Are Engineered SCO FSD Drives Worth the Effort?

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.
I think you mean that your DBX had a pre-engineered 5A FSDv1?

The difference between that and the fully engineered 5A SCO is about that with that ship.

The nice thing is that you get the SCO capability without having to compromise on jump range.
 
They're best-in-slot now.

It's eking out the double pre-engineered FSD from the Colonia Bridge CG in terms of jump range.
And you get SCO on top of that.

Sirius Corporation's board of directors now has to explain to their shareholders why, in the span of just one month, they not only lost a monopoly but also are selling the worst product on the market...
It would be hilarious if, after we've spent time and materials to engineer these SCO drives, Sirius comes back with their own, more advanced version 🤣
It was a good move from FD, actually, I'm in the process of upgrading my fleet :D . Not enough materials, though...
 
i bought a 5A SCO and engineered IR/MM, just for compare against 5A FSDv1 (CG double eng FSD IR/Fast Reboot) with MM.

View attachment 392220View attachment 392221

View attachment 392222View attachment 392223
Thanks for the above, I currently lack the materials to do a 100% G5 IR blueprint.
What I find particularly notable is that the SCO FSD has a lower thermal load (because neither the IR blueprint nor the MM experimental effect increase it). For many builds this means the SCO FSD will get me not only a slightly improved range, but also no overheating while charging.
 
It would be hilarious if, after we've spent time and materials to engineer these SCO drives, Sirius comes back with their own, more advanced version 🤣
Same thought, GalNews narrative about a competition between corporations and cross-alliance between FSD and Ship manufaturer... i see CG in our futures :)

as side note: do not sell your C rated SCO, the price (and rebuy) got a big increase now and C rated SCO, on datasheet, seem more thermal efficient of A in SCO, i have not tested yet, so don't take it as verified information.
 
Thanks for the above, I currently lack the materials to do a 100% G5 IR blueprint.
What I find particularly notable is that the SCO FSD has a lower thermal load (because neither the IR blueprint nor the MM experimental effect increase it). For many builds this means the SCO FSD will get me not only a slightly improved range, but also no overheating while charging.
You are welcome, another note is that "extra range" of SCO is due at extra fuel usage per jump, like a "deep charge" experimental... SCO are hungry on fuel in all aspect. :)

1715105180127.png

1715105360264.png
 
I think you mean that your DBX had a pre-engineered 5A FSDv1?

The difference between that and the fully engineered 5A SCO is about that with that ship.

The nice thing is that you get the SCO capability without having to compromise on jump range.
Yes, you are right about that. I should have thought about it and said it. Let's face it, if you have a shuttlebus or an exploration ship, why wouldn't you fit the pre-engineered FSD.
 
You are welcome, another note is that "extra range" of SCO is due at extra fuel usage per jump, like a "deep charge" experimental... SCO are hungry on fuel in all aspect. :)
It’s not all due to the extra fuel per jump, though; the Optimised Mass is also slightly larger.
 
It’s not all due to the extra fuel per jump, though; the Optimised Mass is also slightly larger.
You are correct, my note was to highlight that more fuel per range (like Deep Charge) mean longer jump but less overall range without refuel, and comparing a 5A FSDv1 vs 5A SCO IR/MM you have "fuel per jump" 5.0/5.2 and Opt. Mass 1856.4/1894.1, percentage-wise "fuel per jump" has a much greater impact.
Then all math can be wrong because there is always FDevs "secret numbers" that ruin all thorycraft.
 
Put a 5A SCO drive in my Chief--I love it! Slightly higher jumprange than with v1 FSD (29.57 vs 29.46) and the boost already proved useful while flying back from the engineer through brown dwarf field: couldn't scoop and the station in the last system I could jump to was 12 kls away, a detour of seconds instead of minutes. Also getting away from a star after scooping is a breeze, just a second-long boost and you get away from the heat zone, ready to charge for the next jump. Very useful for exploration. Overall this is the best way Fdev could have ever handled long supercruise times. No immersion-breaking number tweaks, no in-system jumps, no huge downsides--just a new ability that takes a little care and skill to use properly. Well done!👏

Now to wreak havoc in the neighboring system pulling some hapless NPC-s from supercruise:devilish:
 
You are correct, my note was to highlight that more fuel per range (like Deep Charge) mean longer jump but less overall range without refuel, and comparing a 5A FSDv1 vs 5A SCO IR/MM you have "fuel per jump" 5.0/5.2 and Opt. Mass 1856.4/1894.1, percentage-wise "fuel per jump" has a much greater impact.
Actually, having run the numbers through EDSY, I see the slight increase of the Optimised Mass has a larger effect than the proportionally larger increase of Max. Fuel Per Jump, because the former has a non-linear relationship with jump ranges. See this very old post.
Then all math can be wrong because there is always FDevs "secret numbers" that ruin all thorycraft.
True, but as far as jump ranges are concerned, I believe all the relevant numbers are known and have not changed for a long time.
 
Couple of questions,

1, Is there any significant difference in boost performance between the A and the C drives?

2, Have the heat and stability issues been improved while under boost?

Out in the black and wondering if it's worth jumping back or not:)
 
Actually, having run the numbers through EDSY, I see the slight increase of the Optimised Mass has a larger effect than the proportionally larger increase of Max. Fuel Per Jump, because the former has a non-linear relationship with jump ranges. See this very old post.
i know, ship mass is key value, Deep Charge is effective for FSD of size 4 or less, as example: useful on a Dolphin but not on a DBX, same for some experimental on thruster on small ship (very low mass) with better result with drive distributor instead of "standard" drag drive, etc... said so, time to time is wise to verify because Fdevs already changed rules and old post became deprecated. Hope EDSY will be updated soon with right values to do some theorycraft on builds.
 
Back
Top Bottom