Newcomer / Intro Jump Exceeds drive fuel use limit ? how to increase ?

To increase your jump distance do you upgrade all these: Frame Shift Drive, Power Plant, Fuel Capacity and Power Distribution ?
Just got a Viper and it doesn't want to jump as far as the Eagle did.
 
To increase your jump distance do you upgrade all these: Frame Shift Drive, Power Plant, Fuel Capacity and Power Distribution ?
Just got a Viper and it doesn't want to jump as far as the Eagle did.

Jump distance is primarily a combination of Frame Shift Drive and mass of the ship. The bigger (and better) the drive for the lower the mass the further you can jump. The fuel required for each jump also increases non-linearly with distance, so larger jumps use a lot more fuel - so another way of thinking about it is that larger/better FSDs allow more fuel to be used at once.

Vipers are heavier than Eagles, so the jump range is lower. You can balance that out by getting a better FSD and/or using lighter weight components. If you get the Viper down to the same weight as an Eagle it jumps the same distance.
 
To increase your jump distance do you upgrade all these: Frame Shift Drive, Power Plant, Fuel Capacity and Power Distribution ?
Just got a Viper and it doesn't want to jump as far as the Eagle did.

Main thing is upgrading the FSD. But indeed its all about orchestrating your ship.
This means you have to have an eye on power consumption and weight as well.
Choose your equipment wisely to maintain the ships intended role while conserving
maximum jump range.

Its all about to find the right mixture without exceeding cost limits.

(Never fly without insurance!)

Fly safe

Regards,
Miklos
 
Last edited:
To increase your jump distance do you upgrade all these: Frame Shift Drive, Power Plant, Fuel Capacity and Power Distribution ?
...

It's complicated ;-)

Over at the Explorer's forum, people have been arguing about these loadouts since the beginning of time (probably, in any case long before I discovered the forums).
If you want to improve jump range, there's mainly two things you can change:
- FSD class and rating
- total mass of your ship

Thrusters also appear to have a small impact.

Second best thing is to go over to one of the shipyard sites (I prefer coriolis) and play around with the loadout.
Best thing is to buy the ship and try it on a test flight.

If I check at coriolis and compare the Eagle to the Viper, the Eagle has a stock range of 8.76 ly max while the Viper can jump 7.12 ly max (in both cases without any cargo and on the last gulp of fuel). Maxed out, the Eagle could theoretically reach 25.37 ly, while the Viper could reach 21.33 ly. Maxed out usually means the best FSD you can fit, lightest components everywhere else, no shields, no guns. So, with a similar loadout, the Eagle will always be able to jump further than the Viper.
Since both of these can, at the best, fit a class 3 FSD and just the hull of the Viper is heavier than that of the Eagle (60 tons vs. 50 tons), that's reasonable.

And since the damage model of ED doesn't permit smashing off the Viper's wings in order to save weight, you won't be able to improve that ratio ;-)
 
Not much to add, just A rate your FSD and D rate other modules. Or, if you can get away with it, buy a smaller size module e.g. a 2A Power plant on a Cobra III can be enough depending on your loadout but weighs 1.3 Tonnes, a 4D Power plant is 4 tonnes. Just make sure you have enough power etc with the loadout.

Really this finessing though A rated FSD and D rated other modules will get you close to the best jump range available.
 
Yes the FSD is the main way to increase jump distance, but reducing the mass of the ship will affect the distance jumped to a certain extent. If you have just bought it the chances are it's fitted with all E grade modules. Grade D modules are always the lightest versions so you can upgrade these relatively cheaply to lighten the ship. But to do some serious combat it's highly recommended to get a Class 3 A rated Power Plant, Power Distributor and Shields. The Powerplant will give you 12MW to play with, you'll need it! Switch off the cargo hatch, that normally shaves off about 3% power usage. The Mark 4 allows a Class 4 Power Plant, the A version gives 15.6 MW but the ship is a lot heavier.

If you are just going to bounty hunt then you can probably dump the discovery scanner and a docking computer which will save weight and power and free up slots for things like an FSD Interdictor Module and Shield Cells. Again if you are just travelling a few jumps to your targets you won't need extra fuel, which will increase your mass and shorten your jump distance. Also unless it's mission specific, things like a Planetary Vehicle Hanger and SRV will be just dead weight and energy consuming, so concentrate of goodies that will help you in combat. With the utilty mounts , things like a chaff launcher and shield boosters will buy you some time. Talking of which , the other day I took on a mission to kill pirates, stupidly in my loadout, I skimped on the Life Support Module. After taking on a mixed wing of 4 I was chewed up pretty bad, I found the nearest base with repair facilities was over 3000ls away on a planet! I made it with 2 seconds to spare before my oxygen ran out. Lesson learned! As far as your weapons are concerned , that's usually a matter of what you feel most confident with and what power consumption you can afford. Finally, you will find Hi-Tech systems will give the best choice of equipment and currently Li Yong-Rui controlled systems have 15% off.
 
Last edited:
As stated above Li Yong-Rui controlled systems have 15% off. Lembava is the "capital" and a high tech so not a bad place to start, also do a search for Ray Gateway in the Galaxy map, it is a space station near Lembava but with a better selection of ships and modules.
 
Back
Top Bottom