Are Engineered SCO FSD Drives Worth the Effort?

Fuel really isn't an issue unless you are careless, which is the same as normal flying. And the Heat Damage has been massively reduced with the update. Previously if you just feathered the SCO rather than held it down, you'd still get a big speed boost but without going over 100% anyway.
yeah, I've been bouncing about in-system with a courier just doing odyssey stuff and for regular planets 1600-2000ls apart I rarely get over 90% before it's time to shut it off and start slowing down again.
 
There is still a use case for the FSDv1. You can deactivate it with power priorities to regain that power for other modules, and then have the benefit of the 2 second boot time when you stow your hardpoints. I have several ships set up that way. A combat ship that’s shuttled around by carrier probably doesn’t flat out need a SCO. Plus, distances of 500 ls or less are a bit more trouble than they’re worth when trying to time a SCO boost without ending up doing a loop of shame.
 
Nice!!! That's my fav explo ship so guess I'll be upgrading soon :D

For me it's worth the effort to pick up some of those long range courier (or cargo) missions mostly; looking forward to trying out the P2 where it's easier to point where you want to go with it!
I've been saying for years we need long range passenger and exploration missions, such as person X wants to see Sag A*, person Y needs to be transported with all their belongings (needing cargo space too) to Colonia, or a scientific group sends you out to scan 12 systems in the XYZ region of deep space. Would give a whole new meaning to the game 😞
 
Slightly disappointed that SCOs became best in slot, as much fun as is the whole "Sirius now has to explain how they lost a monopoly AND became the worst in the market at the same time" that O'Roarke mentioned. Would still prefer if engineered SCOs had shorter jump range than standards, so there was some balance in choosing one.

Hopefully Sirius is going to flip a switch on their drives firmware to increase jump range and gain an edge over the SCO in response, claiming that they've been holding it back due to concerns over safety, but the SCO proved reason enough to check their data and do the further testing required to enable the feature.

Or don't, and this is all the prelude for the end of Sirius monopoly with some large scale war coming out as soon as the goids are sent back home.
 
Slightly disappointed that SCOs became best in slot, as much fun as is the whole "Sirius now has to explain how they lost a monopoly AND became the worst in the market at the same time" that O'Roarke mentioned. Would still prefer if engineered SCOs had shorter jump range than standards, so there was some balance in choosing one.

Hopefully Sirius is going to flip a switch on their drives firmware to increase jump range and gain an edge over the SCO in response, claiming that they've been holding it back due to concerns over safety, but the SCO proved reason enough to check their data and do the further testing required to enable the feature.

Or don't, and this is all the prelude for the end of Sirius monopoly with some large scale war coming out as soon as the goids are sent back home.
I agree. From a narrative point of view the approach "These drives have an enormous advantage in supercruise but that comes at the cost of FSD range" makes complete sense.
 
Isn't the point of them that you can travel in Supercruise quickly? Not trying to get more jump range on a ship. They fact that you can engineer them to also jump further than a standard FSD is the final nail in the coffin for the standard.

With all the changed made to them in the latest update realistically the only people who wouldn't benefit from having one is a long range Explorer without a Fleet Carrier.
More LY is more LY. What is planned doesn't matter, it's better without any counterparts, we'll all use that one. As simple as that :giggle:
 
There is still a use case for the FSDv1. You can deactivate it with power priorities to regain that power for other modules, and then have the benefit of the 2 second boot time when you stow your hardpoints. I have several ships set up that way. A combat ship that’s shuttled around by carrier probably doesn’t flat out need a SCO. Plus, distances of 500 ls or less are a bit more trouble than they’re worth when trying to time a SCO boost without ending up doing a loop of shame.
Just find out the speed you have to turn it off by the distance, to time it perfectly everytime.
for example 60c for the distance of 500 ls
 
Last edited:
i brought my cutter to arque to put the experimentals on all drives, and i learned i cannot replace the size 7 sco with any other smaller sco drive, while im still capable of putting a regular 2c fsd on my cutter, this is a bit of a pain but overall im just shocked to realize how good these drives are and im happy fdev finally gave us faster cruise because our time is valuable and anything over 10k ls would be typically be ignored until now
 
Does fully eng class 5 sco (inc. range + mass manager) give slightly better jump range than class 5 fsd v1? I'm thinking on doing a swap on my DBX...

For sur they are better than regular fsd's, which in my opinion should be gone from markets.
 
Okay, so I've bought some A-rated SCO FSD drives for my fleet but, being cautious about grind, I thought I'd just engineer one of them first to see the result.

From the videos seen online it looks like the basic SCO drives have a range of about 2ly more than conventional FSDs.

I engineered my shuttlebus Diamondback Explorer, which with a regular FSD had a range of 73.96ly using Increased Range and Mass Manager...

...but now it's got a range of just 74.18ly. That's an increase of just 0.22ly.

Given the grind in collecting mats for engineering I don't think this is going to be worth it on any ship you already have fully engineered and don't need to scrape the last final bit of range out of 😒

i bought a 5A SCO and engineered IR/MM, just for compare against 5A FSDv1 (CG double eng FSD IR/Fast Reboot) with MM.

1715101593067.png
1715101610677.png


1715101654214.png
1715101685294.png


Yes, it is a bit better for jump range, so if you do not need SCO you can keep you FSDv1,
i will not change FSD to all ships in my fleet, expecially on the ones equiped with FSDv1, but why not on dedicated explorer/exobio for a bit extra jump range and quicker in-system travel, daily run bubble hopper, ships with FSD size above or below 5, because i have access only to 5A FSDv1 and miss other sizes CG FSDs.

(and here come the big) IF engineering rewamp will be less grind and more fun, why not* on all ships in fleet, without a drop about the time I "wasted" in gathering mats for FSDv1 in past.

* the 5A FSDv1 two second reboot could be useful, anyway i saw all Engineering and Experimental modification are available on SCO.
 
from 72.71 to 72.93 on my dbx explorer which is somethin :p, i've seen between 1 and 2 more on other ships, regular a rated fsds are now pretty much obsolete but i have a suspicion that this is just the beginnning and there will be more engineering soon with the reward increases

lets hope we get some module storage increase soon, would be a shame if all the old drives truly became obsolete

edit: 1.81 ly increase on the corvette is really amazing, wish i had that for the distant worlds expedition.
 
Last edited:
Can't test today, but very interested:

ASP
pre-engineered 5A + Mass Manager
vs
SCO A5 Long Range + Mass manager

range, anyone?
tested on my Bubble Hopper with 5A FSD, jump range improved from 70 to 70.17 ly, better but not game breaking (expect having SCO with no drawback), i think most benefit are for FSD with size above or below 5, expecially for small ships that can be alot of fun in SCO, sidewinder, etc...

1715103473689.png


i will test soon on my dedicated explorer (KraitP), but i think the gain will be similar.
 
Back
Top Bottom