What's good with FSD B-C-D classes?

Are you sure you read the OP? That is the difference between ALL module classes. I'm asking specific advantages for FSD's only

That information also applies to FSDs.

If you want more precise information, simply go to coriolis.io, pick a ship and then compare different FSDs.

Pro-tip: always consider the potential benefit of fitting an under-sized FSD and then augmenting it's range by fitting a Guardian FSD booster.

Much like armor, if you need every internal slot in a ship, fitting the best possible core module will have to suffice.
If, OTOH, you have spare internal slots, you can often fit a lighter core module and then augment it with an internal module to get superior results.
 
D class with G5 long range is pretty much the lightweight FSD mod. Useful for combat iCourrier.

Other than that FSD aside from A grade they are 100% pointless and could as well be removed from the game.
if I'm on a build that I don't intend to fly anywhere, only low-wake and get transferred, I use a 2D stripped-down fast boot sequence.
 
I have a build for an iEagle with a 2D FSD but with the G5 increased range and mass manager, because I do want to be able to still get most places around the bubble in it if I need to without too much hassle. Jump range is about 10 Ly, boost speed around 900, at least on paper. Not done engineering it elsewhere yet.
 
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I have a FAS and FGS which both have only a 4B FSD. I don't need range because I only use them for res hunting in system.
 
Whereas price/performance is totally irrelevant for anyone but very new players. Mainly thanks to the massive casualisation this game has undergone, especially when it comes to credits. The times where this was a noticeable consideration are long gone.


Yeah this is true across the board. I mean I'm at over a billion and I'm really not trying that hard really. Sure, some of the 7A and 8A modules smart a bit still but there is almost no reason for C or E to exist at this point. I think it was all of maybe 2 weeks before cost of the modules was largely irrelevant.


There does seem to be a significant missing opportunity to make the other classes more useful. Where C has some quality beyond range that makes it very appealing in certain circumstances. Could also vary repair cost where A's and B's cost a great deal to repair where D's and E's are cheap.

For weight, unless you are really keeping everything else skinny, the difference in thruster speed seems to be on the order of <6ms. Now that does add up as you lightweight other modules but hardening for combat AND lightweight seem to be at odds unless you are trying to build a all-fast harasser like a iCourier.
 
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Some player's such as my self have ships and load outs conducive for generally one purpose. I've got two Corvettes for example. One has an Uber (all cabins) load out, one has a Lift (all cargo bins), they have slightly different fsd's. In both cases, I never accept missions that go one or two jumps from where I'm leaving from. Thus I don't need an "A" graded engineered FSD when I can get buy with a "D" graded engineered FSD. In addition to being cheaper, it's lighter and requires slightly less materials when engineering which means slightly less time grinding materials.

On the other hand I've got a Conda which I utilize for long range jumping around the bubble as well as outside the bubble. Though it's engineered to get 66 ly's per jump. Because of my optional's I only get 60. By choosing different optional's such as one would need for only exploring and not gathering mats or joy riding in an srv which I have four of in addition to canyon flying which needs fighter's which I have 6D's; I'd get 66.

It all boils down to what is the purpose of the ship and it's load out. The same issue comes into play when choosing a thrust-er. My corvette lift needs a bigger or better engineered than my corvette uber does. The reason is the weight of a cabin is factored in when installing it, Cargo Bin's weight are not a factor until they are loaded. Thus the thrust-er installed in my uber is far less than the one in my lift. Prior to Horizon when ships were not able to land on planetary docks, it wasn't an issue. Tis possible now to be over loaded and not be able to leave a planet if and when one has too many bins and they are all full to the max.
 
I think I've never bought anything but A-class FSD's.
In the old days, when low credit balance was a thing I guess I once bought a class-B but I probably insta-regret it.
Do the other classes have any benefit?
Maybe the better question to ask is "Is anything other than A rated G5 increased jump range FSD used by the masses. If so how often and why?"
Me personally I never use anything else in any of my ships. Money is no longer an issue and can't think of a reason to sacrifice jump range, except for a few very niche builds like racing vipers etc. Only a new player would use anything else, but even then only until they can get more money and unlock Felicity. D is lighter, but A has better jump range anyway despite the extra weight. B isn't useful when you can fit an AFMU. C doesn't matter because money is easy to get.
 
B isn't useful when you can fit an AFMU.

Shielded double-braced B rated FSDs have a definite niche in being able to take a few hits before malfunctions are likely.

At the opposite end of the spectrum a D rated fast-boot mass manager FSD can have a low enough integrity to actually be viable to repair during combat...if the rest of the ship holds together long enough.
 
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