Post your Jump Range

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69-18 ly Anaconda 2.jpg
 
I've been working on my ASP Explorer for some time, picking away at Engineer upgrades. It to be practical, no stripping, I would not compromise on some aspects. It had to be fast, shielded and armed. It is unfortunately rather fragile, If I could mod for lightweight, I have in most instances so integrity takes big hits. I also refuse to use a module lower than it’s tier, if it’s a 5 slot, it’s a 5 module.

Having said that, It has a pair of 2B missile launchers just for fun and a compliment of point defence, chaff and heat sinks for those little accidents. It’s relatively fast with 5A clean drive thrusters boosting to just over 450, engine focused distributors keep it there. A rank 5 fast scan because I couldn’t stand to leave the DSS un-modified.

All this brings it in at an exact 46ly un-laden jump range, damn respectable I think considering my lack of compromises.

Currently working on engineer access to life support lightweight for a little extra, will check the FSD role, probably some room there as well.

Vas.
 
I've been working on my ASP Explorer for some time, picking away at Engineer upgrades. It to be practical, no stripping, I would not compromise on some aspects. It had to be fast, shielded and armed. It is unfortunately rather fragile, If I could mod for lightweight, I have in most instances so integrity takes big hits. I also refuse to use a module lower than it’s tier, if it’s a 5 slot, it’s a 5 module.

Having said that, It has a pair of 2B missile launchers just for fun and a compliment of point defence, chaff and heat sinks for those little accidents. It’s relatively fast with 5A clean drive thrusters boosting to just over 450, engine focused distributors keep it there. A rank 5 fast scan because I couldn’t stand to leave the DSS un-modified.

All this brings it in at an exact 46ly un-laden jump range, damn respectable I think considering my lack of compromises.

Currently working on engineer access to life support lightweight for a little extra, will check the FSD role, probably some room there as well.

Vas.

Would be nice to see you're build mate...
 
My 'conda has 53 LY jump range fully fuelled.

Carrying...

  • 5A Powerplant
  • 7D Thrusters
  • 5A Distributor (boost-capable)
  • 6D shield
  • 4 x shield boosters
  • 1 x fighter
  • 1 x SRV
  • 3 x C3 multicannon
  • 4 x C1 Seeker Missile Racks
  • Chaff, ECM, Heatsinks
  • Fuel limpet controller (and a very few limpets on board)
  • Usual explorer stuff - AFMUs, 7A fuel scoop, DSS, ADS

Quite a flexible ship!
 
Hi CMDRs

List updated!

Okay - new rules :)

From now on it is required to use the Template or your entry won't be added. Yes I know, I can see your CMDR name in your signature and I can see the jump range in the screenshot, but it takes forever if I have to write everything myself, it is so much faster if I can just copy paste your info to the list and it helps to clear out errors I might add :)

Required
Ship:
CMDR Name:
Jump Range (Max):
[Provide an image of your functions tab]

Optional
Ship Name:
Jump Range (Full Tank):
1000 ly trip jumps (aprox):
Loadout link:

The list is now ordered by Max jump range.
 
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Hi CMDRs

List updated!

Okay - new rules :)

From now on it is required to use the Template or your entry won't be added. Yes I know, I can see your CMDR name in your signature and I can see the jump range in the screenshot, but it takes forever if I have to write everything myself, it is so much faster if I can just copy paste your info to the list and it helps to clear out errors I might add :)

The list is now ordered by Max jump range.

Oops, forgot bout that.


Ship: Anaconda
CMDR Name: Sapporo
Jump Range (Max): 67.72
https://puu.sh/vrVOp/7aefa4cb2e.jpg
Ship Name: ERRV Ratter
 
Oops, forgot bout that.


Ship: Anaconda
CMDR Name: Sapporo
Jump Range (Max): 67.72
https://puu.sh/vrVOp/7aefa4cb2e.jpg
Ship Name: ERRV Ratter

Np. Ship name added:)

Ship:
Anaconda
CMDR name: Johnny Frost
Jump range: 67.46/ 68.60
http://i.imgur.com/7bdjIYC.png
Ship name: Brave Sir Robin

Updated :)


I had no idea there was a list. I either didn't look at the OP or it's been so long I forgot. I just thought this was a place to share and talk about builds. I do have one question though. Are there guide lines for entries? Can we enter bare bones builds or do they at least have to function in some capacity other than point A to point B?

Its still a place for share and talk about builds, its just if you want to be added to the list it requires to use the template, so it will be easier for me to update the list. :)

No guides so far. I think its ok to enter bare bones, many have done it so far. Just mention it in the post that its a bare bone build, so people can see that is how you achieved the jump range.
 
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@ CMDR Reaper: the "1000 ly jumps (approx)" part isn't of much use, because it depends on the star density of the region(s) you are passing through. In the galactic core, the route planner can plot an almost straight line, thus using your ship's jump range to its fullest: as you go farther out, and the density drops, it'll be more zig-zagging. Thus the number of jumps per 1,000 ly depends on where you are. For example, a ship with a jump range of 40 ly will do 25 jumps in the core, but 32 a bit off the plane near the Seagull nebula already - and that's not even that far out yet.

Anyway, here are some of my own:

Ship: Imperial Clipper
CMDR Name: Marx
Ship Name: Horizon Signal
Jump Range (Max): 40.53 ly
Jump Range (Full Tank): 40.04 ly
Loadout Link: https://eddp.co/u/oF8mwuWK
Functions tab: http://i.imgur.com/wXKHPJb.png
Could go a bit higher on this, but didn't want to make new screenies just for a few extra decimals. My aim with the build was to have a 40 ly jump range on a full tank while having as much useful stuff as possible.

Ship: Imperial Courier
CMDR Name: Marx
Ship Name: Foredoomed to Fly
Jump Range (Max): 46.79 ly
Jump Range (Full Tank): 44.50 ly
Loadout Link: https://eddp.co/u/5g5G3Ugy
Functions tab: http://i.imgur.com/JMJ3Kqk.png
Slap an SRV bay on there, and it can still do 40 ly on a full tank.

And a different Courier, built for planetary exploration:
Ship: Imperial Courier
CMDR Name: Marx
Ship Name: Jeb's Revenge
Jump Range (Max): 36.65 ly
Jump Range (Full Tank): 35.27 ly
Loadout Link: https://eddp.co/u/ie5kZ6WC
Functions tab: http://i.imgur.com/ga5bjDH.png
 
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EDITED: 13th May 2017 (main leaderboard hasn't been changed, so I assume it is ok to change this still, sorry about that!)

Just updating #305 for Jimbo Jameson (The new sensor weight reduction, and a few fractions of a tonne off other modules).

Ship: Asp Explorer
CMDR Name: Jimbo Jameson
Jump Range (Max): 52.88LY

Amundsen.png

Ship Name: R. Amundsen
Jump Range (Full Tank): 51.28LY (16T instead of stock 32T)
1000LY trip jumps (approx): 20 near galactic core, 28-30 near galactic edge
Loadout link: https://eddp.co/u/cNBvUTpi

Not a pure lightweight exploration build, but by sacrificing ~5LY to my maximum jump range, I've managed to squeeze a few more comforts in and create a much more sturdy explorer.

A reasonably fast ship (speed: 337m/s, boost:459m/s) that is well armoured (950 hitpoints), with good shields (354 - Got a monster roll on the 5D shield + a nice roll on the 0E shield booster :D ) and decently armed (2 x Plasma Accelerators w/ plasma slug modification, 2 x Pulse lasers, and 2 x Rail guns w/ plasma slug).

Has Point defence and of course a Heat sink launcher for thermal emergencies (which has actually come in handy on my last 100,000LY+ exploration!). Finally, it also has an onboard FSD wake scanner for those alien encounters that might come up :)
 
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PLEASE NOTE corrected full-tank range (65.90, lower than 69.17 as list currently states! Blame my bad screen shot previously)

Required
Ship: Anaconda
CMDR Name: Cral Travis
Jump Range (Max): 69.18 light years
Anaconda functions jump range.jpg

Optional
Ship Name: Infinite Solstice
Jump Range (Full Tank): 65.90 light years
1000 ly trip jumps (approx): 15-17
Loadout link: http://s715.photobucket.com/user/Frankymole/media/ExploraConda loadout.jpg.html?o=1
(N.B. Fuel scoop has since been upgraded from a 6A to a 7A. AFMUs upgraded to Qty 2 x 6B, Qty 2 x 5B, and Qty 1 x 4B)
 
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I find this all quite sad really. I have just spent three days picking my way across the gap between the Abyssal Plain and the New Outer Arm in a 32.9LY Asp (35.something on fumes). It was a little bit of a challenge, frustrating at times but ultimately quite satisfying. With a 50ly ship I would have just plotted right through the thing and not even noticed.

Are these days gone?

I felt exactly the same when the wheel was invented.
 
I find this all quite sad really. I have just spent three days picking my way across the gap between the Abyssal Plain and the New Outer Arm in a 32.9LY Asp (35.something on fumes). It was a little bit of a challenge, frustrating at times but ultimately quite satisfying. With a 50ly ship I would have just plotted right through the thing and not even noticed.

Are these days gone?

I know how you feel. I had similar range when negotiating the Formidine Rift at its trailing ("east") end - had to do some spiral routes to find a scoopable route through. Also much jumponium - white knuckle stuff when there's a limited supply (no SRV). I also found some clusters of hundreds of stars that were only accessible in the first place by using maximum jumponium distances... now these little "hidden gateways" to rich, unexplored areas can't really exist.
 
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There will always be areas of the galaxy that will require careful manual route plotting whatever your jump range.
I'm currently on the edges of the Outer Arm with a 68 ly jump range and I can confirm that I am making single jumps to probe a way forward, often back tracking or heading higher/ lower to discern a viable route.
 
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