Engineers How to tell what new Jump range is?

Am I missing something or is the only way to tell what your new Jump range is after a Engineer mod is generated is to look at the outfitting screen afterwards?

If that is the case then do I just base my decision on what the new Optimal mass is generated?
 
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HI :)
Open your righthand panel.. go to Functions tab at the top..
jump range laiden and empty is listed on the leftside under the picture of your ship
hope this helps.. fly safe 07

dang ninjad whilst I was alt-tabbed :)
 
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Thanks for your reply.
I did not make my question clear.

I meant when you are on the screen where you have to decide whether to buy or discard your mod.
 
Thanks for your reply.
I did not make my question clear.

I meant when you are on the screen where you have to decide whether to buy or discard your mod.

It's a higher optimal mass multiplier that will increase your range but there is no way to see how much until after accepting the upgrade and comparing new range to previous one in right panel where others are saying to look.
 
It would make a lot of sense to display the actual change the engineering modification will make to your ship, before applying it, instead of these odd multiplier numbers.

So, you know, for drive tuning, display the new top speed, and boost speed.

And for FSD range mod, display the new unladen and laden jump range.


But because this would make sense, it probably won't happen.

(Also yeah, I realise the number they give, are actually a more accurate thing to tell you, because if you change other things, then things like max speed, or range can change, due to mass. But really... who cares, give us the current number, that we are actually interested in.)
 
Agreed. I think that the point we've been missing for so long is that this game is actually designed to be as obscure and uninformative as is humanly possible and you have to go to google to find anything out,which by design you are not informed of. A lot of us in the community have been mistakenly asking for things to be made clear or make sense within the game,but as is pointed out to us (usually in a rude and disparaging way) by a certain "fanboy" element within the community,that this is by design and unfortunately they seem to be right. *SIGH*

So as MidiPrefix astutely points out "But because this would make sense,it probably won't happen" (+1 rep for that BTW)
 
Agreed. I think that the point we've been missing for so long is that this game is actually designed to be as obscure and uninformative as is humanly possible and you have to go to google to find anything out,which by design you are not informed of. A lot of us in the community have been mistakenly asking for things to be made clear or make sense within the game,but as is pointed out to us (usually in a rude and disparaging way) by a certain "fanboy" element within the community,that this is by design and unfortunately they seem to be right. *SIGH*

So as MidiPrefix astutely points out "But because this would make sense,it probably won't happen" (+1 rep for that BTW)

I am glad to tell you that you are wrong. A better representation of ship stats for outfitting and engineers is already planned. They are already working on it, they don't know when it will be ready though. The obvious problem is that you are modifying your module, not your ship. Modifications have different effects on different ships, based on stats like ship mass and optimal mass for FSD modules. This is why it take some time to create an interface linking both stats.

Anyway, you can already tell the increase in range today. Just learn the maths and calculate it yourself.
 
I am glad to tell you that you are wrong. A better representation of ship stats for outfitting and engineers is already planned. They are already working on it, they don't know when it will be ready though. The obvious problem is that you are modifying your module, not your ship. Modifications have different effects on different ships, based on stats like ship mass and optimal mass for FSD modules. This is why it take some time to create an interface linking both stats.

Anyway, you can already tell the increase in range today. Just learn the maths and calculate it yourself.

I'm glad I'm wrong...could you please point me to where this information is readily and easily available?

Also could you please teach me the maths to do this? I would much appreciate your help. Thx in advance
 
I'm glad I'm wrong...could you please point me to where this information is readily and easily available?

Also could you please teach me the maths to do this? I would much appreciate your help. Thx in advance

In one of the beta livestreams IIRC. There could be a post on this forum as well, I am not at home right now so I can't find it for you.

On the maths: Didn't bother yet because it doesn't interest me. However it should be pretty simple. You know your current mass, your current optimal modifier for the FSD module and your FSD range. Just calculate the ratio and use if for the new values, just remember to add increased mass if your module gets heavier. But as said above, didn't test it yet so it might be necessary to take additional values into account.
 
In one of the beta livestreams IIRC. There could be a post on this forum as well, I am not at home right now so I can't find it for you.

On the maths: Didn't bother yet because it doesn't interest me. However it should be pretty simple. You know your current mass, your current optimal modifier for the FSD module and your FSD range. Just calculate the ratio and use if for the new values, just remember to add increased mass if your module gets heavier. But as said above, didn't test it yet so it might be necessary to take additional values into account.

Thanks for trying to help,but searching through lots of 1hr long live streams for the info just seems a little,how can I say.....grindy and as for working out lots of stats and then correcting for unknown factors also seems a little grindy,time I would rather spend playing the game. You see my point,it would be so much better if this info was readily available for players who don't want to google rather than play the game. Thanks for your info though.
 
Thanks for trying to help,but searching through lots of 1hr long live streams for the info just seems a little,how can I say.....grindy and as for working out lots of stats and then correcting for unknown factors also seems a little grindy,time I would rather spend playing the game. You see my point,it would be so much better if this info was readily available for players who don't want to google rather than play the game. Thanks for your info though.

You don't need to search through the livestreams, it's enough if you just believe those that already did that.
 
I'm going to use a car analogy because I'm a car guy and enthusiast car modder - in the huge and lucrative world of after market automotive parts, enhancements, and go-fast goodies - I am quite sure the design and industrial engineers use precisely the notation and info FD tries to bottle everything in.

the relative percentile increase this mod will do, the specifc effect the mod alone generates, etc.

but in the auto world, when a buyer sees an ad or promotion for a great new free flow exhaust system, he generally doesn't care what the specific catalyst does, the mufflers by itself is now 4.2% better than the stock, etc. What they get, what they are clearly told is if you install this free flow exhaust system, the package, you get 90 horsepower more, 95 more torque, 10% better throttle response, etc. than what you have now. The end. Clear and no confusion.
 
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