Engineer increased FSD range modifications and RNG

I thought I should raise this question here since I have a reason to believe explorers are particularly interested in this topic. It is about engineer increased FSD mods and what kind of results you should expect from them in general.

After another rather painful engineer material grind I finally had enough materials to do my third FSD mod so far. Previously, I've grade 4 modded an exploration/errand-fitted unarmed Imperial Courier with boost speed of 600 and got 30,3% higher optimized mass with end result of 27ish % higher jump range, bringing the ship slightly below 31 LY's with full tank and empty hold. Obviously I was pleased with the result and ended up jumping around (and even a bit outside) the bubble like no tomorrow after getting the drive modded. The next victim was my multirole-fitted Federal Corvette, none other but the Sag A*-visitor from January known as Intimidator Exploder, with grade 5 mod. Optimized mass went up by 43,7% and unladen jump range got upped by around 42%. Guess what, anybody's life with jumping around the bubble with 14 LY ship becomes a whole lot easier when it becomes a 20 LY ship. Today's victim was my exploration-fitted Asp Explorer. The ship is unarmed and only lightly shielded but has top boosting capabilities. I threw a grade 5 mod on its way. See the screenshot below for results.

rngroll.jpg

Optimized mass goes up by 48,6% and unladen jump range goes up by 45% from 32 LY to 46,5 LY. Zero fuel range is somewhere around 49,5 LY. I guess this ship will bring me VERY far away at some point. Now if I could decide where.

Okay, so the point here? I've done three FSD range mods so far and for all ships the results have been nothing short of magnificent with all rolls on the top end of the envelope. It left me to wonder whether you can get really bad rolls at all with the bigger grade FSD range mods or are all of those at least mediocre or fairly good? All of my rolls have become with negative attributes (Mass, integrity, power draw) that have been almost largest possible. However, they don't hinder the usage of the modifications since power draw grows only a little and increase in mass gets offset by the absolutely massive boost in optimized mass. I'd like to know whether I've been excessively lucky so far with RNG gods when doing my FSD range mods or if other people have had similar pattern.

I'd like to hear about your results with the FSD modifications. Namely Grade 3 and higher that get rolled much less frequently. I'd also appreciate any information about particularly crappy rolls.
 
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Got a poor result on a Grade 3 on the FDS, still bringing it to a much more palatable ~17LY, then got lucky on the Grade 4 on the Asp, with a 43.19LY range, yay.
 
I'm flying a Cobra at the moment; I had a Grade 4 fitted, went for a Grade 5 and the results were so mediocre it almost wasn't worth changing up. I've had fairly poor results on most modifications and it's getting rather frustrating.
 
Okay, so the point here? I've done three FSD range mods so far and for all ships the results have been nothing short of magnificent with all rolls on the top end of the envelope. It left me to wonder whether you can get really bad rolls at all with the bigger grade FSD range mods or are all of those at least mediocre or fairly good?

Here was my first grade 5 mod on my Asp:

BVxdrmr.jpg

8%. The next two grade 5 mods were even worse. [hotas]
 
Here was my first grade 5 mod on my Asp:


8%. The next two grade 5 mods were even worse. [hotas]
That 8% was on top of a previous mod though. 1314.56 is a 25.2% increase on the base optimised mass. Still a crap roll but not quite so crap!

In total I've done 8 level 5 rolls. They increased the optimised mass by between 31.3% and 49.1%. Taking into account the other factors, that equated to jump range increases on a stripped down exploration Anaconda from 28.3% to 44.4%.
 
For what I've looked at, Allitnil's roll has been the best I've seen and it's only marginally better vs. what I got. I guess Allitnil should go get some far rim firsts under his belt. :p

Seems like you have to stack materials for several rolls if you want to make as sure as possible to get a good roll for the optimized mass. Then again, it doesn't seem to guarantee success as Mengy has got only rather lackluster 25.2% on three rolls.
 
For what I've looked at, Allitnil's roll has been the best I've seen and it's only marginally better vs. what I got. I guess Allitnil should go get some far rim firsts under his belt. :p
The far rim is pretty much done already. Furthest from Sol & furthest north systems have already been explored (not by me). Ditto for furthest from Sag A* (done pre-Engineers) and furthest south (that was me, but with an earlier, not quite so good roll). AFAIK these are absolute records and cannot be beaten until we can travel outside the Milky Way.

I have used my really lucky roll to set a new Buckyball record to Sag A* at just under 5.5 hours :)
 
That 8% was on top of a previous mod though. 1314.56 is a 25.2% increase on the base optimised mass. Still a crap roll but not quite so crap!

Not quite so crap..? Seriously, after all that grind and randomness you are being awarded with "slight-crap at your service. We hope you are pleased".
Grade 5 FSD's should spawn amazing results, and yet, after 10 rerolls, you risk being stuck with a mediocre 38% increase in optimized mass (and before you ask: yes, I do). I'm done with this crap.
 
I really do feel for you. I'm sure that when FDev decided on this approach they thought "hey, won't CMDRs be thrilled at getting any improvement" but the reality is that most of us compare our results to the best possible and curse the RNG when it doesn't give it to us after many attempts. I got lucky and I know it. I wouldn't dare pretend otherwise - it takes perseverance to get multiple rolls but little skill (and even if skill were a significant factor, you've had more rolls so that would mean more skill).

Hope this doesn't come across as patronising, but it might be worth taking a step back and considering what a 57ish LY ship can do over a 54ish one. From my own experience, making a record breaking run to Sag A* (or BP) is pretty much the only practical limitation. There's sod all in the galaxy of significance that the difference impacts.
 
I really do feel for you. I'm sure that when FDev decided on this approach they thought "hey, won't CMDRs be thrilled at getting any improvement" but the reality is that most of us compare our results to the best possible and curse the RNG when it doesn't give it to us after many attempts. I got lucky and I know it. I wouldn't dare pretend otherwise - it takes perseverance to get multiple rolls but little skill (and even if skill were a significant factor, you've had more rolls so that would mean more skill).

Hope this doesn't come across as patronising, but it might be worth taking a step back and considering what a 57ish LY ship can do over a 54ish one. From my own experience, making a record breaking run to Sag A* (or BP) is pretty much the only practical limitation. There's sod all in the galaxy of significance that the difference impacts.

I agree. I understand Anuraniums frustation, cause i was there too. FSD4 Upgrade was pretty good and then i got 4 tier 5 rolls with minimal results, ending up with 38 % opt mass. Thought about doing all the grind again but then i decided that 38% (thats my opt mass too) is still much more than before. I stick to it and admiring the new range i got in my clipper now
 
Okay, so the point here? I've done three FSD range mods so far and for all ships the results have been nothing short of magnificent with all rolls on the top end of the envelope. It left me to wonder whether you can get really bad rolls at all with the bigger grade FSD range mods or are all of those at least mediocre or fairly good? I'd also appreciate any information about particularly crappy rolls.

yes, you can. got the whole range of L5 FSD range increase. the worst was the one of my cobra mkIII - 18%, with a maximum penalty on moduly mass, so in fact 17% range increase. best was the one on my courier - overall it has 46% more jumprange with a full tank (bit more maximum fuel usage).
 
what a 57ish LY ship can do over a 54ish one.

totally right. my explonda jumps 46 ly now (in a very comfy build), with maximum roll it could go to 48,6 --- not worth any hasssle, some time in the upcoming 8 years i will go for another roll, i'm sure...
 
OP>
Can I please say, "       off". I've had SIX goes at L5 FSD increases and the highest I managed on any of them was a 26% increase. I had better rolls with my L4s.
 
Just to make it clear Allitnil, my gripe isn't with you and your roll. I wish you all the best of luck, and I hold you in the highest regards in all your achievements - I only have a gripe with how the system works.

Well done with your record, Sir! :)
 
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Had some luck and my Corvette has gone from 12ly to 16.7ly range. But I have a level 3 modded Anaconda and after 7 level 5 rolls I am yet to see ANY improvement. Nothing to be done but continue trying I guess.
 
Had some luck and my Corvette has gone from 12ly to 16.7ly range. But I have a level 3 modded Anaconda and after 7 level 5 rolls I am yet to see ANY improvement. Nothing to be done but continue trying I guess.

Well maybe a rage quit would be in order TBH that Polonium does not come cheap in the currency of time. Respect for being so chilled bout it. ;)
 
36% in my third Asp L5 roll, nothing better... then, as I had one Polonium left, equipped a wake scanner in the TradeConda and chased Strange Wake Solutions for one last roll for the Python.

Went to Martuuk, last roll and... 44.3% 😂😂😂😂. Good thing you can swap modules between ships... the golden girl has 45.27 unladen jump range now, and Monty has better legs too.

Now i'm rolling the dweller for lighter weapons mounts, waiting for unlocking our blaster friend...
 
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Just to make it clear Allitnil, my gripe isn't with you and your roll. I wish you all the best of luck, and I hold you in the highest regards in all your achievements - I only have a gripe with how the system works.
That's cool, I read it as a (justified) rant against the system.
 
I really do feel for you. I'm sure that when FDev decided on this approach they thought "hey, won't CMDRs be thrilled at getting any improvement" but the reality is that most of us compare our results to the best possible and curse the RNG when it doesn't give it to us after many attempts.
Indeed. I've recently made a +33% roll, and I was silently cursing that it wasn't close to what I wanted. Then I remembered that in the beta, the maximum possible was actually +25%, and they only increased that at 2.1's release. In that case, I'd be jumping for joy at +33%. But the thing is, we know that going beyond even +45% is possible, so the attitude isn't that "this is a pretty neat increase on its own", but "it could have been much higher". But then there's what you said:

Hope this doesn't come across as patronising, but it might be worth taking a step back and considering what a 57ish LY ship can do over a 54ish one. From my own experience, making a record breaking run to Sag A* (or BP) is pretty much the only practical limitation. There's sod all in the galaxy of significance that the difference impacts.
Yep, and I'd say that it's better to decide on a minimum improved jump range you wish, and if you do get that then spend your materials on other mods.
After all, what does increased jump range give you? You'll either get to your destination(s) faster, or you'll be able to traverse more sparse regions. Thing is, with just the T1 FSD boosts and a jump range of 35 ly you can cross nearly anywhere. So, unless you are in a hurry to get somewhere, or want to go as far into the edge as possible, increased jump range doesn't matter much. And frankly, I don't think there's much anything of interest on the very edge (in "FSD boost only" territory) except the view.

The thing is, saving your mats for other mods or other ships can be quite rewarding. What the different mods - not just the FSD increase - did was open up exploration to many smaller ships. Right now, I've finished modding an Imperial Courier, with 35 ly jump range, a full range of exploration stuff (D-Scanner, DSS, shields, boost and an SRV bay) and I've found that I'm enjoying the actual exploration part with it far more than with my 46+ ly Anaconda. Not to mention that extensively modding smaller ships seems to be more rewarding than it is with larger ones.
Or maybe it's just me.
 
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