Any help on enginneering I really dont get it?

I have level 4 on fsd but cant get my jump range above 36 lys, when I try to make adjustments else where it effects adjustment on jump range I just don't understand how it works is there a clear description somewhere that explains the process and how? I mean Ive obviously upgraded some stuff but for the life of me cant understand how? Confused.

Cmmdr CM
 
Not enough info. If you put G4 on a E FSD or a undersized FSD, anything's possible. Some ships just have bad range, you might be working on a T10 for all I know. 36LY is pretty respectable for a T10. 🤷‍♂️

Do all your playing around in here
before you commit any resources.

You can even show us what you're doing.
 
Jump range is increased by 3 things:

- buying a grade A FSD and engineering your FSD. Usually use increased jump range with mass manager as experimental.

- unlocking and installing a guardian FSD booster

- engineering other components for light weight. And removing components to make the ship lighter.


Light weight will increase range but this can make your ship weaker against attack so you should consider the effects of not installing weapons or shields, for example. It’s all a trade off.
 
Which ship, which FSD, which loadout? Like already said - show us your ship (and what exactly you're doing) and we can tell you what's going on. A lot of the 3rd party tools (like Inara or EDDiscovery) have the option to directly export your current ship's configuration to Coriolis and/or EDSY (I prefer the UI of Coriolis). You can also enter your ship's configuration and engineering manually - but for something as connected as jump range, you'll need to enter all the details.

Want examples? This is a Vulture with a fully engineered FSD, but just about 23 ly max jump range. Which already is a lot - for a Vulture. On the other hand, I got this long range exobio DBX. 67 ly without straining herself.
 
I just don't understand how it works is there a clear description somewhere that explains the process and how?
Just to be clear... Are you aware that adding weight by adding other modules can reduce your jump range? This is also determined by the class of the module (ABCD or E). And some modules can be removed or engineered to be lighter to increase your jump range.

D class modules are lighter than B class modules... So using D class will help you jump further.. But B class is tougher, so you might choose to use the B class in a tough heavy tanker... but the D class in a light travel ship.
 
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To expand on module mass, for most modules A,C and E have the same mass B have 60% more mass and D have 60% less mass.
Power plants are different A and C have the same mass B is 60% higher, D is 20% lower and E is 100% higher.

Figures based on Coriolis.


Remember of course that fuel and cargo have mass that will affect real world ranges.
 
I would advocate unlocking the Guardian FSD Boooster as soon as possible. It's a single unlock to purchase as many as needed so therefore you get a lot of extra jump range overall in a lot less time. I would still say do engineering as there's a lot more gains to be had on top of that, but getting the Booster would get you started so you can figure out/learn at more of you own pace. Just be aware that Maelstrom systems and the Glaive/Orthrus Thargoids emanate a force field that melts Guardian Tech modules, if you are planning on going down that path. If you just want a good jump range for bubble hopping or exploration, you'll be good to go.
 
I would advocate unlocking the Guardian FSD Boooster as soon as possible. It's a single unlock to purchase as many as needed so therefore you get a lot of extra jump range overall in a lot less time. I would still say do engineering as there's a lot more gains to be had on top of that, but getting the Booster would get you started so you can figure out/learn at more of you own pace. Just be aware that Maelstrom systems and the Glaive/Orthrus Thargoids emanate a force field that melts Guardian Tech modules, if you are planning on going down that path. If you just want a good jump range for bubble hopping or exploration, you'll be good to go.
Everyone goes for Farseer first for this and yet I've always gone Elvira first as she leads to Palin. And, honestly, unless you're going heavily into ship combat, all you really ever need from engineering is:

  • Elvira: FSD
  • Use FSD on explorer type ship, go do Guardian stuff, unlock booster
  • Whilst you're out there, keep going to 5kly for Palin and do some exploring
  • Return, get guardian booster
  • Do Sirius rep, access Qwent
  • Access Palin, get drives maxed out
  • Go get distributor from The Dweller

And you're done. At least, that's what I'm going to do with my current noob commander as I'm only interested in building fast ships for EDO. I don't think I've got the energy to do the rest of it all over again though :D
 
I finally decided to get on with unlocking Selene for my alt. Todd was already unlocked so I had him work on a multicannon to gain the rank.
he then gave me the contact info for Selene. I was considering what mining kit to get and what I was actually going to mine when I got the invite from Selene without actually mining a single tonne... 🤷‍♂️
 
I finally decided to get on with unlocking Selene for my alt. Todd was already unlocked so I had him work on a multicannon to gain the rank.
he then gave me the contact info for Selene. I was considering what mining kit to get and what I was actually going to mine when I got the invite from Selene without actually mining a single tonne... 🤷‍♂️
All engineers seem bugged right now. Their unlock requirements are already ticked.

I've done zero engineering on my new commander but all of the discovered engineers have their requirements done.
 
I think the OP is looking for a step by step guide on how to engineer greater jump range.

There are many ways to increase jump range by lightening ship components - but the OP is specifically asking about engineering.

1) Check out this page. This lists all of the engineers and the modules they modify. Some engineers have to be unlocked first before others can be unlocked. Unlocking each can be painful, and leveling the required engineers up is a pain in the tailpipe.

2) There are two primary modules you want to engineer / have to increase jump range.

a) The increased range FSD has these requirements. The most challenging material to obtain is the datamined wake exception. Most players use the Jameson Cobra path to farm data materials and then use a material trader to obtain the Datamined Wake Exceptions. This will score you the best possible increased range engineered FSD.

b) The Guardian FSD booster adds significant range to an already beefed up FSD. It requires a long trip to a Guardian site or two to unlock the item from a technology broker. The nice thing is once you have this item unlocked, you can pick it up in all sizes for all of your ships (if you have the module space).

Exigious has the best short tutorials IMO. Good luck out there.
 
a) The increased range FSD has these requirements. The most challenging material to obtain is the datamined wake exception. Most players use the Jameson Cobra path to farm data materials and then use a material trader to obtain the Datamined Wake Exceptions. This will score you the best possible increased range engineered FSD.
AFAIK, they are only required for G5 frameshift drives, G3/4 will also be very good. I'll second unlocking guardian FSD boosters (unless you want to combat Thargoids).
 
AFAIK, they are only required for G5 frameshift drives, G3/4 will also be very good. I'll second unlocking guardian FSD boosters (unless you want to combat Thargoids).
Just to clarify that point - the difference between G4 and G5 is the difference between jumping 66ly and 70ly. Yes, it's nice to max out, but it's certainly not in any way essential.
 
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