If we ever get a Frame Shift Drive without a direct fuel limit, there is still a fundamental fuel limit!

Abstract​

Jumping longer distances costs exponentially more fuel. In a hypothetical scenario where any amount of fuel can be spent on one jump, there exists a high amount at which outfitting more fuel will harm the jump range, due to the cost of carrying that fuel being greater than the diminishing returns from spending it. This limit is a linear proportion which depends only on the FSD class and the starship mass while main fuel is empty.


Result​

Where F is the starship main fuel in tons, mₑ is the starship mass while the main fuel is empty and p is a constant depending on the FSD class, the fuel limit is:

Limit equation.png

The reference values for p are:

FSD class2345678
p2.002.152.302.452.602.752.90

This fuel limit is independent of FSD optimal mass and of any related engineering effects, and the effect of using a Guardian FSD booster is limited to the mass of the module itself, although both of these still affect the range of that maximum-fuel jump. The actual range is beside the main point and can involve some complicated interaction, so a description and example has been moved to Appendix A.


Analysis​

We begin with the Hyperspace Fuel Equation, reproduced here with some adjustments for later clarity. Where F is fuel in tons, r is a linear constant depending on FSD rating and SCO model, x is the jump distance in light-years, mₛ is the starship mass including fuel, m₀ is the FSD optimal mass, and p is a power constant depending on the FSD class:

Fuel equation.png

Normally, this calculates the fuel needed to perform a jump of distance x. For the purpose of a theoretical all-fuel jump, F is equal to the total starship main fuel which can be adjusted via Outfitting, and the distance x becomes the result. However, adding fuel does not simply traverse that exponential curve, because it also adds to the starship mass mₛ.

This mass requires decoupling; let mₑ be the starship mass while the main fuel is empty, such that mₛ = mₑ + F. Note that the power plant reserved fuel cannot be used for the jump, thus instead is part of the starship mass. Substitute in that separated mass, and separate further the fuel mass F from the distance x:

Substitution.png

This we can draw; using values of r, p, mₑ and m₀ for a stock Type-9 Heavy with a 6A FSD, it looks like this:

Type-9 range.png

Clearly there is a turning-point around 700 T where increasing fuel starts to harm the jump range when spending it all. The point where this occurs is when distance change per fuel change reaches zero, which we can examine by using the first derivative. The complete closed-form dx/dF solution is an inelegant expression and has been moved to Appendix B; for the purpose of finding a turning-point, we can use instead a variable-separated derivative:

Derivative.png

We seek a point where adding fuel gives no extra distance, i.e. where dx = 0 despite dF > 0 (equivalently, where dx/dF is zero). Only one factor involving F achieves this; it happens only when:

Condition.png

As fuel in terms of mass:

Limit equation.png

With that scale factor (p − 1)⁻¹, we find that there is a fuel limit directly proportional to the empty starship mass, at which adding more fuel no longer affects the distance of a jump which uses it all. Indeed, because F·p rises faster than mₑ + F and causes the above factor to become negative while all others remain positive, we see that the all-fuel jump range only ever reduces beyond this limit.

The scale factor depends only on the FSD class:

FSD class2345678
p2.002.152.302.452.602.752.90
Scale (p − 1)⁻¹1.00.86960.76920.68970.6250.57140.5263

Using the previous stock Type-9 example, this single-jump fuel limit is 702.5 T, indeed as expected approximately around 700 T. If upgraded to use the stock 6A FSD at no extra mass, this massive jump expenditure reaches 67.188 Ly, or 72.390 Ly with 6A SCO.


Appendix A​

Guardian FSD Booster modules are a complicated consideration; they are specified in terms of a jump range increase when the FSD maximum fuel is spent. Because the Hyperspace Fuel Equation is inviolable, the actual means is therefore an equivalent modification to the mass ratio which would cause the stated range increase when that maximum fuel is spent. This notion becomes meaningless in a scenario where the FSD limit no longer exists.

The best one can do is to speculate a bit and suppose that the extra range becomes defined in terms of the actual fuel spent, and ignore the problem of small jumps violating the Hyperspace Fuel Equation by reaching zero fuel. For example, consider that a very high-range Mandalay with a Guardian FSD booster now can reach 99.38 Ly for one low-fuel jump. Without the booster, the empty starship mass becomes 263.7 T and its unrestricted fuel limit becomes 181.862 T, which is achievable narrowly to produce a single all-fuel jump range of 229.496 Ly.

With the class 5 booster, the starship mass becomes 265 T for which the unrestricted fuel limit is 182.759 T. This is no longer achievable due to the occupied module slot, although if it were, the base range would be 228.829 Ly and the boosted range would become 239.329 Ly. In practice, module space limits the fuel capacity to 154 T to give a base range of 228.029 Ly and a boosted range of 238.529 Ly, that the booster is still very much worth taking rather than up to 32 T fuel.


Appendix B​

In two slightly different forms, each of which look displeasing in different ways, the actual change in distance per change in fuel is:

Rate.png

Alongside the stock Type-9 with 6A FSD example and magnified with factor 400, it looks like this:

Type-9 limit.png

The negative rate then proceeds to approach zero from below—as it must, otherwise the jump range eventually would reach zero, which would violate the Hyperspace Fuel Equation. Spending a single speck of hydrogen fuel always provides some finite jump distance!
 
And point is...?

We wont be getting such FSD ever, not a chance. It would basically kill one of most prominent features in game - wich is long range travel.

Having such extreme jump range (mentioned T9 with 700t fuel / 70k ly in single jump, with T9 none less, lol), would hinder scale of game by a lot. Wich is something I doubt that devs would ever do.

So even if there is dimishing return limit, wich this whole math proves it, would not matter much, since entire milky way (read; every system from stellar forge) would be accessable in single jump anyway from any point! (it is simply ridiculus)
 
there exists a high amount at which outfitting more fuel will harm the jump range, due to the cost of carrying that fuel being greater than the diminishing returns from spending it
Nice, LOL! Entirely ridiculous but fun :)
Note that the power plant reserved fuel cannot be used for the jump, thus instead is part of the starship mass.
IIRC, the mass in the reserve tank is used when the game displays your current max jump range, but not actually used to calculate the fuel consumed by the jump. This is why EDSY (confusingly!) displays a slightly higher figure for UNL jump range than CUR jump range even when your cargo is empty, see pic below. EDSY gets it right, btw - the game will let my Jumpaconda jump 79.28 ly (not sure it'll plot that jump with the plotter, mind you!).

1747503069061.png

Having such extreme jump range (mentioned T9 with 700t fuel / 70k ly in single jump, with T9 none less, lol), would hinder scale of game by a lot. Wich is something I doubt that devs would ever do.

So even if there is dimishing return limit, wich this whole math proves it, would not matter much, since entire milky way (read; every system from stellar forge) would be accessable in single jump anyway from any point! (it is simply ridiculus)
For sure it's a theoretical/fun-but-pointless exploration of jump maths. But I think you probably misunderstood the decimal point as a thousands-separator in the text below:
If upgraded to use the stock 6A FSD at no extra mass, this massive jump expenditure reaches 67.188 Ly, or 72.390 Ly with 6A SCO.
That's just over 72 ly, not just over 72 thousand ly ;)
 
entire milky way (read; every system from stellar forge) would be accessable in single jump anyway from any point
Just for extra clarity on this for you and indeed anyone else skimming it: the fuel equation is absolutely BRUTAL at consuming more fuel as you increase the jump distance.
For the class 6 drive in the Type-9 mentioned above, the exponent "p" is 2.6. This means that if you increase the jump distance by a factor of as little as 10, you consume 10^2.6 times more fuel, which means more than 398 times as much fuel, which gets crazy very fast.

The converse is of course why "economical" routing can get you so far without refuelling: if you have a ship that can jump a reasonable distance (say 60 ly) and you are low on fuel, you can reduce your jump distance by a factor of say 4, and make a bunch of 15-ish ly jumps. You will need roughly (typically a wee bit more than) 4 times as many jumps to get to your destination, so your overall outcome is a range extension of something like 4^(p-1), or about 9 times the total range for a class 6 drive. (Only 4 times the range for a class 2 drive, but almost 14 times the range for a class 8 drive :))
 
And point is...?

Very much that I was considering what sort of thing Sirius Corporation may try to invent to regain some of its lost market, became too curious about what would happen if more fuel could be spent all at once, arrived at that conclusion, and thought it fun to formalise it a bit!


So even if there is dimishing return limit, wich this whole math proves it, would not matter much, since entire milky way (read; every system from stellar forge) would be accessable in single jump anyway from any point! (it is simply ridiculus)

Indeed, the confusion likely is this exactly:

That's just over 72 ly, not just over 72 thousand ly ;)

I used an English numeric form with 72.390 Ly being a number between 72 and 73, which some write as 72,390 instead. The diminishing return is very limiting, and could not possibly jump across the Galaxy without access to starships and modules which have almost zero mass!

All-fuel jumps could be a bit too good for travel around the bubble, given that buying more fuel at a port takes exactly the same time regardless of amount, although I can imagine it being a nice alternative for jumping around without a Fleet carrier. For exploration, I imagine it could be a false economy to make such large jumps, if it then takes longer to scoop the fuel back than ever it would take just to have performed two, three, four jumps.

I imagine also such a Frame Shift Drive model not having Supercruise Overcharge necessarily!
 
This is an old one for me:



I used to carry two 370 gallon (1400 liter) fuel tanks on my F-16A. Without them, I had only enough fuel to get to McDonald's... :)
 
Beautiful analysis!

I like to think of this as the ultimate "Deep Charge" experimental fantasy, giving you uncapped fuel usage. Very interesting results, I knew there would be a limit due to exponential but I didn't know it would be that low. Even one of the the most extreme cases with a Mandalay won't even reach Fleet Carrier territory (but if it's a neutron jump...).

If anything, it could at least provide basis for a solid point to the experimental getting a buff, though perhaps not all the way into the curve extremes. Getting to those sweet spots in the curve in the seems to be around 100 tons of fuel, which needs fitting extra tanks and significant sacrifice if it's a non-large ship. For the 7A FSD that would be 1000% to get that 12.80 fuel per jump up to 128, quite a jump from its currently not useful 10%. But going that high becomes a huge liability to accidentally getting stranded.
 
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Beautiful analysis!

I like to think of this as the ultimate "Deep Charge" experimental fantasy, giving you uncapped fuel usage. Very interesting results, I knew there would be a limit due to exponential but I didn't know it would be that low. Even one of the the most extreme cases with a Mandalay won't even reach Fleet Carrier territory (but if it's a neutron jump...).

If anything, it could at least provide basis for a solid point to the experimental getting a buff, though perhaps not all the way into the curve extremes. Getting to those sweet spots in the curve in the seems to be around 100 tons of fuel, which needs fitting extra tanks and significant sacrifice if it's a non-large ship. For the 7A FSD that would be 1000% to get that 12.80 fuel per jump up to 128, quite a jump from its currently not useful 10%. But going that high becomes a huge liability to accidentally getting stranded.
Even pushing Deep Charge up to +100% would be interesting. It'd be ~25% extra range at most points on the graph - which is still a lot for an experimental since Mass Manager gives about 5% at best! - but doubling scooping time / halving chainable neutron jumps would mean that most ships would probably end up travelling slower over long distances than they would with Mass Manager. Conversely if you're hopping around a long way from the galactic plane where every extra LY might bring another system in-range - or on the other side, doing relatively short in-bubble journeys where taking a single jump off the total is the important thing for efficiency and refuelling speed is irrelevant - it's a better choice despite the disadvantages. Even a smaller boost would still give an interesting choice between it and mass manager.
 
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