Deep charge vs Mass manager?

https://forums.frontier.co.uk/showthread.php/403010-Mass-Manager-vs-Deep-Charge

You don't need to go through all the equation work, as JonathanBurnage did add a TL;DR:
"Tl;dr - mass manager is best for larger FSD classes; deep charge is best for smaller ones. The break-even point is a class 5 FSD; in that case choose mass manager because it will be more fuel efficient."

IMO would take Mass Manager even on smaller ships though due to the additional fuel required for each jump using Deep Charge.
 
Yep, the basic rule is:

- For a class 4 FSD and lower, Deep Charge will net you slightly more range than Mass Manager.
- For a class 5 FSD it mostly doesn't matter, both are super close to each other.
- For a class 6 FSD or higher, Mass Manager nets you more range than Deep Charge.

Oh, and one more I learned during the beta:

- For a DBX always take Mass Manager, as your fracking slow fuel scoop is terrible and you do not want to use more fuel per jump!!!

It should be said though that for small FSD's Deep Charge isn't getting you much more range, it's very minimal honestly. We're talking fractions of a ly more.
 
Yep, the basic rule is:

- For a class 4 FSD and lower, Deep Charge will net you slightly more range than Mass Manager.
- For a class 5 FSD it mostly doesn't matter, both are super close to each other.
- For a class 6 FSD or higher, Mass Manager nets you more range than Deep Charge.

Oh, and one more I learned during the beta:

- For a DBX always take Mass Manager, as your fracking slow fuel scoop is terrible and you do not want to use more fuel per jump!!!

It should be said though that for small FSD's Deep Charge isn't getting you much more range, it's very minimal honestly. We're talking fractions of a ly more.

What about over Stripped Down? Wouldn't decreasing Mass outright also provide range?
 
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Jump range scales linearly with optimal mass. So 4% increase optimal mass = 4% increase in range.

It's worth noting that this multiplies with any optimal mass increase you have from the increased range blueprint.
 
Jump range scales linearly with optimal mass. So 4% increase optimal mass = 4% increase in range.

It's worth noting that this multiplies with any optimal mass increase you have from the increased range blueprint.
I read on these forums that one was good for smaller ships and the other for larger ones. Sorry but I can't remember which :(

Im still learning myself, but indeed: the mass manager exp effect works out better for my anaconda. I need to mess around with what to do for my Asp X
 
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