Ships Best ship to install the FSD V1 on??

Hey Guys and Gals,

I just acquired the FSD V1 from a human tech broker, and now
I am in a quandary in which ship to install it on.
I am looking at doing some exploration, however I am also thinking
that I should put it on an all-arounder like my Python.

Here's my Ship List:
Krait Mk !!
Fer-De-Lance
Anaconda
Federal Corvette
Imperial Cutter

Thought's?

Thanks
 
It depends upon the purpose of a ship then apply the V1 FSD to a ship that it is designed for. Examples.
Bubble travel with fewer jumps - Asp Explorer
Deep space exploration - Diamondback Explorer (I used an Orca myself)
Multiple purpse ship - Python

Ships with low jump range to start may benefit a little but they were never designed to jump very far in the first place.
Then a player can acquire as many as desired.

Alliance Challenger
Alliance Chieftain
Alliance Crusader
Asp Explorer
Diamondback Explorer
Federal Assault Ship
Federal Dropship
Federal Gunship
Imperial Clipper
Krait Mk II
Krait Phantom
Orca
Python
Type-7 Transporter

Anaconda = class 6 FSD. lowers jump range
Federal Corvette = class 6 FSD, lowers jump range
Fer de Lance = class 4 FSD, won't fit
Imperial Cutter = class 7 FSD, lowers jump range
 
Thanks for the info. I kinda figured that the Class 6 bays
would lessen the jump range.
I added it to my Krait. I'm like halfway to gaining a second one and
I think it will go into my Python.
 
i have three of those
dbx - shuttle - for good jump range
phantom - thargoid science vessel - for good access to maelstroms and pleiades
python - evac - comfortable access to war zones and cutting corners on evac runs
 
For maximum range on a good explorer the v5 1 would be a lightweight Krait Phantom with mass manager. About 75 light years range. As good as many jump condas and hell of lot more practical.
 
Put Therma Spread on it instead of Mass Manager - other experimentals do exist 😇
Good trolling, but v1 have pre-installed 2 mods - Increased FSD Range and Faster Boot Sequence and no exp.effects installed.
So if apply Mass manager to v1, then jump range will increase. Approx 2,5 ly.
I think it's more better, then save few sec after refill to do next jump.
 
So if apply Mass manager to v1, then jump range will increase. Approx 2,5 ly.

And if you apply Thermal Spread Experimental, an inherently hot ship - like the T-7 for example - will not cook when engaging FSD (while using the pre-engineered 5AFSDv1)

Good trolling, but v1 have pre-installed 2 mods - Increased FSD Range and Faster Boot Sequence and no exp.effects installed.

Now... who's trolling?
Is it me, that i responded with a solution to a post that said the 5AFSDv1 is overheating the T-7?
Or is it you that made an un-related post telling me that 5AFSDv1 is having 2 mods (like i didn't knew that), when i was advising the poster to use an experimental that lowers the thermal load.

I personally use 3 different experiementals with pre-engineered FSDs (this includes the TechBroker 5AFSDv1, but also the Colonia Bridge rewards - 3A, 4A and 6A pre-engineered FSDs which are having the same engineering like the 5A-v1):
  • i'm using MassManager when i need more jump range - this adds like 5+ lightyears jumprange to verylight exploration builds and about 1.5-2ly to heavy builds
  • i'm using ThermalSpread for hot ships like T-7 or T-6
  • I'm using DoubleBraced on my combat ships - for example, my AX Krait is using the 5AFSDv1 with DoubleBraced experimental.
 
Back
Top Bottom