I thought I should raise this question here since I have a reason to believe explorers are particularly interested in this topic. It is about engineer increased FSD mods and what kind of results you should expect from them in general.
After another rather painful engineer material grind I finally had enough materials to do my third FSD mod so far. Previously, I've grade 4 modded an exploration/errand-fitted unarmed Imperial Courier with boost speed of 600 and got 30,3% higher optimized mass with end result of 27ish % higher jump range, bringing the ship slightly below 31 LY's with full tank and empty hold. Obviously I was pleased with the result and ended up jumping around (and even a bit outside) the bubble like no tomorrow after getting the drive modded. The next victim was my multirole-fitted Federal Corvette, none other but the Sag A*-visitor from January known as Intimidator Exploder, with grade 5 mod. Optimized mass went up by 43,7% and unladen jump range got upped by around 42%. Guess what, anybody's life with jumping around the bubble with 14 LY ship becomes a whole lot easier when it becomes a 20 LY ship. Today's victim was my exploration-fitted Asp Explorer. The ship is unarmed and only lightly shielded but has top boosting capabilities. I threw a grade 5 mod on its way. See the screenshot below for results.
Optimized mass goes up by 48,6% and unladen jump range goes up by 45% from 32 LY to 46,5 LY. Zero fuel range is somewhere around 49,5 LY. I guess this ship will bring me VERY far away at some point. Now if I could decide where.
Okay, so the point here? I've done three FSD range mods so far and for all ships the results have been nothing short of magnificent with all rolls on the top end of the envelope. It left me to wonder whether you can get really bad rolls at all with the bigger grade FSD range mods or are all of those at least mediocre or fairly good? All of my rolls have become with negative attributes (Mass, integrity, power draw) that have been almost largest possible. However, they don't hinder the usage of the modifications since power draw grows only a little and increase in mass gets offset by the absolutely massive boost in optimized mass. I'd like to know whether I've been excessively lucky so far with RNG gods when doing my FSD range mods or if other people have had similar pattern.
I'd like to hear about your results with the FSD modifications. Namely Grade 3 and higher that get rolled much less frequently. I'd also appreciate any information about particularly crappy rolls.
After another rather painful engineer material grind I finally had enough materials to do my third FSD mod so far. Previously, I've grade 4 modded an exploration/errand-fitted unarmed Imperial Courier with boost speed of 600 and got 30,3% higher optimized mass with end result of 27ish % higher jump range, bringing the ship slightly below 31 LY's with full tank and empty hold. Obviously I was pleased with the result and ended up jumping around (and even a bit outside) the bubble like no tomorrow after getting the drive modded. The next victim was my multirole-fitted Federal Corvette, none other but the Sag A*-visitor from January known as Intimidator Exploder, with grade 5 mod. Optimized mass went up by 43,7% and unladen jump range got upped by around 42%. Guess what, anybody's life with jumping around the bubble with 14 LY ship becomes a whole lot easier when it becomes a 20 LY ship. Today's victim was my exploration-fitted Asp Explorer. The ship is unarmed and only lightly shielded but has top boosting capabilities. I threw a grade 5 mod on its way. See the screenshot below for results.

Optimized mass goes up by 48,6% and unladen jump range goes up by 45% from 32 LY to 46,5 LY. Zero fuel range is somewhere around 49,5 LY. I guess this ship will bring me VERY far away at some point. Now if I could decide where.
Okay, so the point here? I've done three FSD range mods so far and for all ships the results have been nothing short of magnificent with all rolls on the top end of the envelope. It left me to wonder whether you can get really bad rolls at all with the bigger grade FSD range mods or are all of those at least mediocre or fairly good? All of my rolls have become with negative attributes (Mass, integrity, power draw) that have been almost largest possible. However, they don't hinder the usage of the modifications since power draw grows only a little and increase in mass gets offset by the absolutely massive boost in optimized mass. I'd like to know whether I've been excessively lucky so far with RNG gods when doing my FSD range mods or if other people have had similar pattern.
I'd like to hear about your results with the FSD modifications. Namely Grade 3 and higher that get rolled much less frequently. I'd also appreciate any information about particularly crappy rolls.
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