Ships All pre-engineered 5A FSD V1s are not the same

The faster boot sequence is related to the FSD reboot after a jump or supercruise. In this case, instead of 10 seconds, the FSD is online again after 2 seconds.
It decreases the time it takes to come back online after it has been deactivate.
It does not change cool down time or do anything to reduce the time you have to wait between jumps.
A side effect is a small increase in jump range.
Faster boot sequence has some benefit to combat ships that use power priorities to save power when hard points are deployed by deactivating the FSD. If you want to stow hard points and make a quick escape from an engagement going bad, the FSD coming back online faster is helpful.
 
It decreases the time it takes to come back online after it has been deactivate.
It does not change cool down time or do anything to reduce the time you have to wait between jumps.
A side effect is a small increase in jump range.
Faster boot sequence has some benefit to combat ships that use power priorities to save power when hard points are deployed by deactivating the FSD. If you want to stow hard points and make a quick escape from an engagement going bad, the FSD coming back online faster is helpful.
It depends on the cooldown. Safety cooldowns are completely unaffected and still take their 30 or so seconds of reboot.
But if you jump from one system to another, the FSD seems to get briefly deactivated after the completion of the jump. And the following boot-up time is shortened.
 
It depends on the cooldown. Safety cooldowns are completely unaffected and still take their 30 or so seconds of reboot.
But if you jump from one system to another, the FSD seems to get briefly deactivated after the completion of the jump. And the following boot-up time is shortened.
If this subject is of interest to you , perhaps try a few tests yourself to see what happens.
I did investigate this and I've observed the difference between an FSD with faster boot sequence and one without many times. In addition to the combat ship scenario, you also have a situation where you disable the FSD on an exploration ship.
If you do about 20 neutron star supercharged jumps, your FSD health will have dropped to about 80% where it starts to malfunction. At this point you would drop out of supercruise, enable your AFMU, and then repair the FSD which turns the power off to it while repairs happen. When you active the FSD again, that is when the boot sequence happens. On my Phantom with the Engineered FSD V1 it boots in a few seconds - like 2 or 3. When I once went exploring in an Anaconda with a regular FSD with increased range engineering (so no faster boot sequence), that boot sequence time after repair was maybe 4 times longer. This is what the Faster Boot Sequence modification does, in addition to a small improvement in jump range. There is no other difference.

Safety cool downs during which you cannot jump or enter supercruise are unaffected by the Faster Boot Sequence modification. But all safety cooldowns are not the same. If you try and fail to win an interdiction, or fly into the exclusion zone of a non-landable planet, star or blackhole, the FSD does an emergency shutdown and requires a long cool down period - I think that's your 30 seconds. If you complete a normal jump, there is a controlled safety cool down period of around 10 seconds before you can charge the FSD to jump again. If in supercruise, you slow to minimum speed or arrive at a navigation point and drop out of supercruise, you also have the controlled safety cool down period of about 10 seconds to wait before you can charge the FSD again.

If in doubt, run some tests yourself with the different ships you have.
 
f you complete a normal jump, there is a controlled safety cool down period of around 10 seconds before you can charge the FSD to jump again
That's right. But this cooldown is affected by the fast boot modification. I've seen it over and over again this morning while doing a courier round. With an unaltered FSD, I usually was almost done scooping fuel and turning away from the sun (short jumps and a good scoop) when the FSD came back online. But with the FSD V1, I barely make it into scooping range before the drive is online again.
I use hyperspace dethrottle, because while I'm playing life keeps on happening around me, distracting me from the game every once in a while.

These other situations have so far never happened to me, mainly because I didn't venture out into the uninhabited regions of space, yet. I'm still at the beginning, with only two engineers available. And right now, I set up camp in the Suhte region to get those engines running and what else Elvira has in stock.
 
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That's right. But this cooldown is affected by the fast boot modification. I've seen it over and over again this morning while doing a courier round. With an unaltered FSD, I usually was almost done scooping fuel and turning away from the sun (short jumps and a good scoop) when the FSD came back online. But with the FSD V1, I barely make it into scooping range before the drive is online again.
I use hyperspace dethrottle, because while I'm playing life keeps on happening around me, distracting me from the game every once in a while.

These other situations have so far never happened to me, mainly because I didn't venture out into the uninhabited regions of space, yet. I'm still at the beginning, with only two engineers available. And right now, I set up camp in the Suhte region to get those engines running and what else Elvira has in stock.
OK it's possible I might be missing something here as I participated in two community goals end of last year beginning of this, that gave out class 3, 4 and 6 Engineered FSD V1 drives as rewards that have never been made available at human tech brokers. It means the only ships I fly without one of these drives is a Cutter and Corvette, and I don't fly them that often or go far in them.
I'll take a look myself and compare ships
 
That's right. But this cooldown is affected by the fast boot modification. I've seen it over and over again this morning while doing a courier round. With an unaltered FSD, I usually was almost done scooping fuel and turning away from the sun (short jumps and a good scoop) when the FSD came back online. But with the FSD V1, I barely make it into scooping range before the drive is online again.
I use hyperspace dethrottle, because while I'm playing life keeps on happening around me, distracting me from the game every once in a while.

These other situations have so far never happened to me, mainly because I didn't venture out into the uninhabited regions of space, yet. I'm still at the beginning, with only two engineers available. And right now, I set up camp in the Suhte region to get those engines running and what else Elvira has in stock.
I just did the test, pre-engineered (aka double) FSD vs regular FSD with increased range and mass manager. The cool down period after a jump or exiting supercruise is exactly the same for both of them.
The boot time when you power on is 2 seconds for the pre-engineered (aka double) FSD that includes faster boot sequence, and it's 10 seconds for FSD drives without faster boot sequence.
It's easy to get confused with this stuff.
 
As expected (y) I get the feeling that someone would have mentioned if they were suddenly able to jump faster with the pre-engineered ones ... and the demands for other sizes to be made available would have been deafening :D
Oh yeah, I jumped a lot the last few days with a DBX with V1 fsd and I never noticed that effect.
But if mine got a fast scoop/boot, I would've kept quiet so or so 🤗
 
As expected (y) I get the feeling that someone would have mentioned if they were suddenly able to jump faster with the pre-engineered ones ... and the demands for other sizes to be made available would have been deafening :D
Well, I'm still waiting for the size 3, 4 and 6 to join the size 5 at the tech brokers, well, the 6 not so much, I have one more than I use.
 
I just did the test, pre-engineered (aka double) FSD vs regular FSD with increased range and mass manager. The cool down period after a jump or exiting supercruise is exactly the same for both of them.
The boot time when you power on is 2 seconds for the pre-engineered (aka double) FSD that includes faster boot sequence, and it's 10 seconds for FSD drives without faster boot sequence.
It's easy to get confused with this stuff.

As expected (y) I get the feeling that someone would have mentioned if they were suddenly able to jump faster with the pre-engineered ones ... and the demands for other sizes to be made available would have been deafening :D
Okay... This is indeed quite confusing... As I was about to jump into my ships, I'll take another look at this and report back later.
Either we are talking at cross-purposes or the old jester struck again...
 
It decreases the time it takes to come back online after it has been deactivate.
It does not change cool down time or do anything to reduce the time you have to wait between jumps.
A side effect is a small increase in jump range.
Faster boot sequence has some benefit to combat ships that use power priorities to save power when hard points are deployed by deactivating the FSD. If you want to stow hard points and make a quick escape from an engagement going bad, the FSD coming back online faster is helpful.
Do I remember correctly that it also helps against missiles - FSD interrupters ?
 
Do I remember correctly that it also helps against missiles - FSD interrupters ?
From my experience, I would say no.
But this comes from a fairly unexperienced pilot and it was just one session (with many interdictions), so those who have more experience (aka seasoned pilots that did some proper research) in this field might correct me.

Either we are talking at cross-purposes or the old jester struck again...
It seems like the old jester struck again.

But what was it that confused me here? Did I mistake something different for the actual thing?
 
I wish I could make them tell me...
I did a few tests with the FSD V1. Strapped it to my Star Moray and wasn't really convinced. Then I put it into the Star Moth and found a new home for it.
I think this type of FSD isn't really suited to the FD with its poor themal design. I guess I have to get a bit creative to get some jump range out of that girl. But as it is thought to be a courier, it doesn't need that extreme range, just enough to reduce the amount of jumps between destinations a little. Though, at the moment, it still is bound to the docks, as I still have to figure out how to get the lack of power under control...
 
I did a few tests with the FSD V1. Strapped it to my Star Moray and wasn't really convinced. Then I put it into the Star Moth and found a new home for it.
I think this type of FSD isn't really suited to the FD with its poor themal design. I guess I have to get a bit creative to get some jump range out of that girl. But as it is thought to be a courier, it doesn't need that extreme range, just enough to reduce the amount of jumps between destinations a little. Though, at the moment, it still is bound to the docks, as I still have to figure out how to get the lack of power under control...
Felicity could add Armoured grade 1 and thermal spread to your power plant. Armoured adds a bit of extra power output, integrity and a cooling effect in addition to the cooling effect of thermal spread. I cured an overheating while charge FSD problem on my Viper MKIV that uses a pre-engieered FSD I got as a community goal reward a while ago.
 
Felicity could add Armoured grade 1 and thermal spread to your power plant. Armoured adds a bit of extra power output, integrity and a cooling effect in addition to the cooling effect of thermal spread. I cured an overheating while charge FSD problem on my Viper MKIV that uses a pre-engieered FSD I got as a community goal reward a while ago.
Do the different engineers have different mods for their modules or are they all the same?
Just wondering, as I am out near Elvira's place.

Speaking of Felicity: does obtaining and hauling the meta alloys cause any issues with Thargoids?
I don't think I am ready to face them, yet.
 
Do the different engineers have different mods for their modules or are they all the same?
Just wondering, as I am out near Elvira's place.

Speaking of Felicity: does obtaining and hauling the meta alloys cause any issues with Thargoids?
I don't think I am ready to face them, yet.
The engineers all do different things. Felicity does only grade 1 power plant mods, and Elivra does not do power plants at all.
There are other engineers that do power plant mods. Check them all out here https://inara.cz/elite/engineers/

Using eddb.io you can probably find a carrier selling meta alloys in Deciat.
 
The engineers all do different things. Felicity does only grade 1 power plant mods, and Elivra does not do power plants at all.
There are other engineers that do power plant mods. Check them all out here https://inara.cz/elite/engineers/

Using eddb.io you can probably find a carrier selling meta alloys in Deciat.
Interesting. There's some information hidden in this post that you wouldn't get in the game... Thanks.
I was planning to got to the engineer in the Sirius area next, as he is advertised as working with power plants.

I know that Todd and Felicity are the two engineers you hear of first. As I couldn't figure out where to get those meta alloys (that was before I joined this forum), I went and racked up the bounty claims for Todd (still back in the PF bubble). Quickly getting a few tiers of his shop, I heard of Elvira, and as getting those 300 ly under my belt sounded way easier to than finding those elusive meta alloys (I had herad of them and their connection to the Thargoids prior to starting to play and was a little scared, too). Now I am here, hanging out in this lovely Coriolis space station in Suhte and doing stuff to get my shields and drives done before heading out to new to me worlds.
 
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