So, I decided to go for a canter around the galaxy and while I was away I noticed quite a few discussions about stuff related to FSDs and fuel-scooping.
I noticed that people always seem to calculate things based on 100% efficiency.
That is to say, if a ship can jump, say, 45Ly in one go, it always will.
I guess it's fine to use that as a means of comparing two different ships but, in practical terms, it doesn't hold water.
In a galaxy where, for example, the stars were all 40Ly apart, a ship with a 45Ly range would complete a given journey in exactly the same time as a ship with a 41Ly range because both ships would always be restricted to moving 40Ly per jump.
The extra jump range of the 45Ly ship wouldn't matter.
So, I was wondering whether it might be possible to get an idea of how this all works out in the ED universe.
I was flying a Sidewinder with a jump-range of 31Ly.
I logged data over 31,272Ly (not my full trip but that doesn't matter) and logged a total of 1,200 jumps.
And no. I didn't have anything better to do.
So, what did I find out?
Here's the summary...
Total distance traveled: 31,272 Ly
Theoretical jumps required: 1009
Total Jumps: 1,200
Average Jump distance: 26.06 Ly
Minimum Jump distance: 17.7 Ly
Maximum Jump distance: 28.7 Ly
So, let's stop for a second and evaluate those numbers.
On average, my ship was jumping 84% of it's maximum range.
The best it ever managed was 92% of it's range and the worst was 57% of it's range.
Overall, it took an "extra" 191 jumps to complete the distance beyond what it should have theoretically taken.
Which, unsurprisingly, also works out to 84% of optimal.
But wait! There's more!
I also looked at what percentage of my jumps were of a given range, with the following results.
None of my jumps were less than 50% range.
50% - 60%: 10
60% - 70%: 90
70% - 80%: 210
80% - 90%: 620
90% - 100%: 270
So, what does that tell us?
Well, the overwhelming majority of jumps are between 80% and 90% of maximum range.
It's interesting to see that 270 jumps were >90% maximum range but bear in mind that the maximum I ever achieved was 92% which means that ALL of those 270 jumps were between 90% and 92% of maximum range.
And what practical information (if any) can we take away from all this nonsense?
Well, it would seem that "84%" is the magic number.
If you have a ship with a 50Ly jump range and you plan on travelling 500 Ly you can assume that it's only going to be 84% efficient so it's going to take you 12 jumps to travel 500Ly rather than the theoretical 10.
Beyond that, I'd suggest that if you build a ship which is optimised for jump distance, you probably can afford to then load it up with extra stuff so the jump distance is reduced by around 10% without significantly reducing the time your journey is going to take.
So, for example, if you fit your AspX with 5D thrusters and it'll jump 45Ly, you can then replace those with 5A thrusters which might reduce the jump range to 43Ly without significantly increasing your journey time.
Bottom line: A ship that can jump 10% further isn't going to yield ANY advantage 80% of the time, and it's only going to have a 2% advantage 20% of the time.
Of course, that's all based on one pokey set of data from one pokey 30,000Ly wander.
Next time I'm off to Beagle Point to gather more data.
*EDIT*
Oh, one other thing that I found quite interesting was that getting closer to the core made no difference to the efficiency of jumps.
I would have thought that being in an area where the stars are more dense would mean being more likely to be able to jump further.
That turned out not to be the case though.
I guess the thing is, even though the stars are more dense, they're never so close together so as to allow you to jump to the "next" one.
I noticed that people always seem to calculate things based on 100% efficiency.
That is to say, if a ship can jump, say, 45Ly in one go, it always will.
I guess it's fine to use that as a means of comparing two different ships but, in practical terms, it doesn't hold water.
In a galaxy where, for example, the stars were all 40Ly apart, a ship with a 45Ly range would complete a given journey in exactly the same time as a ship with a 41Ly range because both ships would always be restricted to moving 40Ly per jump.
The extra jump range of the 45Ly ship wouldn't matter.
So, I was wondering whether it might be possible to get an idea of how this all works out in the ED universe.
I was flying a Sidewinder with a jump-range of 31Ly.
I logged data over 31,272Ly (not my full trip but that doesn't matter) and logged a total of 1,200 jumps.
And no. I didn't have anything better to do.
So, what did I find out?
Here's the summary...
Total distance traveled: 31,272 Ly
Theoretical jumps required: 1009
Total Jumps: 1,200
Average Jump distance: 26.06 Ly
Minimum Jump distance: 17.7 Ly
Maximum Jump distance: 28.7 Ly
So, let's stop for a second and evaluate those numbers.
On average, my ship was jumping 84% of it's maximum range.
The best it ever managed was 92% of it's range and the worst was 57% of it's range.
Overall, it took an "extra" 191 jumps to complete the distance beyond what it should have theoretically taken.
Which, unsurprisingly, also works out to 84% of optimal.
But wait! There's more!
I also looked at what percentage of my jumps were of a given range, with the following results.
None of my jumps were less than 50% range.
50% - 60%: 10
60% - 70%: 90
70% - 80%: 210
80% - 90%: 620
90% - 100%: 270
So, what does that tell us?
Well, the overwhelming majority of jumps are between 80% and 90% of maximum range.
It's interesting to see that 270 jumps were >90% maximum range but bear in mind that the maximum I ever achieved was 92% which means that ALL of those 270 jumps were between 90% and 92% of maximum range.
And what practical information (if any) can we take away from all this nonsense?
Well, it would seem that "84%" is the magic number.
If you have a ship with a 50Ly jump range and you plan on travelling 500 Ly you can assume that it's only going to be 84% efficient so it's going to take you 12 jumps to travel 500Ly rather than the theoretical 10.
Beyond that, I'd suggest that if you build a ship which is optimised for jump distance, you probably can afford to then load it up with extra stuff so the jump distance is reduced by around 10% without significantly reducing the time your journey is going to take.
So, for example, if you fit your AspX with 5D thrusters and it'll jump 45Ly, you can then replace those with 5A thrusters which might reduce the jump range to 43Ly without significantly increasing your journey time.
Bottom line: A ship that can jump 10% further isn't going to yield ANY advantage 80% of the time, and it's only going to have a 2% advantage 20% of the time.
Of course, that's all based on one pokey set of data from one pokey 30,000Ly wander.
Next time I'm off to Beagle Point to gather more data.
*EDIT*
Oh, one other thing that I found quite interesting was that getting closer to the core made no difference to the efficiency of jumps.
I would have thought that being in an area where the stars are more dense would mean being more likely to be able to jump further.
That turned out not to be the case though.
I guess the thing is, even though the stars are more dense, they're never so close together so as to allow you to jump to the "next" one.
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