Newcomer / Intro Mass Manager v Deep Charge

Either or will be fine, honestly. If you have materials for one, but not the other, I'd say get what you can afford.

I wanna say that ships with size 5 FSDs are the break-even point, with Deep Charge being better on some size 5s and lower, and Mass Manager for anything over size 6.

Then again, that info comes from the early post-3.0 days, so I'm not sure if anything has been proven to be better yet. Either way, you'll get a tiny bit of additional jump range, but not enough to make or break anything with a maxed out FSD.
 
It barely makes any difference really. For instance, on a Vulture with a size 4 fsd, the difference is 0.03LY in favor of deep charge. On an AspX with a size 5 fsd, the difference is 0.07LY in favor of mass manager. On a conda with a size 6, you gain a whopping 0.11LY with mass manager, and a staggering 0.14 at size 7 on a cutter.

So yeah, it's basically never gona matter.
 
Although deep charge is marginally better for smaller FSDs, I find that (since they are in smaller ships) the extra fuel used makes it a bit of a pain - so I have started using mass manager in all FSDs.
I never really tested it, but I thought that the main difference is that Mass Manager is best for superlight exploration builds and Deep Charge is better for "normal weight" ships. I.e. deep charge makes the ship's jump distance less inhibited by additional mass (=how much range you're losing with each extra tonne)
But that's probably just my stupid interpretation.
 
Always Mass Manager for me, even if Deep Charge gives a little extra jump (depends on FSD class). Mass Manager will always give the most range on one tank. Run a build through Coriolis with each, but note the total jump range figure. For most of my ships it equals almost one additional jump per tank.

Of course that's rarely useful as I scoop every scoopable star. But there will come a day when it pays off. I'm kinda sure about that :)
 
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which is appropriate?
Depends on how long the piece of string is on the FSD, a larger FSD and Mass Manager is usually the way to go a smaller FSD and Deep Charge will give you longer jumps but if you have a small fuel tank you can lose out as it gets the range by burning more fuel per jump.
 
Basically this:

Mass manager on any FSD of size 5 or bigger.

Deep charge on any FSD of size 4 or smaller.

With this in mind, you can achieve higher effeciency and range. Though the differences are, barely minimal, at best. (I'd still recommend it though)
 
Basically this:

Mass manager on any FSD of size 5 or bigger.

Deep charge on any FSD of size 4 or smaller.

With this in mind, you can achieve higher effeciency and range. Though the differences are, barely minimal, at best. (I'd still recommend it though)
With the latter you get more range per jump, but lower total range. Using mass manager instead also effectively speeds up your fuel scoop by ~3%, from memory.
 
Deep charge for small ship and FSD below 4. 4+ FSD or medium+ ship -> mass manager
If you ask google instead forums, it will find you post on this forum with comparison graphs, couple years old.
 
I very much appreciated this post, I've only just gotten to the point where I had mats to augment my thrusters, drive and shield gen. I myself was confused as to what experimental to take for the FSD, these two were my contenders, and based on my ship modules it seems Mass Manager will be it.
 
I'd like to add that the +5.8% power draw for Deep Charge makes it also less favorable for cool running or power starved builds.
Always Mass Manager for me, even if Deep Charge gives a little extra jump (depends on FSD class). Mass Manager will always give the most range on one tank. Run a build through Coriolis with each, but note the total jump range figure. For most of my ships it equals almost one additional jump per tank.
To maximise jump range with a single tank unlock and install a Guardian Frame Shift Drive Booster. Jumps below the maximal additional jump range provided by the Guardian Frame Shift Drive Booster are entirely free.
 
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