How do you get 50+ly jump range?

I've seen quite a few posts from commanders mentioning a jump range of well over 50 light years. On my aspx I've done the things one normally does to maximise jump range and I can only get 46ly. I've got everything D-rated where possible, G5 FSD upgrade (it's not the best possible roll but it's pretty good, and I don't have the patience to grind up the mats for hundreds more attempts to try to squeeze that final 1% out of it), power plant is A-rated but one size smaller than normal, etc etc. Are there any other tricks I can do, other than completely removing all modules that aren't completely utterly totally 100 percent necessary? Which I think would only be the shields anyway.

Lucky rolls and sacrificing comforts like boost, shields and power plant/distro.
 
Serious question here, as I have never turned off my scoop other than to repair it...what would a circumstance be where one would need to do that, and for what advantage?

You're manually plotting every jump, you want the range you can get on 10-12t of fuel but you have a 32t tank. You have to be careful with how much you scoop and you can do that by scooping slowly at the edge so you can get out of range quickly, or you can go deep to scoop quickly and turn off the scoop while you fly out of range. If you only have a 10-12t tank capacity then you don't have to decide which of those options you prefer, you can just fill her up.
 
Serious question here, as I have never turned off my scoop other than to repair it...what would a circumstance be where one would need to do that, and for what advantage?

What Iain said, I never have to worry about it with only 10t fuel tanks
 
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You're manually plotting every jump, you want the range you can get on 10-12t of fuel but you have a 32t tank. You have to be careful with how much you scoop and you can do that by scooping slowly at the edge so you can get out of range quickly, or you can go deep to scoop quickly and turn off the scoop while you fly out of range. If you only have a 10-12t tank capacity then you don't have to decide which of those options you prefer, you can just fill her up.

third option: G5 lightweight railgun or plasma accelerator with plasma slug special to dump fuel fast.

that said, 4,5 jumps on a full tank is luxury, the 3,2 - 3,5 jumps of a 16T tank are just fine, if you keep an eye on your next systems star type and the fueltank. if you anyway restrict the route plotter to scoopables, you can as well go with even less, but you might run into problems if you need unscoopables to get somewhere on the edges.
 
You're manually plotting every jump, you want the range you can get on 10-12t of fuel but you have a 32t tank. You have to be careful with how much you scoop and you can do that by scooping slowly at the edge so you can get out of range quickly, or you can go deep to scoop quickly and turn off the scoop while you fly out of range. If you only have a 10-12t tank capacity then you don't have to decide which of those options you prefer, you can just fill her up.

Most of the precision jumps I do, I will have to sit right out of scooping range and in in while actually watching my jump range in the right panel to get specifically what I need. Since I do plan my difficult routes way in advance, manually calculating distances, I have plenty of time to do fuel through normal jumping.
 
To some degree you under class some of the heavier things. Like a 3D power plant in an anaconda etc.

Never D rate the power plant - there is no point, because a 1 class lower, A rated power plant will always outperform it in every way. In this case, a 3D power plant produces 9 MW of power while weighing 2T. Compare that to a 2A pp, which produces 9.6MW while weighing 1.3T, and is more heat efficient while it's at it. This is true for all classes (3A better than 4D, 4A better than 5D and so on). There is literally no need to ever D rate your power plant on an exploration ship, as there is no benefit to it at all. Instead, always go with the smallest A rated plant that is enough to power your build.
 
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Most of the precision jumps I do, I will have to sit right out of scooping range and in in while actually watching my jump range in the right panel to get specifically what I need. Since I do plan my difficult routes way in advance, manually calculating distances, I have plenty of time to do fuel through normal jumping.

That's a whole other scenario to spending an extended period trying to keep yourself at around one jump of fuel but not being that fussed if it's 1.1 or 1.2 jumps. I've never tried anything quite as marginal as you so I have no idea if turning the scoop off might give you better control than moving the ship in that scenario but if it's something you do regularly then it might be worth checking. I suspect that running away from the star is going to be better just from the inputs required though.
 
I'm not quite sure why it never occurred to me to go with smaller thrusters/distributor/shields. At some point soon I'll be heading off to check all the long range tourist beacons (without any of those scopophobic so-called "famous" explorers hitching a ride, because I don't need a 44,000 light year migraine) so I'll be fitting out an Explorca. Standard "luxury liner" outfit (with cabins and everything A-rated) I've got a 34.5ly jump, stripping out the cabins and D-rating everything boosts it to 44.4. I'm sure I can get pretty close to 50 by downsizing where possible.
 
Yes, Its possible.

I have an Orca with 4D passenger cabin at 50.66 ly range. Great ship. I just dont have enough time to fly all the great ships of Elite :D

o7
 
Well, dropping down to 4D thrusters, 3D shields and the smallest distributor that will still let me boost only got me up to 46.8ly. With some creative power management I could get a smaller power plant but that will only get me another .1 or .2 of a ly. It was at this point that I said "near enough is good enough" and I'm currently out scanning tourist beacons outside the bubble. When I get back I might play around with my aspx and see what I can get.
 
So much depends on the RNG.
You need a 49.5% roll on the FSD to get 50Ly on a full tank with no other engineering mods.
https://eddp.co/u/nEQ9te2Z

Modding all your other modules for lightweight will only get you about another 1.4 light years so it's not really worth putting much effort in to any other engineering mods for the ASP.

That's a fair point about modding an ASP for lightweight, though one may as well at least grab some of the easy level one mods at Farseer while they are there. That said, I modded my ASP for cool running as well so I can scoop and jump at the same time which is nice.
 
I'm getting 55.59/57.06 on my AspX, (just a hair shy of 60 stripped to the frame). 1 SRV, minimal shields, mining laser, wake scanner, cargo scanner, and 2 heat sinks. All courtesy of the magical 56.5% FSD roll, and near perfect lightweight mods on everything possible, with secondary lightweight on everything else.

The same FSD in a DBX with the same loadout got me 59/61 (64 stripped)

L2fIqXm.png
 
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