Did I waste my money?

So I've been upgrading my hauler and it now lists a jump range of 34 LY. However.. I can't seem to actually make a jump of over 20? Did I waste my money upgrading it as much as I did?
 
Maybe fuel tank size could help? Also you didn't waste your cash you can sell modules for same price you bought em for. There's also a thread here somewhere that advises you sell all your mods before selling the hull as you lose cash otherwise.
 
Are you choosing your jump destination from the nav panel or the galaxy map? The nav panel only seems to go up to 20ly even when the ship is capable of more; try the galaxy map instead.
 
No but you need to use the galaxy map to select your target because the nav panel will only show systems out to 20 Ly.
 
The max jump range 25LY 30LY whatever IS based on the max fuel usage so no issues with fuel

What you got to remember is that the greater the range then the larger number of jump options so the nav panel only lists those closer by

as has already been said, go to the Galaxy map and choose your destination from there
 
Ah. Good to know. There is so much info floating around from the early game that isn't valid anymore it can be hard to know what's what for a new player at times.

Thanks a lot of your help guys!
 
Just to be sure, I upgraded my ship to reduce mass and increase jump range so I could make jumps between systems when they are further apart but after that I discovered the max fuel per jump. I remember when I tried to make longer jump the massage was something like "jump exceed max fuel per jump" so does it mean that my increased jump range is useless since I have the same max fuel per jump?
 
What use is the jump range if the max fuel jump limits the travel anyway?

Try to upgrade your fuel tank or get a bigger ship if you're sporting the largest fuel tank it can carry. I can do 35LY jumps in my ASP with the right loadout using the galaxy map with the fastest route box checked.
 
Don't know which modules you have, but here's a copy of a post I made on the First Great Expedition forum about my Hauler with 27.5 light years jump range. Hopefully by comparing which modules you use and I use you might find out what's wrong.

"I recently built myself the ship of my dreams: Meet the Wallflower, a Hauler specially equipped for exploration. The Hauler can do jumps up to 27.54 light years and has a very fast fuel scoop.

As per usual most modules were selected as D-class modules due to their low weight.

Modules:

External:
Nothing. No weapons, nothing mounted on hardpoint or utility mounts.

Internal:
Lightweight alloys (0 credits)
Power plant D2 (5934 credits)
Thrusters D2 (5934 credits)
Frame Shift Drive A2 (160224 credits)
Life Support D1 (1293 credits)
Power Distributor D1 (1293 credits)
Sensors D1 (1293 credits)
Fuel Tank C2 (included so 0 credits) [see *1 below]
Fuel Scoop A3 (902954 credits) [see *2 below]
Detailed Surface Scanner (250000 credits) [see *3 below]
Shield Generator D2 (5934 credits)
Advanced Discovery Scanner (1545000 credits)

The total costs are therefore 2,932,579 credits including 52720 credits for the base ship. You may think this is overkill for a Hauler but I love this ship so it deserves it.

Comments:
*1: I am tempted to try a C1 fuel tank instead. This will increase the jump range to 29.64 lightyears. The ship could do 2 maximum range jumps or 5-10 medium range jumps before needing refuelling. It's a trade-off and I'm not entirely sure, but I might try it at some point.

*2: I like to spend as little time as possible near a sun, both to avoid intercepts but also because a huge atomic furnace just outside my driver's windshield is a bit unnerving to poor old me. Obviously this module is where a lot of cost-cutting could be made if you're not as afraid of suns as I am ;-)

*3: In my Hauler the surface scanner is mounted in a class 3 module slot, which is a bit of a waste. But I didn't see anything else that I'd like to have in the slot instead. You could put class 3 shields there instead if you want additional protection - no idea how much that affects jump range.

Pros:
Very capable machine for long jumps
Huge cash income due to having a surface scanner and an advanced discovery scanner.
The Hauler is cute as hell and the engine sound is awesome. IMHO only the Asp comes close in this department.

Cons:
One-trick pony. Most notably, my Hauler cannot actually haul anything as it doesn't have any cargo holds left. Also it is completely unarmed so brave-sir-robining is the only option.

Verdict:
I love it. For what I intend it to do it is the perfect machine. Perfect for pilots who aren't looking for a fight. Certainly a keeper for me."
 
I'll say it with actual data since I still can't understand. I have a Sidewinder. It started with about 7.56LY jump range and 0.6 max fuel per jump. I sometimes couldn't do some jumps (the lines on the galaxy map) and the error was something about "exceeding 0.6 max fuel per jump". Now I upgraded some parts of my ship and I have a 8.08LY but still 0.6 max fuel per jump. Does it mean I still can't do longer jumps because of my max fuel per jump?
 
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