Appalling jump range - Mandalay

So it looks like 26 light year difference then, That would net me 78. I want the 91 that the YT guy got. I have an ASP that can jump 78 and an Anaconda that will beat 78

Then do it the way hard core explorers do. Undersize your power plant and every conceivable module possible. Apply G5 lightweight engineering to almost everything. Load up the Guardian FSD boost module and G5 long range + mass drive experiential effect your SCO FSD. Discard anything you don't need.

That's how they got the 91ly range. The Mandalay isn't an insta-win. You need to work at it.
 
This is the build for my mat' gathering Mandy: https://s.orbis.zone/qOVn

This is the build for my daily-driver Mandy: https://s.orbis.zone/qOVp
I got 50 LYRS with those sized modules... I think I got a bug
My brother in Raxxla, engineering the fsd
is the most crucial part in increasing your jump range. Also did you downsize your fuel tank as well?
No, I have not downsized my fuel tank and probably if out in the black I would carry a spare tank in a 3 slot (cause I am stupid) but the point is I am basing the design on a 91LYR build. I will run it in the game and probably get 80+ with expedition fully fitted, but first I gotta get to 91.
Fully aware the FSD to jump range but currently way off target.
 
I stopped the engineering freight train as I ran out of time, only thing that not been to an engineer is the Grade A size 5 SCO drive, everything else is. PP 2 D overcharged max and stripped down. 4 D Dirty maxed stripped down............Engineering at its finest :)

Well, if I build (in Coriolis) the most tinfoil Mandalay I can, with a 5H FSD Booster, it'll jump 62Ly without an engineered FSD.
If I then engineer the FSD that increases to 91Ly.

Seems like you should probably apply some engineering to the FSD before concluding that the jump range is "appalling". (y)
 
.... except you skipped most important part, why? Well, at least we've discovered why your jump range is "appalling".
Sorry, as mentioned to someone else, I had to leave my game to go somewhere else, I do have a stock grade A SCO and concerned and a little despondent that I am at 52LYRS. Trust me I am still appalled :) I don't believe I will get 39 LYRS more from engineering an A drive. Hence my call.....
 
Well, if I build (in Coriolis) the most tinfoil Mandalay I can, with a 5H FSD Booster, it'll jump 62Ly without an engineered FSD.
If I then engineer the FSD that increases to 91Ly.

Seems like you should probably apply some engineering to the FSD before concluding that the jump range is "appalling". (y)
So you get 62 without, I get 52, see the problem, I'm at tin foil!
 
I stopped the engineering freight train as I ran out of time, only thing that not been to an engineer is the Grade A size 5 SCO drive, everything else is. PP 2 D overcharged max and stripped down. 4 D Dirty maxed stripped down............Engineering at its finest :)

To "engineer" something on a ship doesn't mean going to Outfitting and taking the lightest componets, 2D etc - it means going to recluse experts called Engineers at their bases on other distant worlds, where you apply their services to enhance outfitted equipment, reduce weight more, or add long-range performances.

Have you ever visited any of these people?
Do you know of them at all?


if not, oh man you're in for a nasty surprise and have a long way to go...

..
 
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Sorry, as mentioned to someone else, I had to leave my game to go somewhere else, I do have a stock grade A SCO and concerned and a little despondent that I am at 52LYRS. Trust me I am still appalled :) I don't believe I will get 39 LYRS more from engineering an A drive. Hence my call.....
Engineering the FSD is the single most important thing for increasing jump range. Undersizing and lightweight engineering everything else will do almost nothing in comparison.

I haven't bought a Mandalay yet, but a stock A rated SCO gives my multirole Cobra V a 28.65ly range, and engineering just the FSD boosts it to 41.2ly.

The titan drive FSD (which has both the increased range and fast boot blueprint effects at once) I actually use on it gives it a 44.43ly range.
 
Engineering the FSD is the single most important thing for increasing jump range. Undersizing and lightweight engineering everything else will do almost nothing in comparison.

I haven't bought a Mandalay yet, but a stock A rated SCO gives my multirole Cobra V a 28.65ly range, and engineering just the FSD boosts it to 41.2ly.

The titan drive FSD (which has both the increased range and fast boot blueprint effects at once) I actually use on it gives it a 44.43ly range.

I just bought a Mandalay a couple of days ago. Moderately tuned up, with a shield, with a 4G Vehicle Hangar (so I can have 1 of each type SRV), and the Thargoid FSD I get 78 ly jumps.

I'm considering putting in a passenger cabin for those "take me to a system eleventy-thousand light years away" tourist trips. They are usually pretty interesting places, and I can also get exploration data on the way too and from.

 
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