Elite Dangerous Ship Jump Range Comparison With Respect to The New CG's FSDs

o7 Commanders!

I've taken the time to build on CMDR Boombi's work by inter comparing EVERY ships' jump range with respect to the new FSDs released by the current CG.

The link to my sheet can be found here: Jump Range Comparison Sheet

I first used Coriolis to find a maximized jump range for each of the ships using only modules. I then augmented these values with engineering and then an FSD booster. Appropriate min maxing was preformed to ensure the ships could run. Finally, thanks to some kind feedback, I tweaked each FSD to accommodate the +15% optimal mass of the new FSDs. Links are provided for all ship builds.

A preliminary inspection of the data shows the new FSDs add a 12% increase to the jump range of applicable ships.

What I find remarkable about this information is how the meta is changed with these new FSDs.
Not max ranges, but the middle, such as the laden ranges of the truckers and what this means towards the pathway through engineering.

Please reply to this post with discussions, comments, and concerns.

See you in the Black commanders!
Thanks for your efforts, sir.
 
@Mersozz @Tiron Elite @Bigmaec

That page has the error of the cg fsd, people made the accounts based on percentages and when doing so they leave optimal disproportionate masses, just trust the tonnage.

Take as an example the DBE according to that page has a mass of 1946.49, the sum of tonnage of Increased Range + Faster Boot Sequence + Mass Manager = 1850.20T. Where does an extra 96.29T come from? I tell you, by the percentages, depending on how you do it, it gives you one percentage or another.
 
If they are intelligent enough they'll read about the game and the various ways to get things.

But saying that maybe FD should have a prod message about whats available, not just 'go here'.
Eh, no matter how intelligent you are, if you're not told that there's something to look for to begin with then you can't really be expected to find it.

Like you don't see me going off in search of "I wonder if the devs put in a shop where you can buy on-foot assets" just on the off-chance such a thing exists.
 
Eh, no matter how intelligent you are, if you're not told that there's something to look for to begin with then you can't really be expected to find it.

Like you don't see me going off in search of "I wonder if the devs put in a shop where you can buy on-foot assets" just on the off-chance such a thing exists.
Being snarky there is a skill called reading and looking though. Maybe its a lost art but from alpha it was a case of looking reading and experimenting- its how I came to learn the BGS and the other dark arts which had no source at all.

The tech broker is visible if you see the menu option at stations- its a matter of clicking on it.
 
Being snarky there is a skill called reading and looking though. Maybe its a lost art but from alpha it was a case of looking reading and experimenting- its how I came to learn the BGS and the other dark arts which had no source at all.
Depends - how do you know where are CRCR unless you stumble across them? Or Enhanced Thrusters?

There is a lot of stuff people only find out about when they complain it does not exist .. and someone points out that it does :)

Edit: Probably most people will find out about Double Engineered stuff when they are added to coriolis / edsy etc - but that still won't work if you don't use them. The game could certainly do more - even Meta Alloys are not obvious 🤷‍♀️
 
Depends - how do you know where are CRCR unless you stumble across them? Or Enhanced Thrusters?

There is a lot of stuff people only find out about when they complain it does not exist .. and someone points out that it does :)
And yet if you are paying attention these options do pop up and its a case of being curious and looking at it when you dock. I do agree more needs to be done to flag them, but if you are just following what you are told in ED you'll have more problems than just Deciat.
 
And yet if you are paying attention these options do pop up and its a case of being curious and looking at it when you dock. I do agree more needs to be done to flag them, but if you are just following what you are told in ED you'll have more problems than just Deciat.
Very true :D

I was kinda hoping in EDO there would be an NPC mission giver who would make you find out about stuff - make you find an IF and lead you through how to use it, make you get an MA, a Thargoid Sensor, a Weapon Blueprint, unlock a Tech Broker module, etc etc.

dreams.txt
 
o7 Commanders!

I've taken the time to build on CMDR Boombi's work by inter comparing EVERY ships' jump range with respect to the new FSDs released by the current CG.

The link to my sheet can be found here: Jump Range Comparison Sheet

I first used Coriolis to find a maximized jump range for each of the ships using only modules. I then augmented these values with engineering and then an FSD booster. Appropriate min maxing was preformed to ensure the ships could run. Finally, thanks to some kind feedback, I tweaked each FSD to accommodate the +15% optimal mass of the new FSDs. Links are provided for all ship builds.

A preliminary inspection of the data shows the new FSDs add a 12% increase to the jump range of applicable ships.

What I find remarkable about this information is how the meta is changed with these new FSDs.
Not max ranges, but the middle, such as the laden ranges of the truckers and what this means towards the pathway through engineering.

Please reply to this post with discussions, comments, and concerns.

See you in the Black commanders!
I've noticed that in your spreadsheet, DBX has "deep charge" experimental.
Is that intentional, or by mistake?
 
Very true :D

I was kinda hoping in EDO there would be an NPC mission giver who would make you find out about stuff - make you find an IF and lead you through how to use it, make you get an MA, a Thargoid Sensor, a Weapon Blueprint, unlock a Tech Broker module, etc etc.

dreams.txt
They could do that via the tutorials, or perhaps in the starter zone have a human broker with lowered requirements as a training wheel.
 
Mass manager add 6,2% not 4%
No, it does not. Coriolis displays 6.2%, but Coriolis is teasing out the wrong number there. Mass Manager gives 4%, and it does not directly add together like blueprints do. (See also Inara (expand Mass Manager - it's not possible to deep link))

You keep getting 1850 for a 5A. That does not match the number in game, which should tell you you have an error somewhere.

This is the formula for how the equation actually works:

Code:
Mb * ( 1 + Oir + Ofb ) * (1 + Omm) = Mo

Where:
  • Mb = base optimal mass
  • Oir = percentage increase for Increased Range
  • Ofb = percentage increase for Fast boot
  • Omm = percentage increase for Mass Manager
  • Mo = final optimal mass

(This can be shortened to:
Code:
Mb * 1.768
)

Let's check with the existing 5A:
Code:
1050 * ( 1 + 0.55 + 0.15 ) * ( 1 + 0.04 ) = 1856.4
which is exactly what it is ingame.

Now let's apply to a 6A:
Code:
1800 * ( 1 + 0.55 + 0.15 ) * ( 1 + 0.04 ) = 3182.4
 
No, it does not. Coriolis displays 6.2%, but Coriolis is teasing out the wrong number there. Mass Manager gives 4%, and it does not directly add together like blueprints do. (See also Inara (expand Mass Manager - it's not possible to deep link))

You keep getting 1850 for a 5A. That does not match the number in game, which should tell you you have an error somewhere.

This is the formula for how the equation actually works:

Code:
Mb * ( 1 + Oir + Ofb ) * (1 + Omm) = Mo

Where:
  • Mb = base optimal mass
  • Oir = percentage increase for Increased Range
  • Ofb = percentage increase for Fast boot
  • Omm = percentage increase for Mass Manager
  • Mo = final optimal mass

(This can be shortened to:
Code:
Mb * 1.768
)

Let's check with the existing 5A:
Code:
1050 * ( 1 + 0.55 + 0.15 ) * ( 1 + 0.04 ) = 1856.4
which is exactly what it is ingame.

Now let's apply to a 6A:
Code:
1800 * ( 1 + 0.55 + 0.15 ) * ( 1 + 0.04 ) = 3182.4
If you are so sure, why don't you put a screenshot with the CG FSD+Mass Manager but check the game, the mass manager, if it gives 6.2%, 55% + 6.2% = 61.2%. Inara has a mistake, I still don't know where she gets that 4% from.

Edit: If it were 4%, it would give 1669.50t, which would be equal to 59% on a 5A FSD
 
Last edited:
If you are so sure, why don't you put a screenshot with the CG FSD+Mass Manager but check the game, the mass manager, if it gives 6.2%, 55% + 6.2% = 61.2%. Inara has a mistake, I still don't know where she gets that 4% from.

Edit: If it were 4%, it would give 1669.50t, which would be equal to 59% on a 5A FSD
fsd.jpg

Q.E.D.
 
spock-fascinating.gif

For some reason that I do not understand the whole problem is the tonnage of the mass manager that instead of adding 6.2% of a standard FSD G5 adds 6.8% to the CG FSD (+0.6%).

The mass is the same, everything is exactly the same, just change that extra 0.6%, why?
 
spock-fascinating.gif

For some reason that I do not understand the whole problem is the tonnage of the mass manager that instead of adding 6.2% of a standard FSD G5 adds 6.8% to the CG FSD (+0.6%).

The mass is the same, everything is exactly the same, just change that extra 0.6%, why?
Because they way this module works.
First it adds both blueprints, and then it adds the mass manager 4% on top of that.
 
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