So what is my jump range?

This has annoyed me for ages now. The jump ranges shown on the status panel to the right are not the same as those shown in outfitting. Which do I use?
 
Good question actually.

I always thought in the panel, it showed current jump distance, and fully loaded.

In the outfitting menu, it shows you Max jump (no cargo, and enough fuel for 1 jump), current jump distance, and fully loaded jump distance.
 
right hand/systems panel..
last tab called function
below ship icon are 2 sets of jump range numbers..
current jumprange including cargo..then in brackets ( jumprange empty)
 
We had a chat about this a few weeks ago between a few folks here, best we could come up with was that max range (for example for my AspX it's around 50ly) is if you had hardly any fuel in the tank.

I'll have a dig for that thread, didn't check back on it but perhaps someone came up with a definitive answer :)

I also wonder if that's a max possible with reconfiguration - eg: using lower sized modules or something - bugs me as well, particularly as the AspX is the only one with a noticeable difference for me, all my other ships the numbers are much closer.

- - - - - Additional Content Posted / Auto Merge - - - - -

**Additional - found it, here's some prior chat on it if ur interested.

https://forums.frontier.co.uk/showt...on-about-max-jump-range?p=4474398#post4474398
 
Been doing a lot of low fuel exploration lately and can confirm that the max range number on the ship status panel is your max range with minimal fuel (i.e. just enough to meet the max fuel usage per jump for your FSD ) and no cargo. The current range number will change as your fuel level changes. If you start fuel scooping with a nearly empty tank, you can watch the number steadily increase until it reaches the max number and then it will start going back down until it settles at your minimum jump range. Btw, if you use the plotter to plot multiple jumps, it will never plot a jump higher than your minimum range. So, you can get better range by plotting manually (it's just way more tedious).
 
Been doing a lot of low fuel exploration lately and can confirm that the max range number on the ship status panel is your max range with minimal fuel (i.e. just enough to meet the max fuel usage per jump for your FSD ) and no cargo. The current range number will change as your fuel level changes. If you start fuel scooping with a nearly empty tank, you can watch the number steadily increase until it reaches the max number and then it will start going back down until it settles at your minimum jump range. Btw, if you use the plotter to plot multiple jumps, it will never plot a jump higher than your minimum range. So, you can get better range by plotting manually (it's just way more tedious).

Do you mean it will never plot a jump higher than your current minimum range? Because I have plotted a jump before fuel scooping and picked up enough fuel to get me stuck between systems until I had burned some off.
 
Do you mean it will never plot a jump higher than your current minimum range? Because I have plotted a jump before fuel scooping and picked up enough fuel to get me stuck between systems until I had burned some off.

Did you plot just one jump, or multiple? From what i can tell is if you plot one jump, what you describe is possible, but if you plot multiple jumps it uses your absolute minimum range (based on cargo load) and therefore your current fuel level is not taken into consideration
 
Did you plot just one jump, or multiple? From what i can tell is if you plot one jump, what you describe is possible, but if you plot multiple jumps it uses your absolute minimum range (based on cargo load) and therefore your current fuel level is not taken into consideration

How is it impossible? Fuel adds to the weight of your ship, which reduces your jump range.

The route plotter never uses your "minimum range", there is no "minimum range". The only reason it wouldn't be using your max range to calculate is if you're plotting economic routes.
 
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Thanks guys. I'm not sure this is 100% nailed down yet. Yesterday I noticed that by stripping the hard-points my current jump range approached the max possible value. Maybe the max figure is a totally optimised value: min fuel, no hard-points, etc.
 
Thanks guys. I'm not sure this is 100% nailed down yet. Yesterday I noticed that by stripping the hard-points my current jump range approached the max possible value. Maybe the max figure is a totally optimised value: min fuel, no hard-points, etc.

I think you nailed it - I'm thinking it's a combination , I noticed my anaconda was far closer because I had it mega stripped and was using lower sized parts in some cases (shield etc) whereas on my Asp - everything is the size it should be and I'm rocking some extra bits here and there, in both cases.

Still slightly mysterious, as we have the Cannon who do the player based science, perhaps we need an Engineering guild of players dedicated to studying all of the ship-build / engineer type stuff. I don't get enough time with the game myself to be much use there but I'd welcome such a group like conquering lions of judah. BABYLON :) Ix
 
How is it impossible? Fuel adds to the weight of your ship, which reduces your jump range.

The route plotter never uses your "minimum range", there is no "minimum range". The only reason it wouldn't be using your max range to calculate is if you're plotting economic routes.

My bad, you're right. I used the wrong terminology. I meant the laden range (full fuel load and taking cargo into consideration). When you plot multiple jumps in a route, it never plots any individual jumps longer than that. Otherwise the situation described above with fuel scooping would happen all the time. But if you plot just a single jump, you can plot up to your current maximum based on fuel level. If you subsequently add fuel via scooping you may no longer be able to make the jump (excess mass). Sorry for the confusion!
 
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