Appalling jump range - Mandalay

I see lots of E rated modules :unsure:
You never go E rated modules. Ever.

Having 3 Shield Boosters and no Shields looks pretty sketchy to me ;-)

That was odd.
That link was taking you to a stock(ish) Mandy' loadout rather than the finished build I cobbled together.
It's like it saved it just after I started twiddling and forgot about the rest of the stuff I did.

Anyway, link should be updated to something a bit more sensible now. 🫣
 
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My explorer Mandalay is very useful ship with very good range. It has shield, planetary hangar, afmu, and it jumps 89 ly. With 16t of cargo it jumps 85 ly

MadnJumperBuild.png


MadnJumperBuild2.png


While jumping, shield and planetary vehicle hangar are disabled and if going to land on planet, shield and hangar are up and fuel scoop and guardian booster is off

AFMU is on, only when needed.

With neutron router you can get 4000ly away from bubble in 20 to 30 jumps
 
I see lots of E rated modules :unsure:
You never go E rated modules. Ever.
I cant say I agree with that.

Sometimes even E rated have use... even if only one of all of them, its Life support. E rated draws least amount of MW, and they weight same as A and C ones.

Well I mean, one of my numerous bulids, p2 with salvation plasma chargers x5+large seeker with rapid, on armoured PP(6) with monstered, actually require using E rated life support, to be able to use SCO FSD without needing turning it off when hardpoints deployed(via power priority).
It was like 0,02 MW short on power otherwise, and I didnt wanted scale down my boosters too much.
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.
You should consider getting SCO pre-engineered FSD for that ship.
 
That was odd.
That link was taking you to a stock(ish) Mandy' loadout rather than the finished build I cobbled together.
It's like it saved it just after I started twiddling and forgot about the rest of the stuff I did.

Anyway, link should be updated to something a bit more sensible now. 🫣
Yep fixed (y)
I cant say I agree with that.

Sometimes even E rated have use... even if only one of all of them, its Life support. E rated draws least amount of MW, and they weight same as A and C ones.

Well I mean, one of my numerous bulids, p2 with salvation plasma chargers x5+large seeker with rapid, on armoured PP(6) with monstered, actually require using E rated life support, to be able to use SCO FSD without needing turning it off when hardpoints deployed(via power priority).
It was like 0,02 MW short on power otherwise, and I didnt wanted scale down my boosters too much.

You should consider getting SCO pre-engineered FSD for that ship.
Fringe case exceptions prove the rule :p
 
The entire point, nearly the only point of FSD engineering these days is to massively increase the range, that's really the only purpose for it, oh yes you can reduce heat, make it stronger, add effects like mass manager which also increase range, but why bother on an exploration focused ship. Any engineering you have already done to make stuff lighter will add maybe 5ly jump range, so you are right, it won't add much. Ideally you should be engineering the FSD first then decide if you need any more jump range by engineering the rest.
Yes.
Not sure I've seen this clearly stated above, so I'll note that it has been years since I tried to build a new ship without carefully planning it (almost to the last detail) on Coriolis or EDSY. There are far too many little details to catch you out if you just go straight to outfitting and buy stuff, and worse still there's the engineering, where you permanently use up materials - so changing your mind isn't just a "sell it back" thing.
Except Shield Boosters, 0E HD/SC are having best mass/boost ratio, IMHO.
LOL yes, and I've been known to use E-rated cargo racks! :ROFLMAO:
Sometimes even E rated have use... even if only one of all of them, its Life support. E rated draws least amount of MW, and they weight same as A and C ones.
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.)
I really think it's worth sacrificing half a Ly for a better power distributor.
Yeah, I don't think I've ever lasted more than a few minutes in a ship with no boost capability.
 
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.).

 
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

I was impressed with how cool it stays whilst fuel scooping.

The SCO performance is just outstanding - not thirsty and really stable.

So two things that are much better than the pre-sco ships in my opinion - jump distance is not the be-all-and-end-all - then again I am only a couple of weeks into the game so feel free to ignore my points.
 
Just to add another voice to the mix, here's my sometimes explorer Mandy...

 
I was impressed with how cool it stays whilst fuel scooping.

The SCO performance is just outstanding - not thirsty and really stable.

So two things that are much better than the pre-sco ships in my opinion - jump distance is not the be-all-and-end-all - then again I am only a couple of weeks into the game so feel free to ignore my points.
I agree. Mandalay cruises in SCO like other ships without it. Just try SCO on cutter or corvette and you will see the difference.

Only thing I wonder is why it sounds like an old boat's diesel engine
 
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So two things that are much better than the pre-sco ships in my opinion - jump distance is not the be-all-and-end-all - then again I am only a couple of weeks into the game so feel free to ignore my points.
First off - Welcome.

Secondly having noticed your username, you may find that I post a lot of responses to threads with nothing but @Em Why . It won't be in the hope that you join the conversation, it's just that your name will sum up a lot of my responses on the forums. :)

Have fun CMDR
 
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