New CG FSD drive issue

So I just unlocked a new FSD module that we all got from the recent CG. The main thing is that it is supposed to drop the boot time from 10s to 2s. However, I have not seen a difference. I then thought, well maybe the guardian FSD booster, which has a boot time of 15s, might be overriding the setting. So I disabled it. Still the same slow boot time. I then completely removed the guardian module. Still the same. Has anyone else noticed this? Is it broken? Or is the FSD boot time something else different that I'm not understanding? I thought the boot time was the time it takes to engage the FSD from the time you push the button (aka the little bar in the middle of the screen). Any insight is appreciated.

o7
Dirty
 
What good is that? Who turns off their FSD on a regular basis?

If you are min-maxing your weight for ultimate speed/agility, one of the best savers is going with the smallest possible PP. To really shave off maximum weight, I go with the smallest PP possible that will power my ship with hardpoints out and all modules not necessary in combat (cargo hatch, FSD, Fuel Scoop) turned off. Then my power priorities are setup so that when I deploy hardpoints they turn on, and when I retract hardpoints they boot up. This is where the faster FSD is nice. Also, engineering Faster Boot Sequence lets you tack on Stripped Down for an even lighter FSD, pitching in towards the weight savings, while still boosting your range a bit. This is how my combat Courier does 851 with a full combat load.

Granted, this is faaaar more useful on small ships with EP Thrusters where weight savings actually pay healthy benefits. Larger ships gain practically nothing, unfortunately. Isn't this CG FSD a class 5? That's honestly not a handy place for FBS FSD, so I won't defend this particular instance of FBS, but it does have a beloved place in my fleet.
 
I thought the boot time was the time it takes to engage the FSD from the time you push the button (aka the little bar in the middle of the screen). Any insight is appreciated.
Boot time is a niche stat that changes the time it takes for the module to power up. It has nothing to do with charge. Honestly I think it should affect charge time too, which I think would make it a good alternative to Increased Range, which is basically the only mod anyone uses.
 
Another point about it is, it has lower integrity than a standard "increased range" FSD. That could be significant in a ship used for neutron jumping. It also runs slightly hotter; I haven't worked out whether the difference is significant yet.
 
Another point about it is, it has lower integrity than a standard "increased range" FSD. That could be significant in a ship used for neutron jumping. It also runs slightly hotter; I haven't worked out whether the difference is significant yet.
I put the one from the Coalsack CG on my Phantom which has a Armored PP. Tested it on Skardee 1 and in a White Dwarf exclusion zone, both went absolutely fine. No issues while scooping either, it's obv not Dolphin levels of cool but I can still start charging before the scoop disengages.
The last two weeks I have finally had the time to take to the Rift and been doing a lot of neutron boosting there. If there is a difference in damage taken it is small enough that I don't notice. What I did notice was the extra +5ly range while moving towards the edge, and the reduced boot time makes the repair stops a tad more pleasant as well.
 
Some power hungry combat builds will set power priorities such that FSD will go offline when weapons are deployed. Fast Boot enables quick escape upon retracting hardpoints, and thus restoring power to the FSD.
 
Another point about it is, it has lower integrity than a standard "increased range" FSD. That could be significant in a ship used for neutron jumping. It also runs slightly hotter; I haven't worked out whether the difference is significant yet.

Nah, PP gets damaged by %'s so integrity means little to an explorer unless it's getting shot.

In fact it could even be a blessing as lower integrity should mean fewer AFMU "ammo" to repair it.

However, should they hit the exclusio zone of a WD then yes, they'd be in big trouble......but who does that?!
 
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