L5 Increased Range FSD rolls - how important is the max fuel per jump RNG?

I think the title just about covers it but to flesh it out a bit I've been following the latest discourse on FSD engineering on the "Post your jump range" thread and was wondering about a recent roll I made on the FSD and despite getting better optimised mass rolls etc I was hampered by the max fuel having not increased.

It seems to me that this is as important as the mass rolls etc, am I right?
 
I think the title just about covers it but to flesh it out a bit I've been following the latest discourse on FSD engineering on the "Post your jump range" thread and was wondering about a recent roll I made on the FSD and despite getting better optimised mass rolls etc I was hampered by the max fuel having not increased.

It seems to me that this is as important as the mass rolls etc, am I right?

While max fuel increase is an excellent bonus, the primary driver for increased range is still the optimized mass roll. Unfortunately, the game does not provide a way to explicitly see the impact of a particular roll. The best advice I can give is when doing multiple rolls, the only time to consider max fuel over optimized mass is if the max fuel bump is large, and the optimized mass is barely reduced, as well as FSD mass barely increasing.
 
Yeah, I think the fuel increase is a nice bonus, but not a huge one. The thing that makes it complicated is that the effect can be disproportionate to the actual increase in fuel. Since the jump range is on an exponential curve relative to the fuel consumed, a few percent additional usage can become a few more percent on your final range, in theory, but I don't have the numbers to be sure. I think Coriolis would be a good place to experiment with the numbers a bit though. Ideally, I'd love for them to display your current and new jump ranges based on the rolls, while you're in the engineering interface.

I wouldn't take a fuel increase over a better Optimized Mass. I'd always prioritize OM.
 
I think Coriolis would be a good place to experiment with the numbers a bit though.


Replying to myself here. :)

According to Coriolis, my current AspX range drops from 52.7 lightyears to 52.0, by removing the +3.3% fuel consumption from my FSD. So I think it's safe to say that it probably won't get you a full lightyear in most circumstances to have one of those bonuses.
 
You may want to have at least one additional FSD in storage. When you get a nice roll, apply it and then compare the range with each of the modules. Keep trying while you equip the worst one. That way you will will never downgrade your best module.
 

careBear1

Banned
Kind of funny: the introductory hell-quest(s) to access the engineer, the RNG grind to get mats, the RNG slot machine (rolls), but still no (unambiguous) indication of the stats of the results (jump range) should you take it - whether it is better than what you already have. Frustration development at its typical finest. Or consistent, meaningful entertaining gameplay…….
 
Kind of funny: the introductory hell-quest(s) to access the engineer, the RNG grind to get mats, the RNG slot machine (rolls), but still no (unambiguous) indication of the stats of the results (jump range) should you take it - whether it is better than what you already have. Frustration development at its typical finest. Or consistent, meaningful entertaining gameplay…….

I totally get the frustration, but many of the player base have a different view of exactly what engineers were supposed to do compared to what Frontier intended them to do. I also think that Frontier misjudged how the vast majority of players would view them. Frontiers intent was for engineers to be a way to set a ship apart from others. A way to make them unique, so the player would have a personalized ship.

Many players on the other hand look to engineers as a min max mechanic, to get the very best possible, and anything less is a disappointment. Gathering materials for a few rolls is not too terribly difficult or time consuming and a change of pace. Every engineered module is going to be better than stock, and in most cases, higher grades will be better than lower grades.

Most of the engineers frustration is wholly player induced by trying to use it in a way that it was not designed, nor intended to be used. It was never intended by Frontier to be a min max tool.
 

careBear1

Banned
I totally get the frustration, but many of the player base have a different view of exactly what engineers were supposed to do compared to what Frontier intended them to do. I also think that Frontier misjudged how the vast majority of players would view them. Frontiers intent was for engineers to be a way to set a ship apart from others. A way to make them unique, so the player would have a personalized ship.

Many players on the other hand look to engineers as a min max mechanic, to get the very best possible, and anything less is a disappointment. Gathering materials for a few rolls is not too terribly difficult or time consuming and a change of pace. Every engineered module is going to be better than stock, and in most cases, higher grades will be better than lower grades.

Most of the engineers frustration is wholly player induced by trying to use it in a way that it was not designed, nor intended to be used. It was never intended by Frontier to be a min max tool.
You may be correct. I do not have access to FD's design intent (unlike you?) - although it seems entirely reasonable to aim to min/max the outcome. In the particular case of FSD, I cannot see why it would be so game-breaking to tell you what the result would be before you fit it - and lose what you already have. I have been in the position of a 'good' roll already fitted, trying to guess whether a seemingly better role is in fact better. Only to find out it is not, after the event. But perhaps it is just more exciting gameplay - and I simply do not appreciate the underlying design.
 
If you could jump 100 Ly with a "max fuel" jump you should be able to jump 101 Ly with an 1% increased max fuel, no?!
Not sure about this, but sure somebody already made the math and can provide a formula ;)

I always put the new rolled values into my coriolis.io build to compare, before accepting it, so no problem with that :)
 
Well you can determine the benefit of the max fuel per jump using the coriolis tool. I've made a Conda example with 50% FSD (no mass alterations on the FSD included).
Without any increase on max fuel per jump it has 55.33 Ly jumprange. Adding 4% increase on max fuel per jump elevates the jumprange to 56.17 Ly.

You can test it by yourself clicking on the little wrench at the FSD and manipulate the max fuel per jump.

https://coriolis.edcd.io/outfit/anaconda?code=A0patfFklndksxf5----------------050448-03-----2h00.Iw18ZVA%3D.Aw18ZVA%3D.H4sIAAAAAAAAA2MW6RBmYBCewMjA8P8%2FAwBKcadzDgAAAA%3D%3D.EweloBhBmUEY4BYQFMCGBzANikI4SFA%3D


o7
 
Well you can determine the benefit of the max fuel per jump using the coriolis tool. I've made a Conda example with 50% FSD (no mass alterations on the FSD included).
Without any increase on max fuel per jump it has 55.33 Ly jumprange. Adding 4% increase on max fuel per jump elevates the jumprange to 56.17 Ly.

You can test it by yourself clicking on the little wrench at the FSD and manipulate the max fuel per jump.

https://coriolis.edcd.io/outfit/anaconda?code=A0patfFklndksxf5----------------050448-03-----2h00.Iw18ZVA%3D.Aw18ZVA%3D.H4sIAAAAAAAAA2MW6RBmYBCewMjA8P8%2FAwBKcadzDgAAAA%3D%3D.EweloBhBmUEY4BYQFMCGBzANikI4SFA%3D


o7

For comparison, flipping the 4% from max fuel used over to optimal mass...

4% max fuel increase, 0% opt mass gives 56.17 full, 58.50 max
4% optimal Mass, 0% fuel increase gives 56.81 full, 59.19 max
 
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