Doh! (or I feel stupido now).

So, been enjoying Elite for a few weeks now, being an original player and typical male I didn't bother with too much technical reading reasoning that space flight in 3300 can't be that difficult.
Anyways I digress, there was I wondering w t f my type 6 had no range, put it down to a bug, so sold/bought another ship reasoning that the prevoius one was a Friday afternoon jobbie.
I was struggling to jump even 10LY with 100 tons of cargo, so also stripped her out, bye bye point defense, heat sink, even the cannons, reasoning that I was going brave Sir Robin anyways.
Even after all this I could still only muster a paltry 12LY, so my trading routes were more akin to some zig-zagging drunk, than a savoiur of the galaxy.
Anyways, imagine my dumbfoundment when I finally realised that more pips to engines actually does affect your jump range...:rolleyes:

Jeez I feel really stupid right now, well that and relieived that I can now do two jumps which used to be at least 6 jumps...:D
 
Now if that really is true I'm going to have to join you in feeling stupido. Can anyone confirm that pips to engine actually have an affect on jump Range? Thought it was all down to weight.
 
Now if that really is true I'm going to have to join you in feeling stupido. Can anyone confirm that pips to engine actually have an affect on jump Range? Thought it was all down to weight.

Um. No. Pips do not have an effect on jump range. At least, not that I've ever noticed.

Not sure why the OP can't get his ship to jump. Did he, maybe, buy some armor?

I was in a 6 yesterday, light armor, loaned pulse laser, and about 76 canisters and I made a 15+Ly jump without issue.

EDIT: But the OP should double check his theory and if it's correct, ticket it.
 
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Now if that really is true I'm going to have to join you in feeling stupido. Can anyone confirm that pips to engine actually have an affect on jump Range? Thought it was all down to weight.

Seriously !? I hadn't realised that either. Need to test that out. Might help my range limited viper.
 
I was under the impression that mass + fuel dictate jump distance and I can't see how extra pips would affect that. Having said that I couldn't jump from Eranin to Dahan with 4t of cargo in the stock sidey last night and I am absolutely certain I have done that route before.
 
Um. No. Pips do not have an effect on jump range. At least, not that I've ever noticed.

Not sure why the OP can't get his ship to jump. Did he, maybe, buy some armor?

I was in a 6 yesterday, light armor, loaned pulse laser, and about 76 canisters and I made a 15+Ly jump without issue.

EDIT: But the OP should double check his theory and if it's correct, ticket it.

I'll check again when I get a chance, but for certain I was struggling with only 2 pips (10+LY max.) and yet with 4 pips I could make decent i.e. 15+LY jumps.
The other thing I've noticed as well is that on a given return trip, your jump ability seems different each way for the same tonnage, in that one way you can see particular systems and on the return trip some other systems are visible. This is via the incockpit nav screen btw.
 
I'll check again when I get a chance, but for certain I was struggling with only 2 pips (10+LY max.) and yet with 4 pips I could make decent i.e. 15+LY jumps.
The other thing I've noticed as well is that on a given return trip, your jump ability seems different each way for the same tonnage, in that one way you can see particular systems and on the return trip some other systems are visible. This is via the incockpit nav screen btw.

just try setting way point through galaxy map, sometimes left user interface do not show all possible jumps but you can make jumps to place where you could jump from usually, also keep in mind that fuel has mass too, so if you jump X-Y-Z then Y->Z jump can be bigger than Z->Y because your ship has bigger mass (fuel spent from X->Y makes ship lighter thus allowing you to jump further, while fuel bought at station in Z increases ship's mass and reduce it's jump) ;)
 
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I'll check again when I get a chance, but for certain I was struggling with only 2 pips (10+LY max.) and yet with 4 pips I could make decent i.e. 15+LY jumps.
The other thing I've noticed as well is that on a given return trip, your jump ability seems different each way for the same tonnage, in that one way you can see particular systems and on the return trip some other systems are visible. This is via the incockpit nav screen btw.

Maybe you were going uphill one way and down hill the other?

................................................................. :Swhat?
 
The other thing I've noticed as well is that on a given return trip, your jump ability seems different each way for the same tonnage, in that one way you can see particular systems and on the return trip some other systems are visible. This is via the in cockpit nav screen btw.

I've had that happen many times.

If we were jumping from star to star, then you should be able to make the jump. But once you take into account the extra distance between the star and the station, then it may not reach.

For example, I have this crude drawing. :) A1 and A2 are the stars. B1 and B2 are the stations. 1 is the 1st solar system and 2 is the second.

....A1..B1............................A2..B2....

So if you start at B1 and want to jump to system 2, it's a distance of about 28 "dots". But when you're ready to turn around and come back to system 1, and the station you're at in system 2 is on the opposite side of the star from your destination, you have a longer distance to travel; roughly 31 dots. If you stretched your hyperdrive engine to it's limit in your jump from B1 to A2, then there's no way you'll make B2 to A1 without flying lighter.
 
So, been enjoying Elite for a few weeks now, being an original player and typical male I didn't bother with too much technical reading reasoning that space flight in 3300 can't be that difficult.
Anyways I digress, there was I wondering w t f my type 6 had no range, put it down to a bug, so sold/bought another ship reasoning that the prevoius one was a Friday afternoon jobbie.
I was struggling to jump even 10LY with 100 tons of cargo, so also stripped her out, bye bye point defense, heat sink, even the cannons, reasoning that I was going brave Sir Robin anyways.
Even after all this I could still only muster a paltry 12LY, so my trading routes were more akin to some zig-zagging drunk, than a savoiur of the galaxy.
Anyways, imagine my dumbfoundment when I finally realised that more pips to engines actually does affect your jump range...:rolleyes:

Jeez I feel really stupid right now, well that and relieived that I can now do two jumps which used to be at least 6 jumps...:D

It does!? OK, count me stoopid too... Good info.
 
Ive been flying a Lakon Type-6 for a while now. Nothing mounted except for a heatsink launcher. I routinely run with 100 tons of cargo, and 4 pips to System and 2 pips to Engine. No problem making near-16ly jumps.
 
I'm stupid for being confused with this myself; verified last night that having more pips to the engine definitely increases range.

However, when you're already docked, is the a way to increase pips? This might just be a silly joystick user question because the buttons on the X55 that move the pips in flight, convert over to menu navigation when you are docked.
 
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