Post your Jump Range

Status
Thread Closed: Not open for further replies.
My Asp is at 51ly. I know it could be higher but I decided that I was quite happy with anything higher than 50ly, considering the loadout.
Along with the advanced disco and detail scanners I have 2 heatsink launchers, 1 afmu, 1 SRV, 2 medium pulse lasers and the ability to boost. For me, it's pretty much the perfect explorer, all the goodies I may need and the ability to make great time if I'm in a hurry to get somewhere.
 
To push the high end takes a lot of rolls on many modules, but not needed to go out into the great unknown to explore.

I would consider a little more from the fsd, mid to high 2700s at least for me, but not required really

That range can take you almost anywhere on the galaxy. My suggestion is to go and have fun, especially if you don't find it fun to grind for a couple of Ly more range.

Thank you guys I was thinking the same. I quit grinding for now :)

I really forgot to enjoy the game itself while doing grind grind grind grind aaah grind!
 
Last edited:
Thank you guys I was thinking the same. I quit grinding for now :)

I really forgot to enjoy the game itself while doing grind grind grind grind aaah grind!

No problem, always glad to help where I can.

I do not mind the material hunting too much, it's that sinking feeling you get when you start to 'roll' the upgrades and all the time hunting them goes on nothing unless one is lucky. That being said, I have really enjoyed pushing my Conda to the limit. I just hope that future updates and new gear don't turn that into a waste of time too. Still, I had fun doing it I guess, so shouldn't grumble even if that is the case.
 
Last edited:
My Asp is at 51ly. I know it could be higher but I decided that I was quite happy with anything higher than 50ly, considering the loadout.
Along with the advanced disco and detail scanners I have 2 heatsink launchers, 1 afmu, 1 SRV, 2 medium pulse lasers and the ability to boost. For me, it's pretty much the perfect explorer, all the goodies I may need and the ability to make great time if I'm in a hurry to get somewhere.

Yeah, same here. In my sig below, I have a 54 lightyear config that I rarely use, that can still be pushed further, since it's using class-5 thrusters and a 4G SRV bay, and a distributor that can still boost, and technically it could lose the shield too (if I would ever allow myself to do that). While I could lighten those things, it's really not worth it. And while this config works for 54 ly, I consider the "quality of life" details to be more important than the last few lightyears of range, so I use a 51 ly config most of the time.
 
Last edited:
I did another G5 roll... the new range is now 67.04 Ly (yes, that last .04 is important ;) :D ):

VUkxInt.jpg

FSD stats:

1tKXVhq.jpg
 
Last edited:
I did another G5 roll... the new range is now 67.04 Ly (yes, that last .04 is important ;) :D ):


FSD stats:


If you can engineer some 4D thrusters and get a good roll you may be able to fit to your conda to get a little higher too. Oh, and if not done already, use an 8t fuel tank with a 2t optional tank. You will get closer to your optimal range as you got a max fuel increase too :)
 
If you can engineer some 4D thrusters and get a good roll you may be able to fit to your conda to get a little higher too. Oh, and if not done already, use an 8t fuel tank with a 2t optional tank. You will get closer to your optimal range as you got a max fuel increase too :)

I can't get the mass of the basic ship down enough for 4D thrusters. Even empty, I still need to lose over 18T to get below the max weight. Any ideas how I can do this?

I'll get more accurate data, but so far I have a G1 Overcharged 2A PP, and a lightweight mod on the 8D sensors (-80.4%).

I can't fit my FSD with 4D thrusters as it goes over max weight.

Do I need to engineer the 4D thrusters with a smaller FSD *then* put back the 6A afterwards? Do any thruster mods increase max weight? Maybe this is what I need to do.
 
I can't get the mass of the basic ship down enough for 4D thrusters. Even empty, I still need to lose over 18T to get below the max weight. Any ideas how I can do this?

I'll get more accurate data, but so far I have a G1 Overcharged 2A PP, and a lightweight mod on the 8D sensors (-80.4%).

I can't fit my FSD with 4D thrusters as it goes over max weight.

Do I need to engineer the 4D thrusters with a smaller FSD *then* put back the 6A afterwards? Do any thruster mods increase max weight? Maybe this is what I need to do.

If you fit the 4D thrusters to say, a Cobra, take it for engineering grade 1 as only 1 material needed, then go for a secondary effect of an increased optimal mass. This can get it well above the maximum roll and may then be enough to transfer to the stripped conda. Make sure you have no cargo racks fitted, as although nil mass, it does raise the min mass required for thrusters.
 
Last edited:
I don't understand the last part about the cargo racks increasing the MINIMUM mass?

I tried fitting 4D thrusters to an empty Annie, but when I try and put in the G5 6A FSD, I can't as it exceeds the maximum mass.

I just tried engineering a 4A thruster for fun (G1 Clean Drive), and found that it REDUCES the maximum mass of the thrusters. This is opposite to what I want.

I have a higher jump range with G1 (CD) 5D thrusters vs. 4A stock, but this might be because the 5D are 2 tons lighter (8 T vs. 10 T).
 
Last edited:
I don't understand the last part about the cargo racks increasing the MINIMUM mass?

I tried fitting 4D thrusters to an empty Annie, but when I try and put in the G5 6A FSD, I can't as it exceeds the maximum mass.

I just tried engineering a 4A thruster for fun (G1 Clean Drive), and found that it REDUCES the maximum mass of the thrusters. This is opposite to what I want.

I have a higher jump range with G1 (CD) 5D thrusters vs. 4A stock, but this might be because the 5D are 2 tons lighter (8 T vs. 10 T).

When you roll for drives, the "roll" will be less, and look like you are trying to do the opposite, but it is the Secodary Effect that can push this to well over the starting figure. I guess I could be explaining this better, help anyone?

As for cargo racks, your thrusters will need to support the fully loaded mass of your ship, so best not to have any fitted if you just want yhe jump range.
 
When you roll for drives, the "roll" will be less, and look like you are trying to do the opposite, but it is the Secodary Effect that can push this to well over the starting figure. I guess I could be explaining this better, help anyone?

As for cargo racks, your thrusters will need to support the fully loaded mass of your ship, so best not to have any fitted if you just want yhe jump range.

Which secondary effect am I looking for? Optimal mass?

Regarding adding anything to the ship - this is what the issue with maximum mass of the thrusters is. 4D stock is too small. I'm trying to understand which parameter I need to increase to increase the maximum mass.

With Clean Drives, optimum multipler goes UP (better) but the maximum mass goes DOWN (not listed anywhere except the bottom of the outfitting page with the 3 ship mass numbers).
 
What config for the T6? Mine can do 45 Ly in cargo config. I've yet to do the lightweight sensor mod to it for even greater range.

Try and engineer your FSD if you haven't yet. :)
Thanks for that.. Yes my T6 has a Class 4 FSD but is decked out to carry passengers. No weapons.
Still more engineering to come.
 
54.18 (59.00) isn't too bad for a DBX. So close to that magic 60ly but so far. I have an AFMU, shields, DSS but no weapons, heat sinks or SRV. Everything is D rated with a small lightweight engineering on the sensors. Uses a 2A overcharged power plant. I tried running a 16t fuel tank and got 56ly but I didn't like it. Felt like I was stopping too much. Got a 48% on the FSD but got beat up on the extra mass and no bonus.

y3nxNK9.jpg
 
Ship: Anaconda
CMDR Name: Beni Stingray
Jump Range (Max): 69.06

tZUKezQ.jpg


Ship Name: Bebop
Jump Range (Full Tank): 68.93
1000 ly trip jumps (aprox): 15

First picture is as im using her for normal exploring with both scanners, one SRV, a 3D shield, 2 5A AFMU, class 5 cargo rack and also a corrosive resistant, 7A fuels scoop, 1D PD, 3A PP and 5D thrusters. FSD has a 52.1% increase in range.

Second picture is an empty shell with 4D thrusters and a class 3 fuel tank.
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom