Appalling jump range - Mandalay

Very cool thread, I just bought the Mandalay and have been working on tuning it to what I want to use it for.

I'd love to use a 91Ly range, and it's cool to know this ship can have that much range, but reality is that most things we do requires other modules. By stripping it down to bare bones makes it long range, but you are very limited with it other than maybe run around scanning systems and looking out the window. People might want to throttle back on their search for the most Ly possible.

Thing is, for the overwhelming majority of stuff, a 30Ly jump-range really is just as good as an 80Ly range.
You'll do just as much exploring if you visit systems that are 30Ly apart as you would if you're visiting systems 80Ly apart.
In practical terms, the only benefit of a big jump-range is if you want to get to a specific place quickly.

Course, with that said, explorers do like their jumpy ships.

If I was building a mandy' for exploration it'd probably look a lot like this: https://s.orbis.zone/qOYB
Nothing really fancy and nothing super sketchy.
It could definitely be made a few tonnes lighter but then you're getting into the zone where your shield is almost useless and you're going to lose functionality just to save a tiny bit of weight, which you're really not going to notice.

To put it in perspective, if you add another 16t to the weight of this, you only lose 2Ly of jump-range.
Conversely, if you do stuff like fit a smaller shield, fit a smaller PD, swap the dual SRV bay for a single and get rid of the SBs, you end up with a puny shield, you have a ship that can't boost quickly and you risk ending-up with no SRV.... all for the sake of gaining something like 0.5Ly jump-range.

Build an exploration ship that's fairly robust, using decent modules with lightweight mod's, and you'll never even think about the slightly lower jump-range.
Build a tinfoil exploration ship, have one heavy landing and you'll be rethinking your choices while you look at the rebuy screen.

=EDIT=

Build link updated.
No idea what happend but, somehow Coriolis decided to link to a stock(ish) Mandy. :unsure:
 
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Thing is, for the overwhelming majority of stuff, a 30Ly jump-range really is just as good as an 80Ly range.
You'll do just as much exploring if you visit systems that are 30Ly apart as you would if you're visiting systems 80Ly apart.
In practical terms, the only benefit of a big jump-range is if you want to get to a specific place quickly.

Course, with that said, explorers do like their jumpy ships.

If I was building a mandy' for exploration it'd probably look a lot like this: https://s.orbis.zone/qOY5
Nothing really fancy and nothing super sketchy.
It could definitely be made a few tonnes lighter but then you're getting into the zone where your shield is almost useless and you're going to lose functionality just to save a tiny bit of weight, which you're really not going to notice.

To put it in perspective, if you add another 16t to the weight of this, you only lose 2Ly of jump-range.
Conversely, if you do stuff like fit a smaller shield, fit a smaller PD, swap the dual SRV bay for a single and get rid of the SBs, you end up with a puny shield, you have a ship that can't boost quickly and you risk ending-up with no SRV.... all for the sake of gaining something like 0.5Ly jump-range.

Build an exploration ship that's fairly robust, using decent modules with lightweight mod's, and you'll never even think about the slightly lower jump-range.
Build a tinfoil exploration ship, have one heavy landing and you'll be rethinking your choices while you look at the rebuy screen.
I see lots of E rated modules :unsure:
You never go E rated modules. Ever.
 
Ironically, FSD engineering is the only engineering you need in order to get almost top jump range. All the other engineering (at least for medium and small ships) is just peanuts and diminishing returns (you might get a couple of Ly more, give or take).

In other words, if you are only going to unlock/use one single engineer for jump range, FSD engineering is the one you want. Should be rather obvious. The rest is just getting an FSD booster and optimizing weight (by module choice, rather than engineering).
 
I will pick the Maverick up tonight
I'd recommend to check out https://forums.frontier.co.uk/threads/the-great-pre-upgraded-gear-sharing-is-caring-thread.576352/ (start at the end, the stuff usually goes fast). Some stations will occasionally offer upgraded and/or pre-engineered on-foot items. Only single pieces, and once they're gone, they're gone until the restock on Thursday morning. But you can pick up really nice stuff, I found a Grade 3 Artemis suit (no engineering, though) and a laser carbine this way.
 
So, I have engineered everything I have the lowest minimal modules, everything stripped down, 1d power distributor, 2D power plant, no shields, lightweight skin deep plating, Guardian 10 year jump fitted, Ever thing stripped down, all lightest, all highest grades, no weapons or anything else and I am showing 50 light year jump. Is this a bug?
yeah youre doing it wrong. mine jumps 75+ without guardian fsd boost
 
I see lots of E rated modules :unsure:
You never go E rated modules. Ever.
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Well, with a fair bit of advice from this thread, I got mine to a comfortable 74+ Ly jump in a very usable ship. Nice and nippy in normal flight, scoops in a matter of seconds and runs very cool rarely getting above 50% when scooping meaning I'm in and out of a system having refueled in a really short time so just jumping is quick. It's also fun to fly, and next time I head out exploring I imagine it would be my go to ship.

Other than needing to get to a system that's far from others, this jump range is plenty, and I have a FC for that eventuality should I ever need it.

This is how my Mandalay ended up.
 
if you go exploring in a large jump ship you jump say 70 lyr a time.you have missed many a system on the way.s peed isnt everything.rat catcher said it right Absoultely useless other than being a one jump wonder
 
With the 5A SCO with the Titan‘s boost I brought mine to 85 LY. This gives me in practice jump ranges usually over 80 LY when plotting a route. This makes a difference when you target sector for exploring is 10000 LYs away.

As it is an Explorer, and not a Jump-Ship, it is of course fully equipped and doubles as a Multirole when I come across something interesting at the edges of the bubbles out-/inbound (or in Colonia etc.).

 
With the 5A SCO with the Titan‘s boost I brought mine to 85 LY. This gives me in practice jump ranges usually over 80 LY when plotting a route. This makes a difference when you target sector for exploring is 10000 LYs away.

As it is an Explorer, and not a Jump-Ship, it is of course fully equipped and doubles as a Multirole when I come across something interesting at the edges of the bubbles out-/inbound (or in Colonia etc.).


That's a nice setup for 85ly jump range indeed!
 
if you go exploring in a large jump ship you jump say 70 lyr a time.you have missed many a system on the way.s peed isnt everything.rat catcher said it right Absoultely useless other than being a one jump wonder
Disagree with it being useless. For me the point of having a large jump range is so I can get into unexplored space quicker, then I'll switch to economical route planning. Time savings matter when you can only play for a couple of hours a day.
 
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