Info about FSD Injections (boosts)

Here's what I've found out about them from the beta so far. If anyone has some more info to add, by all means, do so!

So there are three kinds, "basic", "standard" and "premium", corresponding to the +25%, +50% and +100% jump distance boosts we found out earlier.
You need the following materials:

Basic (+25%): 2 Vanadium, 1 Germanium
Standard (+50%): 1 Vanadium, 1 Germanium, 2 Cadmium, 1 Niobium
Premium (+100%): 1 Arsenic, 3 Niobium, 1 Yttrium, 1 Polonium

You can store 300 materials, and this is independent of any ship modules. You don't even need an SRV bay to store materials and synthesize stuff. (Maybe your commander keeps the materials in their pockets?) Also, you don't synthesize boosters and store them for later use: rather, you craft them when you use them. When you do that, you can activate only one boost at a time. Note that the increased jump range doesn't come with increased fuel usage.

With a capacity of 300 of these, in theory you could store a maximum of either 100 basic injections, or 60 standard injections, or 50 premium ones. Assuming you get rid of all the other materials, of course. However, even though SRV refuel materials are quite common now, you still might want to keep enough materials for one refuel around, so you don't lose your SRV and become saddled with a useless bay when you're dozens of light millennia from inhabited space.

Speaking of death, your collected resources stay after your SRV or ship is destroyed. However, do note that any cargo canisters carried by your SRV (or your ship) will still be lost!

I'll update this once I craft them and find out how they work in practice. In the meantime, did any other commander do so already, and any leads on where these metals might be found?
 
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Great work, I've been wondering about this. Sounds like the jumponium mats are rather rare so they are most likely going to only be "use when you absolutely have to" kinds of items, which I don't have a problem with honestly. What I'm really wondering about now though is upon use, do the boosted jumps need extra fuel too?

Storing buggy fuel mats is going to be a necessity from the sound of it, the SRV burns fuel really fast.
 
No idea about those yet. However, I did manage to find one source for germanium and cadmium: metallic meteorites. Been roaming on an icy world (common reserves) orbiting a gas giant, and I found meteorites fairly frequently there. Most of the time, they gave carbon, iron and sulphur: more precious metals were less common.
Also, germanium is listed as a "common element" and cadmium as a "rare element".
 

NecoMachina

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Yes, they do. A 100% boost uses 100% more fuel.

Wait, really?!? What's the point then? I was hoping it was gonna be a +100% range for the same amount of fuel. Would have been nice for if you ran low on fuel and needed that boost to get you to a scoopable star or something.
 
Yes, they do. A 100% boost uses 100% more fuel.

no they don't , I have used jumponium many times :)

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Also, germanium is listed as a "common element" and cadmium as a "rare element".
I keep leaving Germanium behind, it is a common material :)

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Storing buggy fuel mats is going to be a necessity from the sound of it, the SRV burns fuel really fast.
no, you can find fuel within 20 mins and your buggy can now last 2 hours easy,if not 4 when you turn shields and other things off(shields are only for combat and do not save hull when driving like a loon)

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With the SRV cargo bay hosting 300 of these, in theory you could store a maximum of either 100 basic injections, or 60 standard injections, or 50 premium ones. Assuming you get rid of all the other materials, of course. However, that might not be the best idea, as I think that at the very least you'll want to keep some SRV refuels around (which do use common materials), so your long expedition doesn't end with you suffocating inside your buggy on some distant barren world.

see previous reply :)
I seriously think storing only jumponium is actually a viable option as collecting materials for it is much much harder than for refueling :)
 
see previous reply :)
I seriously think storing only jumponium is actually a viable option as collecting materials for it is much much harder than for refueling :)
Yeah, my previous post was from two weeks ago. Since then, they changed things and it pretty much is feasible now to set out with no refuel, or just one to play it safe. Besides, you're going to have to keep looking for quite a long time if you want to fill up all those 300 slots with boost materials.

Update: updated the first post.
 
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It definitely doesn't use more fuel. A premium boosted 80 LY jump on my stripped down Conda uses the same fuel as a 40 LY unboosted one. It was just speculation that it would use more, there was never anything official to support the idea.
 
no change as I said earlier :)
fuel and boost.jpg
 
So the FSD injection lasts for only a single jump? That doesn't seem worth it for the hours of rumbling around on the surface looking for rocks.
 
Now that I think about this... this will make 100% boost extra valuable to avoid calling in the fuel rats. You're stuck in a system by accident, because you failed your route plotting completely or have some other excuse for jumping into dead end with no scoopable star. No problem, pop 100% boost, and you'll be able to get back with like what, one-tenth of the fuel cost that you used to get in the dead end in the first place?

Of course if you're, like, totally dry, then you're totally dry, no help there :p
 
So the FSD injection lasts for only a single jump? That doesn't seem worth it for the hours of rumbling around on the surface looking for rocks.

The aim of the jumponium is to cross the gaps you cant do ordinarily if it is out of your ships Ly range, it is not to be used for routine jumping. So if you are out on a limb and you jump range is 32 Ly and the jump you need to make is 40Ly that is when Jumponium comes into full usage. Just make sure you have enough to make the jump back as well.
 
Tried the FSD boost. Its only usable for reaching out unreachable systems in single jump
When you use FSD boost and then plot multiple jump route the first jump will still not use extended jump range from boost

Currently the most useful synthesis for me is rail gun ammo. Its nice to have 300 rounds on board
 
Exactly as Whiterose said.
The effort to get the materials, the way you can not use it in your route and are forced to use it in sinlge jump planning, all point to this game mechanic being purely for gap jumping by explorers and an emergency jump extender for any Cmdr out of "fuel" (by that I mean your tank has fuel left for less than one full jump) . Very clever that FD gave us explorers something, but didn't exclude others. Thanks FD :)
 
The aim of the jumponium is to cross the gaps you cant do ordinarily if it is out of your ships Ly range, it is not to be used for routine jumping. So if you are out on a limb and you jump range is 32 Ly and the jump you need to make is 40Ly that is when Jumponium comes into full usage. Just make sure you have enough to make the jump back as well.

At the very least they should have allowed you to plot multiple FSD Injection routes rather than force you to plot every single jump after ever jump.

I would be very happy to spend hours upon hours of jumping craters and dodging boulders to collect FSD injection materials just to reduce my boring long distance journey by 25% to 50%. The game should reward you for having fun, not for putting up with the tedium.
 
At the very least they should have allowed you to plot multiple FSD Injection routes rather than force you to plot every single jump after ever jump.

I would be very happy to spend hours upon hours of jumping craters and dodging boulders to collect FSD injection materials just to reduce my boring long distance journey by 25% to 50%. The game should reward you for having fun, not for putting up with the tedium.

One man's tedium..... Remember Bell, its each to their own
 
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