Guardian FSD booster question

I know that installing a Guardian FSD booster increases one's range a percentage, does it also consume more fuel as it does when one engineers their conventional FSD?
 
No, it does not use more fuel. Actually not only you get longer jumps, you also get longer range when you add a FSD Booster.
My DBX with a size 4 FSD Booster has maximum jump of 67LY and a range of 469LY. Without the FSD Booster, jump is 58LY and range is 406LY
The range increase is happening because at the same maximum fuel usage, you jump farther
 
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It's just a flat boost. No disadvantage besides power draw (the weight is obviously not a concern to an explorer, as they manage weight for jumping purposes) and, in a very small ship, taking up valuable space.
 
The simplest and easiest way to engineer an FSD is to go from a stock "E" grade to an "A". In the process of doing so, though it increases ones range per jump, it also increase the amount of fuel to ascertain that extra range. Actually engineering it to a grade 5 for example does basically the same thing. The range per jump increases, as well as the fuel need to ascertain that jump.

Should one utilize a "White Dwarf" one can increase a single jump an additional approximate 10%; Utilizing a Neutron Star can increase a single jump an approximate 300%. Neither of which utilize any additional fuel.

It would seem that if one gets a flat rate of additional range such as they do by engineering, when utilized, it uses more fuel. If if one gets a percentage rate such as they do when utilizing a star, no extra fuel is utilized.

If the Guarding FSD Booster gives a flat rate up to 10 additional ly's, such as engineering does, then it should also cause the consumption of additional fuel, RIGHT?
 
FSD booster is does not work the same as an engineered FSD. It's an absolute flat light-year increase that ignores weight and fuel. I hope the Guardian FSD has the same abilities as the booster when it comes out.
With the trend in guardian tech, it'll be heavier and require power draw, but give a huge jump range. Given the heat angle the current guardian core modules have, it'll probably also generate way more heat when spooling up. But that's just a theory. A game theory.
 
With the trend in guardian tech, it'll be heavier and require power draw, but give a huge jump range. Given the heat angle the current guardian core modules have, it'll probably also generate way more heat when spooling up. But that's just a theory. A game theory.
Heavier, hotter, more power required and will be equivalent to a human FSD grade 4 without mass manager going by FDev past history.
 

DDastardly00

D
Doesn't matter, don't use them. Guardian FSD Boosters are cheating and should be nerfed. They allow a noob player to have access to decent jump range without having to do the engineering work to get it. Guardian FSD boosters are nothing more than an easy button. Remember when engineering a ship to 58 ly actually meant something? Now it's meaningless. meaningless I tell you! All of that hard work engineering the DBX is now time wasted and rendered meaningless like an empty shell of what greatness once was! Like void opals and everything else 'fun' that Frontier has added to game, in other words, 'change', it should be removed immediately before it completely ruins Elite Dangerous!

Shakes fist, runs
 
The simplest and easiest way to engineer an FSD is to go from a stock "E" grade to an "A". In the process of doing so, though it increases ones range per jump, it also increase the amount of fuel to ascertain that extra range. Actually engineering it to a grade 5 for example does basically the same thing. The range per jump increases, as well as the fuel need to ascertain that jump.

Should one utilize a "White Dwarf" one can increase a single jump an additional approximate 10%; Utilizing a Neutron Star can increase a single jump an approximate 300%. Neither of which utilize any additional fuel.

It would seem that if one gets a flat rate of additional range such as they do by engineering, when utilized, it uses more fuel. If if one gets a percentage rate such as they do when utilizing a star, no extra fuel is utilized.

If the Guarding FSD Booster gives a flat rate up to 10 additional ly's, such as engineering does, then it should also cause the consumption of additional fuel, RIGHT?
That's not how engineering your FSD works. The Increased Range blueprint increases the Optimised Mass of your FSD, which means you can jump further for the same amount of fuel, or use less fuel to jump the same distance. It does not change the maximum amount of fuel that your FSD can consume in a single jump (although the Deep Charge special effect does).

Higher rated FSDs have a higher Optimised Mass and a higher Max Fuel per Jump, although the two are separate parameters. An A rated FSD will use less fuel to jump any given distance than an E rated unit.

Both white dwarves and neutron stars can be thought of as giving your FSD a single-use increase in its Optimised Mass - 50% for white dwarves (not 10%), 300% for neutron stars. Jump range scales linearly with Optimised Mass - this is how they make you jump further without breaking the Max Fuel per Jump limit of your drive. Synthesis boosts work in exactly the same way.

The Guardian FSD booster applies a fudge factor to the hyperspace fuel equation so that when you jump the extra distance the booster gives you, your fuel consumption is scaled down to your drive's Max Fuel per Jump. This factor is applied regardless of the distance you are trying to jump, so for any given range the booster will make you consume less fuel compared to an unboosted FSD.
 
Wow, that's a confusing explanation :LOL:

The guardian FSD boosters when fitted & powered will add a fixed amount to your available jump range. Regardless of any other modifiers.

According to the size of the module. For example a size 5 slot one will give you a 10.5 LY addition.
 
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