Newcomer / Intro Ridiculous jump range, what am I missing here?

When you search the Google machine for the highest jump range, you're going to come across a lot of Anacondas, 90-ish light years if I recall.

Why is it then that I get way higher jump ranges if I tinker with a ship that can take a 8A FSD?


Screenshot-20200605-071129.jpg


That thing almost jumps like a carrier. True, this thing is good at jumping and not much else, but neither are those other supposed max range Anacondas?
 
Talking of huge jump range... can FC's use boosters like injections or neutron stars?

Since they're not using your regular ship's fuel, my guess would be "no". At least not the same kind of boost as the ships. And, guessing from the fuel consumption ratio, prepare to spend 200 Polonium and 100 Arsenic per boost if they do :p

As for Neutron stars - I dare you to fly your carrier around the scoop zone of a NS :devilish:
 
Where we at it, whenever we talk about the jump range of a ship, is it max range? Not sure whether that makes sense cause I guess that's a purely theoretic value. Is it even possible to realize that range in praxis? Or in other words: does it represent the perfect balance between fill level and jump range (and thus would indeed be possible)?

It's the max range if every jump is maxed out. so no, not the perfect balance.
 
Where we at it, whenever we talk about the jump range of a ship, is it max range? Not sure whether that makes sense cause I guess that's a purely theoretic value. Is it even possible to realize that range in praxis? Or in other words: does it represent the perfect balance between fill level and jump range (and thus would indeed be possible)?
Usually, yes - any other indicated jump range depends on your current loadout and loading, including fuel.
The route plotter plays it safe and calculates based on current cargo + full tank. But you can route manual jumps, and initiate that jump with just enough fuel in the tank for that jump, also known as "juming on fumes". I would recommend, though, that you don't do this with a (nearly) empty day tank (the thin line above the main tank).
 
Ta. I know next to nothing about the carriers, not having participated in the beta.
Ah.. ok, getting serious then:
  • carriers use a special fuel, Tritium, which can be mined (Ice rings) or bought (expensive stuff, though)
  • fuel consumption in the beta was IIRC 500 tons for a maximum range jump, but was shuffled around a couple of times for balancing. No idea myself where that one is now, and where it will be when Carriers go live
  • carriers will be parked next to an(y) orbitable body in a system. You can jump from body to body in the system, but you can't fly them like you can fly your ship (so no scooping, either, even if you could buy a scoop for a carrier, which you can't)

----

Grumble... that (y) should have been ( y )
 
fuel consumption in the beta was IIRC 500 tons for a maximum range jump, but was shuffled around a couple of times for balancing. No idea myself where that one is now, and where it will be when Carriers go live

It's actually maximum 250t per 500ly jump, but it depends of carrier load.
So a fully loaded carrier will use 250t per 500ly, a lighter one much less
 
Always jumping for maximum possible range.
Coriolis will give the fuel tank range assuming that all the jumps are performed at maximum jump range
Ingame plotter will keep the initial ship mass when plotting a multi-jump journey and it will not adjust for lower mass due to used fuel - or at least i never seen it doing it.
 
Where we at it, whenever we talk about the jump range of a ship, is it max range? Not sure whether that makes sense

I've brought this up before. I would propose standardizing it as unladen range, but getting a concensus out of this lot would prove a challenge :)

This thread illustrates the issue, I'd call that a 43-jump ship, others call it 48 jump.
 
Back
Top Bottom