FSD cooldown and jump to jump timing

FSD jump to jump timing

After seeing posts here by others saying jump times have improved in 2.3 and claiming inter-jump times of 40 seconds, I decided I needed to test again to see if inter-jump timing has changed.

As of today, for me, it's still exactly 43.6 seconds between pressing the button to charge my FSD for a jump and the FSD cooldown completing at the end of the jump. Which is the soonest I could possibly start charging again.
The timing is consistent across multiple jumps. So there's no way I could do better than 43.6 seconds per jump. Give or take a 10th of a second for me pressing the button on my timer.
It's been 43 seconds for me since the first time I measured it which was back in 2.1 I think.

If other players can do it in 40 seconds, I'd like to see that. Maybe PC speed or network speed is a factor.? Server Load?
My breakdown is as follows...
Start of charging 'til countdown, 15 seconds, 4.9 second countdown 'til "Engage", 13.8 seconds in hyperspace, 9.9 seconds 'til FSD cooldown.

So what's your jump timing like? is 43 seconds normal or is it possible to do better than that?
 
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Jump times with the 32-bit client is unchanged but the 64-bit client is vastly improved since 2.2. Before the last update "buckyballing" in the Horizons client meant jump times well over 50 seconds. Close to 55 seconds. Now, the jump times are more or less identical in all client versions. I have actually timed a few jumps in the 42 seconds range in the 64-bit Horizons client, about a second faster than I've managed in the 32-bit client post 2.3.
The slow texture loading since 2.3 is probably part of the fix to balance things out. Optimisations to the 2.x netcode is probably the biggest reason for the improvements.
 
Anyone else able to share their jump timing? From pressing the button to start charging, until cooldown is complete on the other end.
I'm doubting any variability from server load or network conditions since my timing is very consistent.
I only ever run the 64 bit client and I've never seen times over (or under) 43 seconds, even under 2.1

My PC performance and internet speeds are on the high side of above average.
Though I might try overclocking a bit more to see if it makes any difference.

I'm assuming that timing of events before and after hyperspace are static and that the only possible variability would be with time in hyperspace, generating the system, loading textures and waiting for network traffic.
 
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It's definitely now too short to run to the kitchen, make another cup of tea and get back before crashing into the star!
 
It's definitely now too short to run to the kitchen, make another cup of tea and get back before crashing into the star!

Lol! Yeh when I need to cook dinner and I'm in the bubble I usually head to Alpha Centauri and stop at Hutton Orbital! Just let it run baby.
 
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I'm assuming that timing of events before and after hyperspace are static and that the only possible variability would be with time in hyperspace, generating the system, loading textures and waiting for network traffic.

There's also a variable amount of time it takes to get around the star and line up with your next jump, depending on size of star and direction of target.
 
There's also a variable amount of time it takes to get around the star and line up with your next jump, depending on size of star and direction of target.
That can be done in the 10 seconds that you're waiting for FSD cooldown and the 15 seconds it takes to charge the FSD.

If you can get around the star and re-fuel in those 25 seconds, you can hit the jump button every 44 seconds or 82 jumps/hour. YMMV
 
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44 seconds here.
Thanks Chiggy. I figure with the amount of speed jumping you've done, if anyone could do better than 44 seconds, you'd know how.

43.6 rounds up to 44. Sounds like a consensus to me.
That works out to a max of 82 jumps per hour.

I started this testing because I saw a claim that someone could do 3000Ly per hour in a 35LY un-engineered Asp. (which I am not doubting, I'm just trying to figure out how.)
I did the math on that and best case, under ideal conditions, that works out to 86 jumps in an hour or a jump every 42 seconds, on average over the course of an hour.

I don't think that rate is possible, but if it is, I'd like to know how.

I have to assume that their jump range was higher than 35Ly.
Unless I'm mistaken, 37.8Ly is best case on an un-engineered ASP, stripped to bare bones. (3000/37.8=80 jumps/hr or every 45 seconds) under ideal conditions.
Under non ideal conditions, outside the core, it would be closer to 29 or 30 jumps/1Kly or at least 87 jumps to go 3000Ly and we're back to <42 seconds between jumps.

Conditions vary and averages level things out over long distance so we're in the ballpark here anyway.

Maintaining a rate of 43-44 seconds/jump means you would have to be charging the FSD while fuel scooping without overheating and I can't seem to do that myself, even with Low Emissions PP and Clean Thrusters.
If anyone has a video of someone doing this, I would love to see that.
 
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Thanks Chiggy. I figure with the amount of speed jumping you've done, if anyone could do better than 44 seconds, you'd know how.

43.6 rounds up to 44. Sounds like a consensus to me.
That works out to a max of 82 jumps per hour.

I started this testing because I saw a claim that someone could do 3000Ly per hour in a 35LY un-engineered Asp. (which I am not doubting, I'm just trying to figure out how.)
I did the math on that and best case, under ideal conditions, that works out to 86 jumps in an hour or a jump every 42 seconds, on average over the course of an hour.

I don't think that rate is possible, but if it is, I'd like to know how.

I have to assume that their jump range was higher than 35Ly.
Unless I'm mistaken, 37.8Ly is best case on an un-engineered ASP, stripped to bare bones. (3000/37.8=80 jumps/hr or every 45 seconds) under ideal conditions.
Under non ideal conditions, outside the core, it would be closer to 29 or 30 jumps/1Kly or at least 87 jumps to go 3000Ly and we're back to <42 seconds between jumps.

Conditions vary and averages level things out over long distance so we're in the ballpark here anyway.

Maintaining a rate of 43-44 seconds/jump means you would have to be charging the FSD while fuel scooping without overheating and I can't seem to do that myself, even with Low Emissions PP and Clean Thrusters.
If anyone has a video of someone doing this, I would love to see that.

Video uploaded. Several Buckeyball style jumps in succession and I end the video with more fuel than I started. Now...I did regularly go over the 80% threshold, but did not exceed 90%, so depending on what you consider overheating, I may or may not have, but to me, I consider overheating to be hitting the 100% threshold where things actually start taking damage.

[video=youtube_share;y2jp0noRO_8]https://youtu.be/y2jp0noRO_8[/video]

And this is just some random fun flying...

[video=youtube;T1sEMlwTZ-E]https://www.youtube.com/watch?v=T1sEMlwTZ-E[/video]

EDIT...I can upload a higher quality vid if you want.
 
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Thanks for that. Seriously.
..., so depending on what you consider overheating, I may or may not have, but to me, I consider overheating to be hitting the 100% threshold where things actually start taking damage.
As long as you're not taking damage it's good. You can maintain it indefinitely.

I didn't get any sound so I had to pay close attention to when the FSD charging starts, but I timed your jumps at a bit less than 44 seconds. There appears to be a bit of variation, between 43.3 to 44.4 seconds and I don't think my manual timing could account for that much difference pressing the lap button. So there might be no more than a 1 second variation depending on the star system you're loading.

This ship appears to at least have an engineered FSD. Do you have any cool running mods, LE or Clean? I noticed your shields are off, I didn't have mine off when I tried it.
You're not safety jumping either. (arriving at zero throttle). I'm so conditioned to zero throttle on countdown, I'll need to concentrate to avoid that habit.

Looks like I might actually be able to do it, with the right technique and a bit more practice.
 
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I'm glad we got this topic going again on a new thread. My first claim was that the previous OP could do 5,000ly in 2 hour in a 30ly Asp, which is more than achievable in 44 second jump times.

When trying to buckyball from point A to B I rarely take any more than the minimum times. I always enter system on full throttle, and always charge while scooping. I am able to do this in an Anaconda also, which as we all know is far less agile in SC than an Asp. I say these things not to boast, but to show that it can be done. That being said I can only maintain this pace for about 2.5 - 3 hours and then need a break! Lol

Moreover if you filter out large stars it makes this rate even easier.

Would you like me to post a video as well or is Straha's enough?
 
There are a lot of exaggerating players in Elite, like any other game. :D
Like the ones tricking people to sit and do the logoffsky exploits because it's "the only way" to make credits, instead of actually playing the game and still make a ton of credits. Or every single commander claiming they're the only good pilots. Or every commander claiming they always have a trade route making them 5 times more than what everybody else makes.... :D
Anyhoo... The Horizons client was "broken" for most (almost everyone) up until the 2.3 patch. Before that, most CMDR's had a jump-to-jump time at around 55 seconds. That was a known fact.
I've done the trip to Colonia around 30 times, maybe a lot more, I've honestly lost count. So, I've done my fair share or buckyballing. The Horizons client fixes in the 2.3 update were so good it's maybe even a fraction faster than the 32-bit client now.
 
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In 2.2 if you jumped into a system with landable planets using horizons it would take an extra four seconds during witchspace then running non horizons, jumping into a system without landable planets would be the same

My fastest jumps which have calculated from the journal are 43 seconds
 
I'm glad we got this topic going again on a new thread. My first claim was that the previous OP could do 5,000ly in 2 hour in a 30ly Asp, which is more than achievable in 44 second jump times.

When trying to buckyball from point A to B I rarely take any more than the minimum times. I always enter system on full throttle, and always charge while scooping. I am able to do this in an Anaconda also, which as we all know is far less agile in SC than an Asp. I say these things not to boast, but to show that it can be done. That being said I can only maintain this pace for about 2.5 - 3 hours and then need a break! Lol

Moreover if you filter out large stars it makes this rate even easier.
...
That's where I get confused and start to think some people are doing better than 44 seconds per jump. In that other thread, some users were saying 40 seconds per jump.
5000ly in a 30ly ship is at least 167 jumps under ideal conditions. 167 x 43 seconds = a bit under 2 hours. Trouble is, unless you're in the core, it would be more like 35 jumps/1Kly or 175 jumps or ~2:05 (close enough), or maybe slightly higher range than 30ly?

Someone else mentioned 3000ly/hr in the context of Sol to Sag A* in under 9 hours in an unmodified 35ly Asp. That actually works out to ~2,878ly/hr.
Under ideal conditions for the whole trip, 25,900/35=740 jumps or 43.78 seconds/jump, but outside the core you can't route that efficiently. It had to be at least 754 jumps or 42.9 seconds/jump.
Or it actually had a better range than 35ly. A classic Asp could do 37.8ly, stripped bare which would work out to ~702 jumps or ~45.9 seconds/jump

To be clear, I don't doubt any of these claims, I just can't figure out how they do it, unless some players can do better than 43 seconds per jump or my math is completely wrong.
Or I'm just getting bogged down in the details and the numbers are close enough. 35ly could be 35.6ly and "an hour" could be just a bit over 1 hour. A rounding error here or there and the averages can be way off.

Back on my first trip to Colonia, around the time Engineers released, I could do ~2000ly/hr in around an hour (in my old ~32ly DBE) without even charging and scooping at the same time. ~68 jumps @ ~53 seconds/jump
Without scooping, I timed my jump-to jump time at around 43-44 seconds, even back then. Only for about 5-6 jumps before I stopped to refuel.

... Would you like me to post a video as well or is Straha's enough?
No need. Unless your technique is different than his.
 
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Thanks for that. Seriously.
As long as you're not taking damage it's good. You can maintain it indefinitely.

I didn't get any sound so I had to pay close attention to when the FSD charging starts, but I timed your jumps at a bit less than 44 seconds. There appears to be a bit of variation, between 43.3 to 44.4 seconds and I don't think my manual timing could account for that much difference pressing the lap button. So there might be no more than a 1 second variation depending on the star system you're loading.

This ship appears to at least have an engineered FSD. Do you have any cool running mods, LE or Clean? I noticed your shields are off, I didn't have mine off when I tried it.
You're not safety jumping either. (arriving at zero throttle). I'm so conditioned to zero throttle on countdown, I'll need to concentrate to avoid that habit.

Looks like I might actually be able to do it, with the right technique and a bit more practice.

The only time I usually arrive zero throttle is when I know I am going to be scanning the main star, or black holes, neutron stars and white dwarfs, otherwise, my throttle is wide open. I also typicaly run with shields off except when I am landing and taking off.

I did engineer for cool running with clean drive tuning, low emissions power plant, my G5 FSD mod also had a bonus of lower temp. I also have an engine focused PD, light weight sensors, long range DSS. My running temp in deep space with shields off is typically at 17%

As to timings, and claims of 2.3 improving them..I have used the 64bit Horizons since 2.0 dropped, and my experience is that nothing at all has changed. I have however had longer times with the System map loading, with my client crashing to desktop about 1 in every 10 times I try to open the sysmap while fuel scooping...
 
Someone else mentioned 3000ly/hr in the context of Sol to Sag A* in under 9 hours in an unmodified 35ly Asp. That actually works out to ~2,878ly/hr.
Under ideal conditions for the whole trip, 25,900/35=740 jumps or 43.78 seconds/jump, but outside the core you can't route that efficiently. It had to be at least 754 jumps or 42.9 seconds/jump.
Or it actually had a better range than 35ly. A classic Asp could do 37.8ly, stripped bare which would work out to ~702 jumps or ~45.9 seconds/jump

To be clear, I don't doubt any of these claims, I just can't figure out how they do it, unless some players can do better than 43 seconds per jump or my math is completely wrong.
Or I'm just getting bogged down in the details and the numbers are close enough. 35ly could be 35.6ly and "an hour" could be just a bit over 1 hour. A rounding error here or there and the averages can be way off.

I don't know the exact loadout that the two commanders who have got to Sagittarius A* used to get there in under 9 hours however they were mostly flying with only enough fuel for one possibly two jumps at maximum fuel consummation so they would have had close to or exceeding thirty seven light years range

I mean jump time for when I did the last Classic Clipper run was approximately forty six seconds that is including anything that would cause me to slow down
 
As of today, for me, it's still exactly 43.6 seconds between pressing the button to charge my FSD for a jump and the FSD cooldown completing at the end of the jump. Which is the soonest I could possibly start charging again.

Start of charging 'til countdown, 15 seconds, 4.9 second countdown 'til "Engage", 13.8 seconds in hyperspace, 9.9 seconds 'til FSD cooldown.

Same result in 64-bit base game with no Horizon, on open.
 
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