Cannot Jump, Exceeds weight limit.

Hello

So in an attempt to make a bit of coin, I accepted a mission to deliver some Reactive Armor. After some research I found the armor a fair distance away. I thought what the heck, the mission had a 10hr timer on it, so I will give it a go.

After jumping and refueling numerous time, I finally arrived at my destination and purchased the armor. Now the long trek home..

Course plotted in.

Full tank of gas.

Pointed in the right direction.

Press "J"

"Cannot Jump, Exceeds weight limit of 0.60 Tons. (Or something like that)

I thought to myself. maybe its trying to calculate the fuel usage to my final destination and it wont let me be stranded, so I attempted to circumvent the situation by selecting destinations that were en-route to my final destination. No avail...

What did I miss? Is my sidewinder just not up for this task? and if that's the case, then why bother making it an available mission?

Thank you for reading

CMDR Lman
 
Cuz u calculated your route before loading. Just recalculate the route with your current weight.

Thats actualy a nub question in the wrong forum ;p
 
There is a 'mass' slider on the galaxy map. You need to check that you are able to carry the amount of cargo before you take a job. The slider will default to the amount you are currently carrying.

Upgrading the Sidewinders FSD will enable you to jump further with more mass. Or you can try to loose mass by selling some hardware. You could try loosing a gun (if your brave, you can try no guns)


If you have to jettison some cargo, the option is in the menu on your right panel.
 
Did you plot the course before purchasing your cargo or refuelling? It sounds to me like you've set a route based on the pre-cargo/pre-refuelling mass which was perfectly okay, but when it comes to jumping the drive can't make the required range.

Can you complete the mission with less of the cargo? If so, try that. If no...
 
Hello

So in an attempt to make a bit of coin, I accepted a mission to deliver some Reactive Armor. After some research I found the armor a fair distance away. I thought what the heck, the mission had a 10hr timer on it, so I will give it a go.

After jumping and refueling numerous time, I finally arrived at my destination and purchased the armor. Now the long trek home..

Course plotted in.

Full tank of gas.

Pointed in the right direction.

Press "J"

"Cannot Jump, Exceeds weight limit of 0.60 Tons. (Or something like that)

I thought to myself. maybe its trying to calculate the fuel usage to my final destination and it wont let me be stranded, so I attempted to circumvent the situation by selecting destinations that were en-route to my final destination. No avail...

What did I miss? Is my sidewinder just not up for this task? and if that's the case, then why bother making it an available mission?

Thank you for reading

CMDR Lman

Unfortunately you are a little stuffed. The amount of fuel used to jump goes up with fuel and with total ship mass. Taking on cargo reduces your maximum jump range.

The reason the message is a little cryptic is because the range is limited by the amount of fuel your drive can use in a single jump 0.6T).

To get the mission complete you will need to loose some weight (sell hardware), upgrade your drive or find a place to buy the goods you can get back from.
 
As other people have said, you either plotted the route to your destination before accepting the mission, in which case it cannot make that jump now with the cargo, or you need to do some upgrades. Adding better engines and FSD drive will allow you to carry more mass for a farther distance. Also, selling modules like weapons will maximize your jump range. And the class of modules are important too.

In this game, A class module isn't necessarily the best. For FSD, A-Class will give you the best jump range, but for other modules, there are differences. D-Class modules will allow you the furthest jump range, as they have the lightest mass of all modules. They come with reduced performance obviously though. C-Class is a rough balance between performance and mass. If you want to keep the ability to fight but maintain decent jump range, C-Class is that optimal middleground. (A note though, C-Class has the same mass as A-Class, meaning their jump ranges are the same. But A-Class obviously gives better performance, but is more expensive). B-Class modules have improved performance, although less than A-Class, but are heavier. The advantage of B-Class is that they provide more armor protection to the module if your shields go down. A-Class modules have the highest performance and have the same mass as C-Class. The disadvantage is that they are more power hungry, and have less armor protection on the module if your shields go down. So if you want the best jump range, I recommend fully outfitting your ship with D ranked equipment and an A ranked FSD drive. Likewise removing all weapons and utilities will give you maximum jump capacity.

Of course, an A fitted ship will have decent jump-range, but it is not the most range possible for that ship.

Good luck!
 
Last edited:

Kirk-Fu

Banned
Just re-plot the route, don't mind the outfitting suggestions. Always plot your route after you buy/pick up your cargo and your ship is at the final mass it's going to be at for the journey. When you're weighed down you can't jump as far, and it requires more fuel to jump the same distance as you would have unladen. The route planner accounts for all of this but not automatically.
 
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