Engineers Increased FSD jump range in Light Years?

Just ballpark estimates...what kind of additional jump range can one expect on a 34 ly Asp Explorer through the various levels of FSD Range upgrade levels?

I looked at the charts, and see the optimal mass is the positive, but how does that translate into real world numbers?
 
I got a 37% grade 5 update on my ASP-X and my jump range increased to 42 LY. The ship is medium heavy for secure exploration.

Okay, thats not an exact information. I think the max you can get is around 55 Ly. I depends on the weight of your ship and of the mass increase of the mod itself. Also the max fuel per jump (also varying) influences the jumprange ...
 
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Just ballpark estimates...what kind of additional jump range can one expect on a 34 ly Asp Explorer through the various levels of FSD Range upgrade levels?

I looked at the charts, and see the optimal mass is the positive, but how does that translate into real world numbers?

Optimal mass is just about a % upgrade, its slightly less than listed and you can get other modifiers that effect it (max fuel/jump and mass of the module itself)

An excellent rank 5 would see a 34 at around 50-55, with an absolute worst outcome getting you to 38-40
 
Guides only allude to what optimised mass does, but from reading the Pilots manual, looking at some videos of Kornelius Briedis et al. I would conjecture the following:

The value that affects jump range in the blueprint is OPTIMISED MASS, if your ship is at the Optimised Mass "weight" then on an amazing FSD 5 blueprint you would get a 44% increase to your FSD jump range.

However, if you are not, due to you loading your ship up with oodles of modules or just cargo, your actual jump ability would be affected.

Hence when looking at your jump range on a non modded ship 2 values are displayed, Optimised Mass value (the largest distance you can jump) and current (based on your current mass).
 
(based on your current mass).

current mass is fuel + cargo.

differently to speed and shields there is no base value involved; the optimal mass multiplier is a direct jumprange multiplier.

i think, 146% is the best you can make - i actually managed 144% on one of my to L5 FSD increases.

so, @OP - simply multiply your jumprange with 1.45 if you want to know what can be achieved. better expect something like 1.35-1.40
 
I got a +29% roll at level 4 upgrades on my Asp Explorer: jump range went from around 32 Ly to a little more than 40 Ly.
I haven't tried lvl5 even I have collected the materials and commodities... as lvl5 rolls can downgrade your jump range (nice RNG!!).
So I am happy as it is, this build is sufficient now to reach Beagle point without boosts and still have an A-rated shield with one C-booster + SRV + 8t cargo.
 
So basically just use the optimized mass as the baseline control number, and apply the percentage increase from the mod based on that. From my understanding, the way FD uses the term "optimum" is kind of misleading in that it is just the value where no modifiers are applied...that over "optimum" gets a reduction, while under "optimum" gets an increase.

So to read the charts, if ones ship is spot on at the optimum mass for their given FSD, they could see up to a 4% increase jump range with a grade 1 mod, between 3 and 14 with a grade 2, etc...

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current mass is fuel + cargo.

differently to speed and shields there is no base value involved; the optimal mass multiplier is a direct jumprange multiplier.

i think, 146% is the best you can make - i actually managed 144% on one of my to L5 FSD increases.

so, @OP - simply multiply your jumprange with 1.45 if you want to know what can be achieved. better expect something like 1.35-1.40

Ahhh...see that is what I was wondering...if it really was so straight forward. Take what ever I have now, and multiply by the optimum mass % increase. Why can't they just explain it in simple terms like that in game? Have the screen just say...This mod can increase your jump range between X and Y%
 
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