Need experienced DEEP SPACE explorers to answer my question !

they have never used extra fuel :)

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worth a check as they could have changed it

Maybe I had a bug in beta, but they always used the same additional exponential fuel requirements that longer jumps have. For me a 100% boost used about 18T in an Asp, more than 3 times as much as normal full range jump. If they removed this or it was a bug, I will be sad, since it was more of a choice/danger mechanic, as opposed to just a pure boost.

Frontier always nerfing the game and removing any interesting bits...
 
Maybe I had a bug in beta, but they always used the same additional exponential fuel requirements that longer jumps have. For me a 100% boost used about 18T in an Asp, more than 3 times as much as normal full range jump. If they removed this or it was a bug, I will be sad, since it was more of a choice/danger mechanic, as opposed to just a pure boost.

Frontier always nerfing the game and removing any interesting bits...

I have only used FSD boost twice. The 50% wanted me to use more fuel than the 100% boost. I can't explain why.

This was during Beta 5, as I got stuck after the 100% boost and was immortal again after Beta 6...
 
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It's currently bugged, so there is no way to know. They are no longer showing the increased fuel calculation when ploting longer range jumps. The blue bar on the fuel tab just shows the last unboosted jump. So someone will have to get all the mats for a fully boosted jump to test this again in 2.0.

OK thanks Kat. I think the whole thing might be bugged then.
 
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Beta 5 or 6


p7amGMA.jpg
 
Dog,
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Is there anything wrong going with a 32t and just not filling it up all the time..? You then have the option for those longer stretches. I take a 32t in my Asp and normally do not scoop a full bag unless I see a bunch of blanks coming up. On the outer edge (or well above/below the plane for that matter), where things get into the >33+ ly range... then it's really time to break out the mathbot and figure relative distances to the next jump after the next jump (should the first be un-scoop-able) so you can figure out if you can make it back :0 The extra jumps add up (figured on max fuel), but when you get into extremis, you will be manually plotting the jumps anyway... not sure an extra jump every 15 is such a bad thing.
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I was only able to test the 50% Boost and found that it did not use any additional fuel during Beta 5... do not know how that has changed since.
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23.7 range --- Kitchen Sink... you're bringing it then, are you? :)
 
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Dog,
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Is there anything wrong going with a 32t and just not filling it up all the time..? You then have the option for those longer stretches. I take a 32t in my Asp and normally do not scoop a full bag unless I see a bunch of blanks coming up. On the outer edge (or well above/below the plane for that matter), where things get into the >33+ ly range... then it's really time to break out the mathbot and figure relative distances to the next jump after the next jump (should the first be un-scoop-able) so you can figure out if you can make it back :0 The extra jumps add up (figured on max fuel), but when you get into extremis, you will be manually plotting the jumps anyway... not sure an extra jump every 15 is such a bad thing.
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I was only able to test the 50% Boost and found that it did not use any additional fuel during Beta 5... do not know how that has changed since.
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23.7 range --- Kitchen Sink... you're bringing it then, are you? :)
Fact is that route plotter always calculate jumps AS IF your tank was filled. So if you have 32T tank, the route plotter will always calculate jumps as if it was filled, 64T would do the same severly nerfing your route plotter range, 16T does the same, increasing your route plotter range.

So there's no need to go around with depleted tanks untill you need to jump on fumes.

Personally i'm taking the 32 with the conda. I've got 38-39.5 and 4 jumps before depletion. 2 jumps before depletion wouldn't be fun for me.
 
Dog,
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Is there anything wrong going with a 32t and just not filling it up all the time..? You then have the option for those longer stretches. I take a 32t in my Asp and normally do not scoop a full bag unless I see a bunch of blanks coming up. On the outer edge (or well above/below the plane for that matter), where things get into the >33+ ly range... then it's really time to break out the mathbot and figure relative distances to the next jump after the next jump (should the first be un-scoop-able) so you can figure out if you can make it back :0 The extra jumps add up (figured on max fuel), but when you get into extremis, you will be manually plotting the jumps anyway... not sure an extra jump every 15 is such a bad thing.
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I was only able to test the 50% Boost and found that it did not use any additional fuel during Beta 5... do not know how that has changed since.
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23.7 range --- Kitchen Sink... you're bringing it then, are you? :)

I now have been testing a fully armed Asp, with top booster(I like their heat management for scooping) and pow dist.(I love my boost on planets) but skimping on shields( A3) , and at just over 30 LY I am very happy with it. Means I can hold my own till my FSD is back online, then I can fly away. Fighting back ,when the other guy thinks you're a puny explorer, has its merits :)
I don't like fuel managing(filling to requirement)
I don't like the map, keeps messing your range with a 32t filled to 16
And if I hop 3 times and miss scoopable, whether I am in a 16t tank or 32t filled to 16, I still need to divert to scoop. Have you got 6th sense to know when to fill to 16 or top it up to 32 ? :D
And Jumponium is a good backup(don't quote this thread when I call the fuel rats)
 
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There have been multiple UI inconsistencies and some with actual consequences, so I am not sure what is globally meaningful and what is a bug that is impacting individuals. Like your SRV hull % status bug for instance. Or the fact that your system map showed in the reserve quality on anarchy systems in beta, which it does not on most computers in uninhabited systems including my own PC. Hopefully they fix all of these inconsistent bugs soon, or we will all be playing different games by different rules.

I don't have a screen shot, but I tested it several times in Betas 2-5 at 100% boost and my entire 16T fuel bar was blue.
 
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Security and convenience, personally.

Me and many others have been out past 65000ly and back with these builds (twice in my case) and have all stated we had no problems, so the security bit doesn't stand up. As for convenience, carrying more fuel means smaller jump range. That's inconvenience in my book, not convenience.
 
Maybe I had a bug in beta, but they always used the same additional exponential fuel requirements that longer jumps have. For me a 100% boost used about 18T in an Asp, more than 3 times as much as normal full range jump. If they removed this or it was a bug, I will be sad, since it was more of a choice/danger mechanic, as opposed to just a pure boost.
I could jump a boosted 70 LY in my Conda whilst using rather less than 8T. I did several boosted jumps in beta and in all of them there was no additional fuel requirement.
 
I could jump a boosted 70 LY in my Conda whilst using rather less than 8T. I did several boosted jumps in beta and in all of them there was no additional fuel requirement.


I guess it was just me then. In any case, the fuel consumption seems to broken the other way now. Plotting a 66 LY jump uses only ~2T of fuel if I plot a shorter jump first. Or maybe it only calculates the fuel consumption now if I actually have 100% boost applied with spent mats, and not just plotted?
 
I guess it was just me then. In any case, the fuel consumption seems to broken the other way now. Plotting a 66 LY jump uses only ~2T of fuel if I plot a shorter jump first. Or maybe it only calculates the fuel consumption now if I actually have 100% boost applied with spent mats, and not just plotted?
You've got to actually trigger the boost to see the effect, otherwise it is just assuming the regular fuel.
 
You've got to actually trigger the boost to see the effect, otherwise it is just assuming the regular fuel.


Well the beta bug is back and I am now seeing the same thing in the release. It makes sense because the fuel we use increases exponentially with the range, so why would it just suddenly increase with the same fuel usage. Oh well, I am sure it's just a bug because I am the only one seeing it:

A 23 LY Jump:

XHvKSYn.jpg

A 58 LY Jump (Notice the HUGE blue fuel bar):

1q116cx.jpg
 
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I now have been testing a fully armed Asp, with top booster(I like their heat management for scooping) and pow dist.(I love my boost on planets) but skimping on shields( A3) , and at just over 30 LY I am very happy with it. Means I can hold my own till my FSD is back online, then I can fly away. Fighting back, when the other guy thinks you're a puny explorer, has its merits :))
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I agree... :) Just thought someone should bring one so we don't have to stock up on paper plates! That saves at least a few tons of unnecessary extra mass.
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Have you got 6th sense to know when to fill to 16 or top it up to 32 ? :D
And Jumponium is a good backup(don't quote this thread when I call the fuel rats)
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LOL - Nope... I am basically tele-pathetic. But I do always keep looking at the next couple or 4 jumps ahead. And there should be plenty of Rats on the trip to help in the local vicinity without having to broadcast to the universe at large. ;)
 
Have you actually triggered the boost before making the second screen shot? If not then all you are measuring is the standard fuel : distance mechanic.
 
Have you actually triggered the boost before making the second screen shot? If not then all you are measuring is the standard fuel : distance mechanic.

I am sure you are right. But previously, when I logged on even today, the blue bar didn't change between the 23 and the 58 LY systems, and now it's showing the normal fuel usage. So it is bugged in either case.
 
Just read title and it looks like a command :D
sorry, please answer my question :)

Like most deep space explorers I have done over 100000 LYs of exploration, but like a large proportion of those, I haven't gone to the end of a galactic arms, or the farthest corners with sparse systems.
32t Vs 16t fuel tank in an Asp makes a big difference in terms of range. I have been testing the smaller tank with FSD Injection as a back up .
With a 16t tank I can do 3 full 33 LY jumps and my last jump can go 23 LY. All these numbers are approximate, but you get my meaning. Standard tanks do 6 or 7 full jumps then on fumes, with 16t you can do 3.

1. How sparsely ,for example ,are scoopable systems on the DW voyage or a galactic arm voyage ?
2. With 100% jumponium(Premium FSD Injection) & full range I have 66 LYs . Is that generally more than enough to jump to a scoopable ?
3. Would 46 LY cut it (23 LY + 100% Jumponium) most of the time?

I know answers to the above depends a lot on X and Y, but I just want a general feel of it, thanks :)

From my experience -

1 - Pretty much ALL systems in the Ceeckia region (Beagle Point region) are scoopable.
2 - 33 max? Or 33 base (full fuel, unladen). Generally, I wouldn't go with less than about 30 base, not because you can't get here, but because you end up plotting 50 jumps to travel fly further than your range.

3 - No. See above. 23 base would be absolutely painful...


Now, if only we could "deactivate" fuel tanks when not needed, int e same way we deactivate other modules...
Z...
 
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My first exploration journey involved a half-tank on my Cobra, as at the time I thought it would improve my jump range. At certain points I actually missed the luxury of having extra fuel to get me through zones of unscoopable stars, and wondered whether I would have been better off taking the full sized tank and flying it half-empty, especially as there were plenty of opportunities to scoop in areas of abundant scooping.

As for arm navigation, I have no idea, as I haven't been that far. I too am hoping that a standard range of some 24LY plus injections (about 24-25 100% jumps so that I have enough in theory to return the same way safely, or hope that I can crawl around in the dirt to find more out there) would be enough to get to the end of DW (either via the current plan or via the long way around).
 
So the feel I'm getting here is run with a 16T tank so the route planner can plot farther and carry surplus Jumponium just in case?
 
So the feel I'm getting here is run with a 16T tank so the route planner can plot farther and carry surplus Jumponium just in case?

There are so many things that is personal with all of us like :
Scoop & skim at 50% throttle(or your usual %) , or is scoop too slow when tank is half full ?(like 16 vs 32 tank, or no scooping after 1 or 2 jumps)
After scoop can you FSD immediately when you hear scoop disengages ? or you have to wait 2 seconds because your temp will go up ?
scoop and other modules(like PP), how fast can you scoop before heat build up ?
16t tank might allow a better power distributor, do you prefer perma boost in a tight situation? or better boost when you are landing/taking off a high G planet ?
and more..................
Whilst in the bubble, get a setup, go out for 1000 LY, then back, tinker, changer, huff and puff and try again :)

I am now testing with 16t , A rated Booster and power dist, range still over 30 !!!
 
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