Greetings CMDRs!

So I’m 30,000 LY from home right now, a little over a quarter of the way into circumnavigating the Milky Way counter-clockwise. Point being, I’m too far to try out the new engineering since 3.0 dropped. I apologize if another forum addresses this but I couldn’t find anything

So my question is simple: All things considered, which version of engineering yields the longest jump range?

I have a DbX and AspX over 60 and my Conda back home is 65 if I remember correctly. Wondering if it’s worth it to trek back and save the circumnavigation for the Q4 exploration updates. Please post your jump ranges and experiences!

Thanks!

CMDR O Myrmidon
CMDR Fookin Snow
 
my runabout DBX went from 55 to 59.1lys and it has an SRV bay
my cutter will only add a bit 35 to 38lys once i mod it
vette from 17.5 to 19.5
conda could hit over 70 if stripped down

basically if you have normal rolls on your FSD its well worth it (for lighter ships). i define normal as anything around the 45-52% range increase.

across the board my ships are getting fully re-engineered. i never rolled things more than 5-10 times for a single item so for me, its across the board improvements that always scale up
 
The top of the Grade 5 FSD under the new system, together with "mass management" experimental effect (which is easy to apply) gives the FSD a boost of +61% ......

that's a lot better than you could reasonably hope to achieve without massive rolling of the dice under the old system.

It only takes a few rolls to get to the top of Grade 5 under this new system, assuming you are grandfathering a grade 5 into the new.
 
The top of the Grade 5 FSD under the new system, together with "mass management" experimental effect (which is easy to apply) gives the FSD a boost of +61% ......

that's a lot better than you could reasonably hope to achieve without massive rolling of the dice under the old system.

It only takes a few rolls to get to the top of Grade 5 under this new system, assuming you are grandfathering a grade 5 into the new.

Edit ... looking at your massive jump range, I don't think I'd bother coming all the way back just to boost my FSD by a few more percent. It assumes you will pick up a maximum jump star to star each time, which of course you don't. You would only receive a big benefit if you are (a) neutron jumping or (b) where stars are very far apart.

If you are exploring, you will probably benefit from the extra stars you see on the way round.
 
BTW I was experimenting with the Experimental effects on Coriolis, using the sliders to adjust the percentages. I found that increasing the max fuel per jump experimental yielded higher jump range than mass management.
 
BTW I was experimenting with the Experimental effects on Coriolis, using the sliders to adjust the percentages. I found that increasing the max fuel per jump experimental yielded higher jump range than mass management.

This is only true for FSD's up to 4A. At 5A MM and Deep Charge are equal however MM is more fuel efficient so choose that and above 5A MM is superior. There's a good post that goes into why, just search Mass Manager vs Deep Charge.
 
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My conda fits 1D PD, 4D thrusters, 2A PP, 3D shield and 18T fuel. All with lightweight & stripped down experimentals.
It does 70+ ly.
 
You can now hit 66 with all that's needed for exploration on the new. I'm pretty sure this cuts no corners and does not even have all that's possible. It also can still boost and has shields. Remove that and the excess, then things can and will get jumptastic.

[Anaconda] [+1]
U: 0I Heat Sink Launcher [+1]
*: Light Weight 2
*: Mass -55.00%; Integrity +80.00%

BH: 1C Lightweight Alloy
**: Light Weight 4
**: Hull Boost -7.20%; Kinetic Resistance +14.09%
**: Thermal Resistance +11.74%; Explosive Resistance +16.44%
PP: 2A Power Plant
**: Overcharged 5
**: Mass -10.00%; Integrity -25.00%; Power Capacity +40.00%
**: Heat Efficiency +25.00%
TH: 5D Thrusters [+1]
FD: 6A Frame Shift Drive [+1]
**: Increased Range 5
**: Mass +30.00%; Integrity -21.80%; Power Draw +15.00%
**: Optimal Mass +61.22%
LS: 5D Life Support [+1]
PD: 4D Power Distributor [+1]
**: Engine Focused 5
**: Weapons Capacity -8.21%; Weapons Recharge -6.88%
**: Engines Capacity +64.59%; Engines Recharge +35.80%
**: Systems Capacity -8.18%; Systems Recharge -16.70%
SS: 8D Sensors [+1]
**: Light Weight 5
**: Mass -80.00%; Integrity -50.00%; Max Angle -25.00%
FT: 5C Fuel Tank (Cap: 32)

7: 7A Fuel Scoop [+1]
6: 6A Auto Field-Maintenance Unit [+3]
6: 6A Auto Field-Maintenance Unit [+3]
6: 6E Cargo Rack (Cap: 64)
5: 1D Repair Limpet Controller [+1]
4: 4G Planetary Vehicle Hangar [+1]
4: 1C Detailed Surface Scanner
*: Fast Scan 5
*: Mass +162.40%; Scan Rate Multiplier +79.16%
4: 4D Shield Generator [+1]
*: Enhanced, Low Power 5
*: Mass -51.42%; Integrity -25.00%; Power Draw -37.39%
*: Optimal Mass -6.00%; Optimal Multiplier +12.01%
2: 1C Advanced Discovery Scanner
---
Shield: 234.4
Power : 17.94 MW retracted (134%)
17.94 MW deployed (134%)
13.44 MW available
Cargo : 64
Fuel : 32 T
Mass : 504.41 T empty
600.41 T full
Range : 65.97 LY unladen
58.93 LY laden
Price : 284,468,200 CR
Re-Buy: 14,223,410 CR @ 95% insurance
 
Greetings CMDRs!

So I’m 30,000 LY from home right now, a little over a quarter of the way into circumnavigating the Milky Way counter-clockwise. Point being, I’m too far to try out the new engineering since 3.0 dropped. I apologize if another forum addresses this but I couldn’t find anything

So my question is simple: All things considered, which version of engineering yields the longest jump range?

I have a DbX and AspX over 60 and my Conda back home is 65 if I remember correctly. Wondering if it’s worth it to trek back and save the circumnavigation for the Q4 exploration updates. Please post your jump ranges and experiences!

Thanks!

CMDR O Myrmidon
CMDR Fookin Snow



C5 is the break even point, but Mass Manager gets the nod there for efficiency.
https://forums.frontier.co.uk/showthread.php/403010-Mass-Manager-vs-Deep-Charge

It's tough to know if you'll see a benefit without seeing your FSDs current stats, but from your current ranges it sounds like any gains(if any) would be fairly small.


This is a maxed out MM FSD.
It's a fixed ceiling.
https://pbs.twimg.com/media/DXI-WeUU8AABv7O.jpg:large



Comparing ranges is kind of pointless, since no one will have your identical build/stats.
 
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Maxed out G5 FSD+Range plus Mass Manager yields a 61.2% range boost. You might prefer the Stripped Down experimental for small ships with Enhanced Performance Thrusters as your top speed and maneuverability may be slightly better. Deep Charge may be better on medium ships but only where the fuel tank capacity isn't going to leave you stranded waiting for a Fuel Rat.

No, it may not be worth the trip if you're only going to re-fit your FSD module however, if you also re-fit everything else with the new Light Weight blueprints and Stripped Down experimental effects the gain could be more significant.
 
In Beta I was able to get about 20% additional range (approx 50+ to 60) on my AspX, but when I tried it in the live version I got to 55, so I realized about a 10% gain. My legacy FSD was very good but not insanely great, so if I were out on the rim I would probably stay there, unless I was looking for a reason to come back in from the black. In the new system , with five rolls to top off the level 5 mod you will get marginal improvement, but would it be meaningful for exploration would be a personal decision.
 
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