Ships enhanced low power shields

If I engineer my shields to grade 5 low power enhanced I read that it decreases the ship's overall mass but negatively affects the optimal mass of the ship. My question is does the overall effect result in increased jump range? I am trying to engineer a "bubble taxi DBX" so I'm working on maximum range and still be enjoyable to fly. Thanks
 
Right, there's some confusion here. ELP shields don't lower the ship's optimal mass. A ship has no optimal mass. It simply has mass.

What does have optimal mass are modules you mount on the ship, namely the FSD, thrusters and shields. So here, optimal mass is a measure of how effectively those two things will project, propel or protect the ship depending on the ship's mass.

ELP shields drop the optimal mass, meaning they need a lighter ship to work at max protection.
 
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If I engineer my shields to grade 5 low power enhanced I read that it decreases the ship's overall mass but negatively affects the optimal mass of the ship. My question is does the overall effect result in increased jump range? I am trying to engineer a "bubble taxi DBX" so I'm working on maximum range and still be enjoyable to fly. Thanks
A bit more complicated than that - try it on https://coriolis.io/

Your ship's total mass is the sum of the hull mass, all the modules' mass, fuel and the cargo mass.
Your jump range depends on the ratio between the FSD's optimal mass and the ship's total mass at the time you charge up for the jump. If you use the route plotter, the plotter assumes a full tank for all jumps on the route.
Your shield strength depends on the ratio between your ship's hull mass and the shield generator's optimal mass (and a fudge factor, which is why some ships make good shield tanks, while others don't).
Engineering a module only affects that module's stats - so enhanced low power reduces the shield generator mass as well as the shield generator's optimum mass. The first one will also decrease your ship's total mass, giving you a better jump range. The latter will decrease the shield strength if your ship's hull mass is over the shield's optimum mass. Since ELP also increases the shield's optimum strength, you (usually) still come out ahead of the game.

A lot of modules also have a maximum mass - that's the maximum mass they will handle.

Since you wanted maximum range - here's a quick-and-dirty example for a DBX: https://s.orbis.zone/iv_8 . No scoop, as >400 ly range will get you anywhere in the Bubble. If you want enginnered thrusters, you'll need a differently engineered (or just bigger) power plant.
As for fun, though, I also cobbled together a Hauler: https://s.orbis.zone/iv_g . Added a scoop this time - and engineered enhanced performance thrusters 😁. Still ample power left over, but you just can't fit a smaller power plant. Also cheaper than the DBX, so easier on the rebuy - or for the ship transfer. The only issue is that the Hauler tends to run a little hot, especially when scooping, so I also added some lightweighted heatsinks (for peace of mind, mostly - ED's ships are hard to destroy simply from overheating).

Assuming a 400 ly trip, the Hauler will need two more jumps and one scoop - but will also idle faster than the DBX can boost. Of course, you could also engineer the DBX's thrusters, but that'll cost you power and mass, decreasing the jump range. The balance is up to you.
 
A bit more complicated than that - try it on https://coriolis.io/

Your ship's total mass is the sum of the hull mass, all the modules' mass, fuel and the cargo mass.
Your jump range depends on the ratio between the FSD's optimal mass and the ship's total mass at the time you charge up for the jump. If you use the route plotter, the plotter assumes a full tank for all jumps on the route.
Your shield strength depends on the ratio between your ship's hull mass and the shield generator's optimal mass (and a fudge factor, which is why some ships make good shield tanks, while others don't).
Engineering a module only affects that module's stats - so enhanced low power reduces the shield generator mass as well as the shield generator's optimum mass. The first one will also decrease your ship's total mass, giving you a better jump range. The latter will decrease the shield strength if your ship's hull mass is over the shield's optimum mass. Since ELP also increases the shield's optimum strength, you (usually) still come out ahead of the game.

A lot of modules also have a maximum mass - that's the maximum mass they will handle.

Since you wanted maximum range - here's a quick-and-dirty example for a DBX: https://s.orbis.zone/iv_8 . No scoop, as >400 ly range will get you anywhere in the Bubble. If you want enginnered thrusters, you'll need a differently engineered (or just bigger) power plant.
As for fun, though, I also cobbled together a Hauler: https://s.orbis.zone/iv_g . Added a scoop this time - and engineered enhanced performance thrusters 😁. Still ample power left over, but you just can't fit a smaller power plant. Also cheaper than the DBX, so easier on the rebuy - or for the ship transfer. The only issue is that the Hauler tends to run a little hot, especially when scooping, so I also added some lightweighted heatsinks (for peace of mind, mostly - ED's ships are hard to destroy simply from overheating).

Assuming a 400 ly trip, the Hauler will need two more jumps and one scoop - but will also idle faster than the DBX can boost. Of course, you could also engineer the DBX's thrusters, but that'll cost you power and mass, decreasing the jump range. The balance is up to you.
Zactly
 
So it has long been proven that the shield generator module is not the shield generator itself, but simply its multiplier. It simply depends on the ship's make and is not related to any value.
 
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