What is the maximum jump range after a 5A engineered FSD ?

At the moment my ASP Explorer 6A FAD has been upgraded up 48.02 LY unloaded, carried out by Felicity Farseer, is this the maximum it can be upgraded to by an engineer?
 
  • Like (+1)
Reactions: NW3
Well, unless something's changed that I'm unaware of, that depends entirely on the mass of whatever you want to move with your FSD.
If my memory serves me correctly, I believe the highest jumprange I've ever seen was 72 point something LYs on CMDR Mini's Jumpaconda...don't quote me on that number though, and my personal Anaconda is far from that specialized, but has a rather respectable 48LYs range without too much compromise on the other modules :)
 
Last edited:
I think +55% is about as good as I've seen.
The actual range depends on your ships mass.

My Exploration Anaconda can jump 52ly, with all the gear. And some extra. Lol
 
At the moment my ASP Explorer 6A FAD has been upgraded up 48.02 LY unloaded, carried out by Felicity Farseer, is this the maximum it can be upgraded to by an engineer?

Ms. Farseer can get you to the max capability of your FSD, yes. As the other guys mentioned you will want to check the engineering specs on the drive specifically to see what percentage your increase is on that drive, and 50% would be the normal top end for grade 5, I believe. With the secondaries it can go higher, I've seen 5% as well, not sure what the current "god-roll" is.
As for the max for your particular ship, that can open a whole new conversation and will depend on how specialised you want it for jump range. If you make it a flying gas can with no weapons or fuel, I think you can get near or beyond 60LY with an AspX.
 
Last edited:
Mini's Conda has around a 65% roll iirc. The current record to my knowledge is 290ly on xbox by a commander just yesterday, with neutron supercharge, naturally.
 
At the moment my ASP Explorer 6A FAD has been upgraded up 48.02 LY unloaded, carried out by Felicity Farseer, is this the maximum it can be upgraded to by an engineer?

No, when completely stripped for exploration (no shield, SRV, weapons, heat sink launcher, minimum fuel, and D-rated modules (except for FSD, Fuel Scoop, AMFUs), my Asp Explorer has a 56.14 ly jump range. That includes engineering stuff like Thrusters, to reduce mass.

UGOptnI.png
It took me 2 months of collecting materials and engineering to get that range. I only did it because I wanted to take my AspX on the Distant Stars Expedition. Otherwise, I never would have spent that much time engineering.

It was worth it though. I'm really happy with my AspX. In the bubble with a reasonable load-out, I typically get 40-42 lys, depending on cargo.
 
Last edited:
At the moment my ASP Explorer 6A FAD has been upgraded up 48.02 LY unloaded, carried out by Felicity Farseer, is this the maximum it can be upgraded to by an engineer?

Measuring in LY depends totally on your loadout, I'd say. Better look under FSD - modifications in the outfitting screen, or just in the right hand panel on the functions tab, there's a max. jump range in the lower left.

Edit: my functions panel shows 44.50LY (47.63LY) for my ASP with A rated core modules, a 3A shield gen and lightweight sensors and weapons

Outfitting : +49,7% on optimal mass, +2,7% on max Fuel but also +41,8% on mass, resulting in 28,36 t...
 
Last edited:
  • Like (+1)
Reactions: NW3
as everyone else says, depends on your loadout. my asp for exploring shows somewhere in similar region to 44 ly even though it has no weapons - but i still keep the shield, and 2 shield boosters. it may be partly also down to the way i engineered the mods on it. i wasnt as concerned with mass reduction when modding things as i could have been. it also has the biggest fuel scoop i could fit. so its a balance between mass of your loadout and the rolls you got. some asps have over 50 ly range. and there was a thread on front page about an anaconda making a 280ly jump - idk what that ships base range is before FSD injection and neutron star jet supercharging.
 
Last edited:
My main account has Alison The Asp, with a 43 light-year jump, and about 50% increase.

Re-enforced hull (-50% mass, and resistance bonuses), A FSD, power (+9%), and capacitor (+30%), 6D (+50%) shield, 5A scoop. 2 class 2 pulse turrets (level 4 efficient), 4 class 1 turrets (level 4 efficient) , B class KWS, A booster (+28%), D booster (+8%, and various resistance bonuses), and a PD (half weight). One Class 3 AFMU, and an 8 ton, Class 3 cargo rack round it out.

Oh, yeah. A 173% Range increased DSS, a 40% range increased D sensor suite, and, of course, to make everyone cringe, a Docking Computer. :)
 
My main account has Alison The Asp, with a 43 light-year jump, and about 50% increase.

Re-enforced hull (-50% mass, and resistance bonuses), A FSD, power (+9%), and capacitor (+30%), 6D (+50%) shield, 5A scoop. 2 class 2 pulse turrets (level 4 efficient), 4 class 1 turrets (level 4 efficient) , B class KWS, A booster (+28%), D booster (+8%, and various resistance bonuses), and a PD (half weight). One Class 3 AFMU, and an 8 ton, Class 3 cargo rack round it out.

Oh, yeah. A 173% Range increased DSS, a 40% range increased D sensor suite, and, of course, to make everyone cringe, a Docking Computer. :)
i love my docking computer. people have no idea how good it is when you finally make that last jump, come out of sc and are tired and your eyes hurt from the last 15 jumps to the bubble and then just turn it over to the DC and let the stress bleed out while it lands. mind you i keep the controller in my hands all the time until i actually enter the hangar. i dont 100% trust the DC.
 
My Asp for mission running has about 44 ly jump capacity with a full set of weapons, 5A shield generator, 0A shield booster (Heavy Duty), 3A Shield Cell Battery, PD, Heatsink, Chaff Launcher etc. As I don't know your load-out, I cannot give an opinion if your 48 ly is great or meh.

For exploration I am using a 62 ly Anaconda (has defensive equipment, but no weapons, can boost, has light shields and SRVs).
 
My Asp for mission running has about 44 ly jump capacity with a full set of weapons, 5A shield generator, 0A shield booster (Heavy Duty), 3A Shield Cell Battery, PD, Heatsink, Chaff Launcher etc. As I don't know your load-out, I cannot give an opinion if your 48 ly is great or meh.

For exploration I am using a 62 ly Anaconda (has defensive equipment, but no weapons, can boost, has light shields and SRVs).
im saving up to get an explorconda because i am told it can get best range when modded. i wont sell my asp Spirit of Discovery however. i spent months out there doing a 14200ly trip out then coming back. my exploration conda will also tell me hopefully if i like big ships and if its worth getting two more condas for a trader and a missions/combat ship.
 
i love my docking computer. people have no idea how good it is when you finally make that last jump, come out of sc and are tired and your eyes hurt from the last 15 jumps to the bubble and then just turn it over to the DC and let the stress bleed out while it lands. mind you i keep the controller in my hands all the time until i actually enter the hangar. i dont 100% trust the DC.

If you get it to within range of an outpost or port, I've had no problems. Stations, I have learned not to trust, until you are within the 120 degree cone of the toaster rack entrance. Wheeled stations have driven me into the side, once, in several hundred dockings. My shields lost one ring...
 
im saving up to get an explorconda because i am told it can get best range when modded. i wont sell my asp Spirit of Discovery however. i spent months out there doing a 14200ly trip out then coming back. my exploration conda will also tell me hopefully if i like big ships and if its worth getting two more condas for a trader and a missions/combat ship.

I also have my Explorer Asp still in moth balls and will not sell it. Asp is a lot quicker to turn in super cruise than the Conda and you may or may not like the view from the Conda's cockpit. When flying through the mail slot. you must aim so high that you will instinctively want to duck - otherwise you will be too low.

I fitted the Explorer Conda so that I have a ship that can reach Colonia in a reasonable time and, once there, I can simply have the combat-ready engineered modules shipped over - much cheaper than having a whole ship transported. In the bubble, I only use the Conda nowadays as a miner or very occasional mission runner. For me, the Cutter has surpassed the Conda as a multi-role ship for everything else (heavily armed trader, bounty hunting, combat zones etc) - more modules, more cargo, better shields and still more than enough fire power.
 
I also have my Explorer Asp still in moth balls and will not sell it. Asp is a lot quicker to turn in super cruise than the Conda and you may or may not like the view from the Conda's cockpit. When flying through the mail slot. you must aim so high that you will instinctively want to duck - otherwise you will be too low.

I fitted the Explorer Conda so that I have a ship that can reach Colonia in a reasonable time and, once there, I can simply have the combat-ready engineered modules shipped over - much cheaper than having a whole ship transported. In the bubble, I only use the Conda nowadays as a miner or very occasional mission runner. For me, the Cutter has surpassed the Conda as a multi-role ship for everything else (heavily armed trader, bounty hunting, combat zones etc) - more modules, more cargo, better shields and still more than enough fire power.
hmm well i happen to be grinding imperial rank because i dont yet have an imperial ship and i wanted to see if there was an FAS equivalent which doesnt overheat like my FAS does. then again it may be the way i modded the stupid thing since i had unmodded thrusters and since i did a grade 2 clean engineering mod on them im not overheating quite so badly.

might have to aim for a python while i grind but cutter just added itself after anaconda to the list. i want to go to Sag A* one day but i need something with looooong FSD range to do it.
 
Back
Top Bottom