurement or something because mine is currently like (from memory) 35ly empty and 21ly fully loaded.

I think my fully engineered max jump range ship is only 70ly.

thanks for the reply however am sure it's me and my pre coffee brain

edit. do you mean 2.0 LY and 26.1 becomes 28.1 for instance?
When you said/typed Max Range I thought you wanted the Max jump range of the ship, i.e. multiple jumps until fuel is gone, hence 20ly extra range on my cargo T9.
So jump range for me (1 jump) is -

LDN / UNLDN
18.67/31.85 - Old drive
20.40/34.81 - New SCO drive

Sorry for the confusion, pass me the coffee :)
 
The Sidewinder that newbies get in the beginning should have a FSD SCO.
so that they run out of fuel and die after running of oxygen? Even experienced players can hit the SCO accidentally, newbies will do it and will have no idea how to turn it off! the learning curve is already as difficult as it is, piling on will only turn newbies away rather than making the game easier on them.
 
so that they run out of fuel and die after running of oxygen? Even experienced players can hit the SCO accidentally, newbies will do it and will have no idea how to turn it off! the learning curve is already as difficult as it is, piling on will only turn newbies away rather than making the game easier on them.

There could be special limitations on it for newbies. If ED had decent in-game tutorials then most should be okay.

There are players who dislike ED, because the default FSD supercruise is too slow for them. So they don't play long enough to get another ship and don't know SCO exists.
 
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