Appalling jump range - Mandalay

Agreed, the new Mandalay is barely an improvement on existing ships, I got 76 last night with a build that I could use in the field.

o7
Why? The Mandalay has the SCO, it has a very moderate footprint and can land in difficult terrain, you are not flying in a death trap but a really stable ship and 76 ly is really good.
If you need more, go and get yourself a carrier. They can jump 500 ly.

Edit:
My build can jump 78-84 ly (depending if laden or not) with 2 SRVs and all the bells and whistles (5A boosters, shields, limpet controllers) but I had to engineer the hell out of it to achieve that. Don't ask me how many materials I had to gather and how many deep bows I had to take in front of all the engineers :)
 
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It's hardly rocket science.
My current Mandalay stats for rapid Bubble transition
MandaLong.jpg
Actually, now you mention it, maybe it is rocket science :cool:
 
Hmm, on a Mandalay (class 4 life support) I'm not sure I'd choose the 10 t E-rated module to save 60 kW over the 4 t D-rated unit. (The mass gap shrinks to 2.1 t with the readily-obtainable G3 lightweight engineering, but I still don't think it's a great trade-off.)
This obviously is meant to only use for ships that need every bit of power, rather than weight, and it should be used only when bulid is short on power by 0.05 MW to run.

Normally I would use D rated as well, but when I am missing 0.03 or 0.02 MW of power to run my bulid (sometimes It happens), and when all other options are exhausted, using E instead of D, I never mind extra few tonnes, neither shorter oxygen timers.
Majority of my bulids runs at 99.9% of thier power when hardpoints are deployed and of course, including everything unneccecary is turned off via power priority. I have this habit since many years, even before engineering came out...

After all, my bulids are specialized for PVP combat, and jump range isn't main concern at those, whenever I need (last) resort to use E rated Life Support over D.
 
This is my 94Ly Mandalay build that I spec'd mainly for exploration & exobiology. Of course everyones needs are different but this may give an idea of what can be done. I'm happy with it.


FSD is a pre-engineered SCO from a human tech broker which requires finding a titan drive and some other parts to unlock. I then took it over to Farseer to have the mass manager experimental applied. Gives the absolute max range you can get from a class 5 FSD.

Power usage is pretty much close to max so the AFM units are switched off until they are actually needed.

You didn’t really apply lightweight engineering to the lightweight alloy, did you?
 
You didn’t really apply lightweight engineering to the lightweight alloy, did you?
It looks like it.

@flibblesan explanation, in case you don't know: Your lightweight alloy armor already weighs zero. Enginerring it for lightweight therefore does nothing. The best thing to do to lightweight alloys is to go heavy duty / deep plating, as the mass penalty for this is a percentage of the base mass. and any percentage of zero is still zero. It's basically free hit points without any drawbacks.
 
It looks like it.

@flibblesan explanation, in case you don't know: Your lightweight alloy armor already weighs zero. Enginerring it for lightweight therefore does nothing. The best thing to do to lightweight alloys is to go heavy duty / deep plating, as the mass penalty for this is a percentage of the base mass. and any percentage of zero is still zero. It's basically free hit points without any drawbacks.
Technically it does give you a higher resistance % but heavy duty is still much better. Always heavy duty with lightweight alloys.
 
Technically it does give you a higher resistance % but heavy duty is still much better. Always heavy duty with lightweight alloys.
I guess it kind of depends on how much of you hit points are contributed by the armor. I just checked in EDSY on my Cobra V, with the fitted HRPs it makes hardly a difference. When I remove the HRPs, it makes a significant difference even after resistances are applied. While the resistance factors are higher with light weight, the resulting hit points after applying the resistances is still significantly lower.
 
50LY with an unengineered FSD is outstanding compared to other ships with unengineered FSDs.
Agreed, the new Mandalay is barely an improvement on existing ships, I got 76 last night with a build that I could use in the field.

o7
The same build philosophy that got me about 76LY in a Krait Phantom got me 85 in a Mandalay, which was about a 10% increase. This build now jumps over 90LY with the new double-engineered SCO drive.
Explorer Mandalay
 
I think you need to go see Felicity Farseer. She's a very nice engineer who will boost your FSD. Its a good adventure but you may want to go there Solo. You have to have the materials she requires so some research is needed. Good Luck and have fun
Do it in open for an interesting time ...

.. for the pirates, not you.
 
It looks like it.

@flibblesan explanation, in case you don't know: Your lightweight alloy armor already weighs zero. Enginerring it for lightweight therefore does nothing. The best thing to do to lightweight alloys is to go heavy duty / deep plating, as the mass penalty for this is a percentage of the base mass. and any percentage of zero is still zero. It's basically free hit points without any drawbacks.
haha, I didn't notice I screwed that up! I'll take a trip to the engineer and get that blueprint swapped over.
 
not really. OP never posted a build link for the "appaling" build. I am too lazy to re-read all the posts, I assume an accumulation of a few little errors, misunderstandings and misinterpretations.
I assume the OP just wanted a bit of a whine, not actual help. But on the plus side there is a lot of good advice on this thread for commanders who do want some help.

(personally I think they upgraded their ships E rated to D rated etc, thinking this was engineering)
 
Not having engineered the FSD at all is among what is suspected.
I think that was stated explicitly in at least one post by the OP.
For sure, it seems a wee bit puzzling to engineer a bunch of other stuff, get tired of it not having a very useful effect on jump range, and then decide to not bother engineering by far the most important contributor to jump range... 🤔
 
My mandalay without shields and without a srv bay does 99ly. Just over in fact.
But realistically with an srv bay and small low powered shields she does about 96ly, again just over.
And she boosts!
But that's using a V1 sco drive (made with titan bits).
So yes 99ly is attainable. Unfortunately coriolis doesn't have that drive listed. So can't link the build.
 
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