Post your Jump Range

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Have you tried a 5d distributer instead of the 4a? A little engineering and I can still boost and I think it is a little lighter too...if I remember correctly???

I did that :D

Went for the Engine mod and got +39.80% eng capacity and +10% recharge rate and a loss in cap and rec rate for all others of approx 10%.
+40% on a 5D is just enough to allow you to boost :)
 
I did that :D

Went for the Engine mod and got +39.80% eng capacity and +10% recharge rate and a loss in cap and rec rate for all others of approx 10%.
+40% on a 5D is just enough to allow you to boost :)

I figured your setup must be pretty much the same as mine as our ranges are almost identical, good work CMDR o7
 
Now that I've attacked the Blue Snowball and surveyed a good chunk of the Wayfarer's Graveyard, I am going to return to populated space for a while. Before I switch my Annie over to a multicrew build, I figured I should memorialize its 'Jump Ranger' configuration:

CMDR Name: Z@PP ROWSDOWER
Ship Name: JUMP RANGER
Jump Range (Max): 67.37 ly
Jump Range (Full Tank): 64.16 ly
1000 ly trip jumps (aprox): 3,000

Loadout

GviBwpe.jpg
 
Now that I've attacked the Blue Snowball and surveyed a good chunk of the Wayfarer's Graveyard, I am going to return to populated space for a while. Before I switch my Annie over to a multicrew build, I figured I should memorialize its 'Jump Ranger' configuration:

CMDR Name: Z@PP ROWSDOWER
Ship Name: JUMP RANGER
Jump Range (Max): 67.37 ly
Jump Range (Full Tank): 64.16 ly
1000 ly trip jumps (aprox): 3,000

Loadout


No boost? If exploring I would suggest a boost capable PD too, but does knock jump range a bit, especially if a bigger PP is needed to run it.
 
Have you tried a 5d distributer instead of the 4a? A little engineering and I can still boost and I think it is a little lighter too...if I remember correctly???
The Nomad is an Asp-X, so a 5D distributor isn't an option.

For exploration or long-distance racing the 1D is fine though, and it's engineered to 13.56 engine capacity, so it's boost capable.

My main activity is racing in the bubble, which is when the 4A distributor is fitted, jump range remains around 55ly then, but I've got various D rated distributors for if I need a couple more lightyears. :)
 
The Nomad is an Asp-X, so a 5D distributor isn't an option.

For exploration or long-distance racing the 1D is fine though, and it's engineered to 13.56 engine capacity, so it's boost capable.

My main activity is racing in the bubble, which is when the 4A distributor is fitted, jump range remains around 55ly then, but I've got various D rated distributors for if I need a couple more lightyears. :)

Can you make a 1D PD to actually boost? I have a 2D PD that is modded to still be able to boost but I thought the 1D PD didn't have enought capacity to boost after being engineered.
 
Can you make a 1D PD to actually boost? I have a 2D PD that is modded to still be able to boost but I thought the 1D PD didn't have enought capacity to boost after being engineered.

You need a good primary roll, plus a good secondary roll for engine capacity - and only a grade 3 engine modded distributor can possibly make it. You need a minimum of 13.01 engine capacity for an Asp-X or DBX.

I got a perfect looking primary roll and a +7% secondary roll for a total 13.56! :)
I had 20 rolls available and used 12 or 15 I think, none of the others were successful and the one that was also had a +9% mass penalty, so my 1D distributor is 0.55t mass.

It only boosts once every 22 seconds, but it's still nice for exploring and long range races.
 
No boost? If exploring I would suggest a boost capable PD too, but does knock jump range a bit, especially if a bigger PP is needed to run it.

It actually wouldn't have cost me much in terms of range -- a 5D PD with a good G5 engine-focused mod roll would have only shaved 1ly of my topline range -- but it seemed totally unnecessary. Out in the black, I spend more than 95% of my time in supercruise, where I can't use boost. On the rare occasions when I am not in supercruise, I am never in a situation where I need to boost.

Therefore, it is much more useful to equip a 1D PD with a G1 systems-focused mod (improving shield regen) with either reduced mass or reduced power draw as a secondary effect.
 
It actually wouldn't have cost me much in terms of range -- a 5D PD with a good G5 engine-focused mod roll would have only shaved 1ly of my topline range -- but it seemed totally unnecessary. Out in the black, I spend more than 95% of my time in supercruise, where I can't use boost. On the rare occasions when I am not in supercruise, I am never in a situation where I need to boost.

Therefore, it is much more useful to equip a 1D PD with a G1 systems-focused mod (improving shield regen) with either reduced mass or reduced power draw as a secondary effect.

Why not G3?
 
It actually wouldn't have cost me much in terms of range -- a 5D PD with a good G5 engine-focused mod roll would have only shaved 1ly of my topline range -- but it seemed totally unnecessary. Out in the black, I spend more than 95% of my time in supercruise, where I can't use boost. On the rare occasions when I am not in supercruise, I am never in a situation where I need to boost.

Therefore, it is much more useful to equip a 1D PD with a G1 systems-focused mod (improving shield regen) with either reduced mass or reduced power draw as a secondary effect.

I have been considering this too, but I once made a mistake 8klys out on a medium G world, and even pointing straight up from the planet I was still dropping, having a boost was all that saved me. Makes me nervous exploring without boost now
 
In a DBX with 45.?? light years jump range.

I'm already 500 or so light years out of Eagles Landing, so all this info is off the module screen. Some of it seems oddly incomplete.

5A FSD: G4 Increased Range
4A Thrusters : G3 Clean Drive
4A Power Plant: Low Emissions (G1?)
4A Power Distributor
3A Sensors: G2, doesn't specify engineering choice
3B Life Support
1C DSS: G1 Fast Scanner
1C Adv DS
4A Fuel Scoop
3A AFMU
2G Planetary Hangar/Srv
Light Weight Alloys

4C Bi-weave Shields: G3 enhanced, low power shields
3C Multi-Cannon (Gimballed): G2 Light Weight Mount
2x 2F Pulse Laser (Turrets)
2x 0I Heat Sinks
0I Chaff Launcher
0I Point Def


I'm a new player on ps4, on my way to Colonia/Sag A. People told me not to pack weapons and A rated internals etc. I packed 'em anyway. Originally the jump range was 40.??ly when I was fitted with military composites. After feeling the jump grind, I was hoping to down grade to D internals at Omega Mining Operation, but they didn't have any available in outfitting. Taking out the weapons and point def/chaff barely gave me an extra 1.5ly, so I left them in. Swapping out the military composites for light weight alloys was the only real increase in jump range.

I'll try for D internals again at Colonia.
 
I have been considering this too, but I once made a mistake 8klys out on a medium G world, and even pointing straight up from the planet I was still dropping, having a boost was all that saved me. Makes me nervous exploring without boost now

Even with my long-range builds, I use "A" distributors, modded for max power capacity. High-G worlds, pirates, mining, etc. It's worth it.
 
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