ASP Explorer spare fuel tank

Is it possible to add a another spare fuel tank to the ASP Explorer?

Unfortunately when I try to jump with FSD boost of 60 ly I get a message I only have 5 tons of fuel.
 
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You can add as many extra fuel tanks as your optional internal slots allow.

I even heard tales of someone going to Colonia without a fuel scoop in an Anaconda crammed with fuel tanks.

Notice that the fuel in those tanks add weight which reduces jump range though.
 
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5 tons is your max fuel per jump, not the maximum fuel you can carry. It simply means you're trying to jump beyond your maximum jump range, and attempting said jump would consume more fuel than your FSD is capable of.
 

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Since the default AspX fuel tank is 32tons, you should never see any such Message - unless you always run on a nearly dry Fuel tank (?)

The only time you should see this Message is when your selected Jump Distance (i.e. single boosted Jump) actually exceeds the available Jumprange.

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Ninja'd :D
 
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Since the default AspX fuel tank is 32tons, you should never see any such Message - unless you always run on a nearly dry Fuel tank (?)

The only time you should see this Message is when your selected Jump Distance (i.e. single boosted Jump) actually exceeds the available Jumprange.

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Ninja'd :D

That's what I don't understand, why having 32 tons of fuel, I select a jump distance of 40ly (having a FSD boost jumprange of 60ly), and still get the message "Jump Exceeds Drive Fuel Limit of 5 Tons".
 
That's what I don't understand, why having 32 tons of fuel, I select a jump distance of 40ly (having a FSD boost jumprange of 60ly), and still get the message "Jump Exceeds Drive Fuel Limit of 5 Tons".

Just to make sure we're not missing anything silly, are you certain you applied the boost, and not just the galaxy map filter?
 
You normally get that message when you use the wrong symbol to target the destination when plotting the route: tall diamond shape vs 3 blobs joinrd by 2 lines.
 
select system on GM, tick fsd boost, move slider 1,2 or 3. when line is straight. lets say 2. then go to you FSD and activate charge 2. jump will now be possible. sorry for being patronising. its not meant :(
 
An FSD boost - or other boost like Neutrons - does not mean you will take more fuel to jump.

Instead it makes each tonne count more. Your FSD itself has a max fuel per jump it can do and that cannot be increased much other than a slight adjustment from an engineer.

Ironically, it means when taking a FSD boost and jumping less than the max range you use less fuel...


So the desired result of adding additional fuel tanks won't have the effect you want I think.
 
I am wondering: How did you activate the jump boost?

If you select boost on the galaxy map, this only helps you plotting the jump. In order to activate the long distance, you have to additionally charge your FSD drive by applying the synthesis recipe in your right cockpit panel. For this you need to collect the necessary materials by prospecting on land-able planets.
 
For what it's worth I did a 35K LY trip to the core and beyond with a second fuel tank in my Asp. It was basically a waste of space and a drain on my jump range - I never needed it, I never even came close to running out of fuel.

I would think it would only be useful if you were to explore somewhere like the outer rim where stars to refuel from were sparse.
 
I would think it would only be useful if you were to explore somewhere like the outer rim where stars to refuel from were sparse.
Nope, even at the galactic edge I never needed any extra tanks. On an exploration ship they do more harm than good. Stick with the 32 ton tank alone. Just get a decent scoop to fill it.
 
Thanks guys for your replies.

What would be the maximum FSD boost jump with 32 tons of fuel?

The fact you have 32 tons of fuel is irrelevant to the question. * It doesn't matter how much fuel you have on board, you can only use 5 tons per jump.

5 tons of fuel will let you jump whatever the maximum distance is for your current build. If you're using a 50% boost, 5 tons of fuel will let you jump 150% of your currrent jump range.

So, how far can you jump on 6 tons of fuel? You can't make a single jump using 6 tons of fuel, each jump will use a maximum of 5 tons of fuel no matter how far the jump is.

Does that make sense? In short, if you're using a 100% jump boost, your jump range will be double what it is unboosted and that's regardless of whether your tank is full to the brim or only has one jump's worth of fuel in it. **


*OK it's not totally irrelevant (in theory) because 32 tons of fuel has a mass of 32 tons, so strictly speaking you should be able to jump further after using half the fuel in your tank because what's left only has a mass of 16 tons. In practice though, the galaxy map doesn't understand the concept of using fuel reducing mass and therefore increasing jump range - when it calculates a route, or works out whether you can make a jump it does so treating your range as if you have a full tank of fuel, even if you don't.

** If you're even remotely confused, don't bother reading this because it will probably just make things worse lol. There does seem to be some kind of rounding or error margin in the calculations for boosts. Yesterday I attempted to use 50% jumponium to make a jump. My Asp jumps 50.40 light years unboosted, so with 50% jumponium it should jump 75.6 LY. I tried to plot to a star which was 75.57 LY away and got the 'route plotting failed' message on the galmap.
 
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Since the default AspX fuel tank is 32tons, you should never see any such Message - unless you always run on a nearly dry Fuel tank (?)

The only time you should see this Message is when your selected Jump Distance (i.e. single boosted Jump) actually exceeds the available Jumprange.

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Ninja'd :D

If you try to jump to a system you have have enough fuel for but are overweight, it'll display that message too. I got to see it a LOT yesterday waiting to burn off fuel.

Waiting to hit 219.18 so I can jump.
31540608153_f2605d9a99_h.jpg


Finally shed enough mass and it no longer says in red, EXCEED MASS.
31974855950_a6439f0700_h.jpg


My Asp is not fat. She's just big boned due to ship kits.
31540613273_812e789b7d_h.jpg

As for the OP, you can load up the Asp with extra fuel tanks if you so wish. I've personally never found a need to use more than the internal 32t default. In fact, you can make due with a 16t easily enough. The important factors are reducing your weight and increasing your FSD range via engineering. The more you load a ship down, the lower it's range will be. Both in terms of jump range, as well as max range on a full tank of fuel.

The only ship I've found adding fuel tanks useful for is my FDL. It has an undersized internal tank for it's size and adding a fuel small tanks enables it to get around pesky unscoopable stars without having to constantly micromanage my jump routes. Fuel Rats tend to use them as well.


As for making it to Colonia without scooping... it very well might be possible. That's an economy route though which grossly inflates the 700ish or so average jumps there with no purpose other than to waste real time that you'll never get back. ;)

Edit - 5400+ jumps. Sheesh. CRAZY! But that doesn't surprise me. He's been out in the Black waaaay too long. He pioneered space madness. :)
 
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May have missed this but; have you synthesised the Jumponium? RH panel, Inventory, Synthesis, FSD Injection, select J1, 2 or 3 then plot using GalMap and selecting FSD boost option?
 
I've got an Asp that I use for general run-abouts with a 40+LY range. If I throw a 64T fuel tank on it, it will go over 800ly before needing refueled.

Fuel tanks rock.
 
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