Thanx Stealthie, for being the first on this thread to avoid the git-gud, git-used-to routine... (six others could not) However, it still is not very helpful to Daryavius, as you are making an opinion on tutorials that i do not agree with....
True enough.
I was simply addressing one aspect of the discussion, regarding why ED doesn't "hold your hand" when you start playing.
I tend to find that RTS's often provide a good example of badly designed tutorials.
They usually go something along the lines of; build a command centre, now build a refinery, now build a barracks, now build a factory, now build a research-centre, now research something, now upgrade your factory, now upgrade your command centre, now build an airfield, now research something, now upgrade your airfield...
And now you've won.
And you really haven't got a clue
why you won.
The tutorials haven't bothered pointing out
why you needed to do things in that particular order or what advantages each step yielded, or what other options you could have had instead.
As a result of this, you just learn to play the game by rote.
You just
always do things in the order you were shown and then, if you deviate from that routine, you can't understand why you don't have some option that you usually have or, alternatively, if something happens that you weren't prepared for, you have no idea what to do differently to deal with it.
And then you're back to having to use the internet to find out what you're doing wrong or what you can do differently.
Thing is, RTS's are another genre which are pretty complex and it's easy to make lazy tutorials which show the player how to do a specific thing but don't provide any insight into WHY they need to do it.
I think ED is a bit like that.
I wouldn't mind betting that the dev's started off intending to create tutorials but soon realised that anything more than basic piloting would end up causing the same issue; they'd be showing people what to do in a specific situation but didn't provide any insight into the factors that made that specific course of action the correct thing to do in that specific situation but also make players aware that they have other choices available which might be more appropriate in different circumstances.
Beyond that, maybe it's just me but, to me, ED just feels like one of those games where half the fun is being part of the community, asking questions and discussing what you've done and what the best way of doing a thing is.
Regarding the OP's query, such as it was, I suspect we all did exactly the same thing when we first started playing.
We took on a mission, hit the "plot course" button and found there was no way to reach the destination in our Sidewinders.
And then the more optimistic of us probably decided to try and supercruise the "extra" distance and ended up running out of fuel as a result.
To be fair, even the mission dialogue reminds you to ensure you have a ship capable of making the required journey and you also have access to the galaxy-map before accepting a mission so you can double-check the requirements.
What the OP needs to do is set aside any such mission (NOT discard them, just forget about them for an hour), take on some simple data-delivery missions within ~7Ly of his location, make a few credits and then upgrade his FSD so that he can complete the missions which require a longer jump range.
And, harsh as the lesson might be, that really IS a tutorial on the importance of reading the mission briefing, checking mission requirements before accepting them, navigation, economics
and the process of upgrading a ship, all rolled into one.