Ships Krait MKII Jump Range Bug??????

Is anyone familiar with the Krait MKII, enough so that I could get some maths verified?

I'm reducing mass by equipping a hangar, reducing mass by equipping my shield, (removing 64 ton cargo bay, mass shows reduction on outfitting) and yet the jump range is going down on the outfitting screen.

I checked the jump range when cutting like 50 tons with a lower distributor and it was barely affecting jump LY, like so little of an effect it seems like a bug since even a few days ago I was trying out a build to get 30LY jump range and it seemed viable.

Anyone know what's going on here? Terrible silent nerfs from the devs that decided to arbitrarily reduce module limits without warning people?

Maybe a new dev that doesn't understand the game and/or physics in general?

Less mass = higher jump range not lower lol
 
Is anyone familiar with the Krait MKII, enough so that I could get some maths verified?

I'm reducing mass by equipping a hangar, reducing mass by equipping my shield, (removing 64 ton cargo bay, mass shows reduction on outfitting) and yet the jump range is going down on the outfitting screen.

I checked the jump range when cutting like 50 tons with a lower distributor and it was barely affecting jump LY, like so little of an effect it seems like a bug since even a few days ago I was trying out a build to get 30LY jump range and it seemed viable.

Anyone know what's going on here? Terrible silent nerfs from the devs that decided to arbitrarily reduce module limits without warning people?

Maybe a new dev that doesn't understand the game and/or physics in general?

Less mass = higher jump range not lower lol

The 64 ton cargo bay itself doesn't way anything. It states how much cargo it can carry. Removing it won't change anything. Maybe thats the issue.

Adding a hanger and shield will increase weight which will reduce your jump range. I think the issue is with yourself and not the devs this time.
 
The 64 ton cargo bay itself doesn't way anything. It states how much cargo it can carry. Removing it won't change anything. Maybe thats the issue.

Adding a hanger and shield will increase weight which will reduce your jump range. I think the issue is with yourself and not the devs this time.

This one. There's three figures for jump range:
Fully Laden Range / Current Laden Range / Unladen Range

64t cargo rack without anything in it won't weigh anything. So, pretend for a minute you have a 64t cargo rack fitted, but no cargo in it. Your jump range will look something like this:

20 LY / 25 LY* / 25 LY

If you load up with 64t of cargo, it'll look like this:

20 LY / 20 LY* / 25 LY

If you get rid of the cargo rack and fit a shield, it'll look like this:

20 LY / 20 LY* / 20 LY


* it actually won't be this, because it accounts for fuel in this calculation too.

** These are all notional figures. The actual maths will produce very different numbers, but will trend the same way.
 
Is anyone familiar with the Krait MKII, enough so that I could get some maths verified?

I'm reducing mass by equipping a hangar, reducing mass by equipping my shield, (removing 64 ton cargo bay, mass shows reduction on outfitting) and yet the jump range is going down on the outfitting screen.

I checked the jump range when cutting like 50 tons with a lower distributor and it was barely affecting jump LY, like so little of an effect it seems like a bug since even a few days ago I was trying out a build to get 30LY jump range and it seemed viable.

Anyone know what's going on here? Terrible silent nerfs from the devs that decided to arbitrarily reduce module limits without warning people?

Maybe a new dev that doesn't understand the game and/or physics in general?

Less mass = higher jump range not lower lol

Cargo racks don't weigh anything. The weight you're seeing there is the capacity of the rack, not the weight of it. So you haven't removed any weight, you just added to it by putting something else in that slot.

So maybe next time don't be as quick to blame "a new dev that doesn't understand the game and/or physics in general"

Edit: Wow. Multi-ninja'd :)
 
There are three numbers in outfitting for your jump range: First/Second/Third. First is your Laden, second your current, third your Maximum.
Removing a cargo rack closes the gap between the laden(full as ship can get on fuel and cargo) and your current. Watch the second number when you do outfitting to see regular jump range. Only look at the first when you want to know your jump range if you fill up all cargo bays.

Hope that clears it up.
 
Adding optional modules such as hangar, shields increases mass. As posted above, cargo racks have zero mass until filled.
If you could use coriolis and post your build I'm sure some one could help you out on this.
 
The most likely reason for inadequate jumprange on an exploration Krait (I assume that's what you're building, if mass is an issue) is not downsizing the "core" modules: thrusters, powerplant, power distributor. IIRC, these can weigh up to 80 tons, on a 320-ton ship: that's a BIG saving when you downsize them.

I have 5D thrusters on mine (I could have gone down to 4D but decided that would be lower than I'd like). You could also for a size 3 or 4 powerplant, and a size 1 power distributor if you don't mind losing the ability to boost (I eventually upped mine to size 3 IIRC). Life support and sensors can't be downsized, but can still be D-rated to save mass, though I kept A-rated sensors on mine to find stuff.

Despite having a quadruple SRV hangar in one of the size 6 slots, and not shaving off as much mass as I might have done on thrusters/PD/sensors, I still have in excess of 50ly jumprange (size 5 Guardian FSD Booster accounts for 10.5ly).

Of course, I also engineered the FSD. Failure to do that would definitely account for an underwhelming jumprange!
 
GO ON OUTFITTING.

LOOK AT THE MASS OF YOUR SHIP.

ADD/REMOVE CARGO RACK.

LOOK AT THE MASS OF YOUR SHIP AGAIN.

YES, IT DOES HAVE MASS.

DECREASING MASS THROUGH MODULE CHANGE FROM CARGO RACK IS CAUSING A DECREASE IN JUMP RANGE.
^^^ THIS IS THE TOPIC

IT IS A BUG
 
GO ON OUTFITTING.

LOOK AT THE MASS OF YOUR SHIP.

ADD/REMOVE CARGO RACK.

LOOK AT THE MASS OF YOUR SHIP AGAIN.

YES, IT DOES HAVE MASS.

DECREASING MASS THROUGH MODULE CHANGE FROM CARGO RACK IS CAUSING A DECREASE IN JUMP RANGE.
^^^ THIS IS THE TOPIC

IT IS A BUG
Okay. If I sell my empty 64T 6E Cargo Rack? My mass reduces, and my *current* jump range stays the same. In my case:

with cargo rack : 766.6/830.0/1890.0 T mass jump min/current/max 34.42/36.4/37.37LY
without cargo rack : 766.6/766.0/1890.0 T mass jump min/current/max 36.42/36.4/37.37LY

So it looks like the *current* numbers mean selling an empty rack reduces mass but doesn't increase the jump range. Is that what you are saying?

(edit - which I think is what that other thread 777Driver linked suggests)
 
Ok, re-reading 777Driver's post on that other thread, the FIRST mass number is current, so it's correct, and it isn't changing. So jump range isnt changing.

Whew.
 
Jeez, guys read the topic I posted.


1st number = Current mass
2nd number =Max Fuel/Max Cargo
3rd number = Maximum Thruster mass (dependent on thruster Class and rating)

@thistle - Your current mass never changed. Only your minimum jump range will change in the loadouts you posted above, that is exactly what should happen.

Edit - Sorry thistle, I see you edited :)
 
Jeez, guys read the topic I posted.


1st number = Current mass
2nd number =Max Fuel/Max Cargo
3rd number = Maximum Thruster mass (dependent on thruster Class and rating)

@thistle - Your current mass never changed. Only your minimum jump range will change in the loadouts you posted above, that is exactly what should happen.

Edit - Sorry thistle, I see you edited :)
Yup, I should have read your post first :D
 
GO ON OUTFITTING.

LOOK AT THE MASS OF YOUR SHIP.

ADD/REMOVE CARGO RACK.

LOOK AT THE MASS OF YOUR SHIP AGAIN.

YES, IT DOES HAVE MASS.

DECREASING MASS THROUGH MODULE CHANGE FROM CARGO RACK IS CAUSING A DECREASE IN JUMP RANGE.
^^^ THIS IS THE TOPIC

IT IS A BUG

Pics or it didn't happen!
 
GO ON OUTFITTING.

LOOK AT THE MASS OF YOUR SHIP.

ADD/REMOVE CARGO RACK.

LOOK AT THE MASS OF YOUR SHIP AGAIN.

YES, IT DOES HAVE MASS.

DECREASING MASS THROUGH MODULE CHANGE FROM CARGO RACK IS CAUSING A DECREASE IN JUMP RANGE.
^^^ THIS IS THE TOPIC

IT IS A BUG

Fit cargo rack
Check current jump range in right hand function panel
Remove cargo rack
Check jump range in right hand function panel

Outfitting shows the potential jump range when cargo racks are full utilized.in the current jump range, not max jump range figure as that would be the more useful figure if you were to be fitting a ship for tranding and wanting to know the laden mass of your ship
 
Funny that the mods deleted all those amazing replies.

@Op, going to give you the benefit of the doubt here. Post some screenshots.. Something is telling me you are looking at Laden mass, not current mass.

At the very least, read this thread.. https://forums.frontier.co.uk/showthread.php/411140-Empty-cargo-racks-have-mass-now

Just wanted to verify this behaviour.

When I install, say, a 5D AFMU in place of a 32T cargo rack
- Current Mass stays the same, Laden mass decreases, Thruster mass stays the same
- Minimum jump range increases, current jump range stays the same, max jump range stays the same.

Because of the minimum jump range increase, the Jump Range area turns blue (representing an increase in jump range), and if you do this in the opposite direction (fit a cargo rack) the jump range turns red, as the minimum jump range decreases (as you have potential to fill up with cargo heavier than the AFMU), but all other stats stay the same.

This is fine.
 
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