FSD Faster Boot Time modification... Why?

I'm sure other people have discovered this already, but it's something I only realised today. Having never bothered with the faster boot modification, it occurred to me that when I'm mission running in a small network of systems, jump range is not important. So, I thought that instead of engineering for range, I'd see if I could speed the jump sequence up - surely that's what the faster boot modifcation does, yes? :)

Turns out that faster boot is literally that. If you turn your FSD off, the time taken for it to be active from when it is turned on again is the boot time. I don't remember the last time I turned my FSD off (besides today, purely to test the theory) - why on earth is it an advantage to have it boot in 2 seconds instead of 10?! I can think of one in-game situation only where it could be useful - presumably when you've had the drive disabled by an enemy and you can get them back online more quickly.

Are there any situations where this modification is useful, or is it really the dud it seems to be?

Traders in highly dangerous areas? is what comes to mind, but that's about it, interdicted, run away insanely fast compared to not?
 
You got it. It's just a dud. I never understood why it's even in there.

Same here.

I can't imagine any commander opting for something as dopey as that over a G5 Range Increase! lol!

As for the power management argument... I think that can be dealt with far more effectively via the Power Plant and Power Distributor upgrades.
 
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I could see faster boot time having a place on a PvE build, if you couldn't also engineer a power plant to generate more power.
 
In theory, at least, a stealth build could use the described power management strategy for "cool running" with hardpoints deployed, along with Clean Drives and a Low Emissions Powerplant. There might not be much point in actually trying to use such a ship, but the possibility of building one is still there.
 
I also have an Asp Scout... :eek:

egj18l6.jpg


:p
 
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Reason , if you have a fighter class ship. You may not care about jump range. You will want this ship to get out of trouble a.s.a.p. jumping low or higher quicker will save your bacon
 
Reason , if you have a fighter class ship. You may not care about jump range. You will want this ship to get out of trouble a.s.a.p. jumping low or higher quicker will save your bacon

This has nothing to do with that. This is boot up time after being powered down. It has no effect on the time it takes to spool the drive itself.
 
In that case. I don't have a clue. Other then you maybe able to jump again quicker if is speed up the cool down.

If that's not it. Balls to it all. Lol
 
I'm sure other people have discovered this already, but it's something I only realised today. Having never bothered with the faster boot modification, it occurred to me that when I'm mission running in a small network of systems, jump range is not important. So, I thought that instead of engineering for range, I'd see if I could speed the jump sequence up - surely that's what the faster boot modifcation does, yes? :)

Turns out that faster boot is literally that. If you turn your FSD off, the time taken for it to be active from when it is turned on again is the boot time. I don't remember the last time I turned my FSD off (besides today, purely to test the theory) - why on earth is it an advantage to have it boot in 2 seconds instead of 10?! I can think of one in-game situation only where it could be useful - presumably when you've had the drive disabled by an enemy and you can get them back online more quickly.

Are there any situations where this modification is useful, or is it really the dud it seems to be?

Back int he day I used to have the FSD on the Vulture assigned to 4 or 5 because it couldn't run the weapons and the FSD. But of course with Engineers and OC PP it was no longer really an issue.

Not sure if other ships need this atm.
 
it lets you put your FSD in a lower power priority so you can free up more power for other things, and still boot it up fast enough to jump out if you get in trouble.

For a fighting/PVP ship jump range isn't important, as long as you can get out to another system...so not having it powered on during combat and being able to withdraw hardpoints, boot it up faster and jump out is a tactic.

This ^^^^
 
I fly a viper iii with an overcharged power plant, and when I opt for high-power weaponry (I’m looking at you, rails) I still have to turn my FSD off to keep my combat essentials on. This is totally useful in this case.
 

Deleted member 115407

D
I'm sure other people have discovered this already, but it's something I only realised today. Having never bothered with the faster boot modification, it occurred to me that when I'm mission running in a small network of systems, jump range is not important. So, I thought that instead of engineering for range, I'd see if I could speed the jump sequence up - surely that's what the faster boot modifcation does, yes? :)

Turns out that faster boot is literally that. If you turn your FSD off, the time taken for it to be active from when it is turned on again is the boot time. I don't remember the last time I turned my FSD off (besides today, purely to test the theory) - why on earth is it an advantage to have it boot in 2 seconds instead of 10?! I can think of one in-game situation only where it could be useful - presumably when you've had the drive disabled by an enemy and you can get them back online more quickly.

Are there any situations where this modification is useful, or is it really the dud it seems to be?

Probably been said already, but...

1. Certain weapons can force your FSD to reboot. When that happens, it's better to have a faster reboot than a slower reboot, especially if you're trying to egress.
2. Some builds (a number of mine) are power hungry, and the FSD is usually sacrificed for power to the hardpoints or utilities. When it's time to scoot, and you stow your hardpoints, better to have a fast reboot than a slow one.

There was recently a reddit thread from a frustrated player, wherein one of the solutions offered to his plight was this very mod.

Seems to be a theme of Elite (and I'm not digging at you, OP), but players tend to get myopic. Specialized mods, equipment, mechanics don't seem to make much sense unless you need them for some specific advantage. Then, one day, a light bulb goes off, and you're like "....oooooh!"

*edit*

To test this, just turn your FSD off. Then back on, and quickly try to go to SC. Watch how long it takes. Now imagine your shields were down and you had a wing of ships shooting at you - when 10 seconds (not including spin-up time) can feel like an eternity.
 
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Guess you don't PvP.......

Get gromm'ed and it'll all make sense.

its also useful for people who are running skinny on power, you put FSD as higher priority and have a quicker boot after retracting hardpoints.

*Should've peeped last page, its been mentioned a few times.
 
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