Engineers Max jump range for a Asp?

If you're just starting to dabble with the Engineers, look into the following:


  • Heavy duty mod your lightweight alloy hull. The bad news is that it makes your hull armor up to 40% heavier; The good news is that an extra 40% of 0 tonnes is still 0 tonnes.
  • 3A G5 overcharged power plant mod. You should be able to get 16MW from a 3A power plant and still keep heat efficiency below 0.5. a 3A plant saves you 7.5T
  • 5D thrusters to save 12T and Clean Drive G3 should still get you more performance and much lower power draw than a set of stock 5A thrusters.
  • 4D life support is only 4T so you won't get much from engineering it and you have to unlock several other engineers before this is even available.
  • 3A charge-enhanced power distributor - as long as you have enough to boost, you're good. Easily outpaces a stock 4A distributor under sustained conditions but 5T lighter.

With that setup and a decent roll on your FSD, you should be getting 50-52LY jumps with a full tank, unarmed and unshielded. Once you add in about 15T for a shield, utility slots and some lightweight weapons, you're going to be very lucky indeed with your FSD roll to hit over 48LY.

What FSD with mods are you running with this setup?
 
With some serious engineering I got the Asp Explorer to 53.81LY

Lightweight sensors, lightweight heat sink and chaff, 3A lvl 5 overcharged Power, 3A lvl 5 charge enhanced power distributor, lightweight hull heavy duty engineered, lvl 5 "long distance" FSD, 5B fuel scoop, 5D thrusters, 4D life support. Will probably go lightweight lvl 5 on the life support.
The earlier posts in this thread really helped decide on the loadout. Thx fellow CDR's.

If I mount 2 medium beam lasers (not lightweight engineered) on her nose it only drops the range to 52.64.
 
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