Anyone else tired of waiting...

...for their FSD to fire up? [big grin]
Most of my small and medium ships have a faster charge (Faster Boot Sequence) in lieu of an increased range.
I was wondering if any of you lot have also found you've gotten more out of the fast charge upgrade than the pure increased FSD range, particularly with the additional modest range bonus and the deep charge/mass manager special available with either?
With all the buffs to range over the years I've found very few vessels have less than a 20LY range now.
I get more use out of the Quick Charge. If I'm running away with a transport or if I pick a fight and things go sour it gives me an extra 2.8 precious seconds before I pop.
I still mass-out my drive on my big ships but I put that more down to RP than any pragmatic reason, that and big ships have shields.
All those seconds add up a fair bit when exploring too.
Is this something everyone already does but nobody talks about?
It seems so practical as an increased safety measure for all professions and while it might not add up to the time of making fewer jumps overall (so less useful for exploring) it does compensate somewhat with additional advantages.
Haven't seen this discussed anywhere on the boards and I'm genuinely curious.
Anyone?
 
Last edited:
I presume the OP means 'faster boot sequence' as there's no engineer modification that allows FSDs to charge faster, nor any special ability with such effects for FSDs. The Faster Boot Sequence merely reduces the time it takes from switching the FSD on from an off position.

https://inara.cz/galaxy-blueprint/1/
 
Last edited:
???[video=youtube;KOqPJWlt-Tc]https://www.youtube.com/watch?v=KOqPJWlt-Tc[/video]
I could have sworn it charges twice as fast now. :x
 
...for their FSD to fire up? [big grin]

Haven't seen this discussed anywhere on the boards and I'm genuinely curious.
Anyone?

It's been mentioned a few times in PvP threads.
I am thinking for ages about getting one FSD drive with that mod, but never made one.

Personally I prefer longer jump-range for most of my ships simply I prefer fewer jumps and don't mind the 10s cool down as it usually is within the time I do something else.

And there are ships that have sub 20 ly jump-range without guardian modules. And even with 20ly jump-range it highly depends on what you do with your spaceship. Passenger roundtrip missions in a 20ly ship is going to be a bit tedious after the first 8 jumps.
 
???
I could have sworn it charges twice as fast now. :x

All. In. Your. Head.
Fast Boot, after a nasty pirate shuts down your FSD, not your standard jump charge up, or cool down.

Edit: To be fair to the OP, long ago I made that assumption and tried it, but after eventually noticing absolutely no benefit came to realise the sad truth.
 
Last edited:
Personally I prefer longer jump-range for most of my ships simply I prefer fewer jumps and don't mind the 10s cool down as it usually is within the time I do something else.

Fast boot doesn't reduce the cooldown, anyway. It only reduces the time, to _boot_ the FSD after the module has been switched off.

The only situation in PvP where the fast boot mod is helpful, is when your FSD gets disabled by a missile with FSD interrupt special effect / Yuri Grom missile.

For normal operation it is completely useless.
 
Time was, I used to put the fast-boot mod' on the FSDs of my combat ships so I could relegate the FSD to Priority 2, so there'd be more juice available to power weapons and shields etc, and still be able to run away quickly if required.

These days, you can crank up the PP without making your ships super toastie so it's easier to just leave the FSD on P1.

*EDIT*

Also, fast-boot is the only FSD mod' that doesn't increase the mass of your FSD.
So, if you're building a racing ship you can put the fast-boot mod on the FSD and then apply the stripped-down XFX to minimise overall weight.
 
Last edited:
Fast boot doesn't reduce the cooldown, anyway. It only reduces the time, to _boot_ the FSD after the module has been switched off.

The only situation in PvP where the fast boot mod is helpful, is when your FSD gets disabled by a missile with FSD interrupt special effect / Yuri Grom missile.

For normal operation it is completely useless.

OH, then it is indeed completely useless.
 
OH, then it is indeed completely useless.

Not useless at all. The FSD can go down for a multitude of reasons, I've had to reboot the entire ship on occasions, getting the FSD back up asap for a high wake is vital. Also for stealth, you can put the FSD on a lower priority or shut down completely, get a fast boot if you need to get out of dodge.

Useless is a G5 Mass manager FSD in Open when my freight runs are 4LY away.
 
Last edited:
Fast boot doesn't reduce the cooldown, anyway. It only reduces the time, to _boot_ the FSD after the module has been switched off.

The only situation in PvP where the fast boot mod is helpful, is when your FSD gets disabled by a missile with FSD interrupt special effect / Yuri Grom missile.

For normal operation it is completely useless.

Still has a other use for those few who like to run well overpower and need to reboot the FSD (as its set on low priority) when retracting hardpoints; but many don't fit viable FSD anymore and just use ship summoning instead.
 
Last edited:
Back
Top Bottom