Max possible range in Supercruise?

Im just wondering if anyone ever tried to see how far you can get in Supercruise until you run out of Fuel.
Im kinda curious on how far i could get in a 32 ton Fuel Tank lightweight Anaconda.
 
Ship mass makes no difference to fuel economy in Supercruise. Only way to reduce fuel burn is to shut down non essential systems. Basically run at full throttle with everything shutdown except Thrusters, FSD, Life support.
 
Im just wondering if anyone ever tried to see how far you can get in Supercruise until you run out of Fuel.
Im kinda curious on how far i could get in a 32 ton Fuel Tank lightweight Anaconda.

Turn off all nonessential systems, look at full consumption per hour in right hand gauge, work out against 2001 CC top SC speed.

That should workout right?
 
https://coriolis.edcd.io/outfit/asp...2f2.Iw18WQ==.CwBgzCCMYEwvDEIgoA==.&bn=Pioneer

Might survive a trip between systems. But I'd almost be willing to bet that the universe sim does not actually support travel between systems without jumping to hyperspace. Testing this however is on my bucket list.

*edit*
Decided to test it now. Bought a cobra Mk4, filled it with fuel stripping down on other components. 104t of fuel, 1.07 fuel usage per hour... should be about 90 hours of travel time before tank runs dry. Set the ship towards a system 6.5ly away to see if I moving between systems is even possible.
 
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E life support, E2 FSD, lowest E grade thrusters, everything else turned off, all fuel tanks in all optional internals.

Take the number of hours of fuel you have and find out how far that is at 2001c (which is the max SC velocity and where you'll be 95% of the trip).

Of course, you can't actually get closer to other systems in SC, so it's a bit pointless.

But I'd almost be willing to bet that the universe sim does not actually support travel between systems without jumping to hyperspace. Testing this however is on my bucket list.

This is the case and it has been tested.
 
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https://coriolis.edcd.io/outfit/asp...2f2.Iw18WQ==.CwBgzCCMYEwvDEIgoA==.&bn=Pioneer

Might survive a trip between systems. But I'd almost be willing to bet that the universe sim does not actually support travel between systems without jumping to hyperspace. Testing this however is on my bucket list.

*edit*
Decided to test it now. Bought a cobra Mk4, filled it with fuel stripping down on other components. 104t of fuel, 1.07 fuel usage per hour... should be about 90 hours of travel time before tank runs dry. Set the ship towards a system 6.5ly away to see if I moving between systems is even possible.

If you sit there and toggle your life support on and off you might get another half light year :)
 
Of course, you can't actually get closer to other systems in SC, so it's a bit pointless.

You can actually get closer to systems in SC, have done it before as a way of extending my hyperdrive distance beyond my laden single jump limit. It's just not overly efficient in the majority of cases. The system that was 6.5ly away is currently 6.47ly and I'm not even at maximum speed yet, so the numerical distance does decrease. The question however is if it actually shifts you between the simulator instances.

Even if this has been tested before, it actually feels like something worth re-testing since the aliens are mentioned as existing "between" systems, so Frontier could have easily added hidden things greater than 1,000,000ls away from the nearest star or just changed their instancing software to accommodate for this.

Worst case, I'm out a few hours of time and about 40k credits.
 
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You can actually get closer to systems in SC, have done it before as a way of extending my hyperdrive distance beyond my laden single jump limit. It's just not overly efficient in the majority of cases. The system that was 6.5ly away is currently 6.47ly and I'm not even at maximum speed yet, so the numerical distance does decrease. The question however is if it actually shifts you between the simulator instances.

Even if this has been tested before, it actually feels like something worth re-testing since the aliens are mentioned as existing "between" systems, so Frontier could have easily added hidden things greater than 1,000,000ls away from the nearest star or just changed their instancing software to accommodate for this.

Worst case, I'm out a few hours of time and about 40k credits.

I think trying it every so often is worthwhile, you never know if something has changed ;)

Each system has it's own instance, in supercruise if you travel far enough (from another Cmdr) there is a seamless instance transition where the other Cmdr will no longer appear on your scanner. It seems plausible for this mechanism to allow SC transit to another system, but AFAIK it doesn't work.

You jump range is based on the mass of the ship (and other factors like FSD size of course) and part of that mass is fuel on board. As you consume fuel your jump range increases (not in galmap, only for systems selectable in the left nav panel). I would guess this is what affected your jump range before.
 
You can actually get closer to systems in SC, have done it before as a way of extending my hyperdrive distance beyond my laden single jump limit. It's just not overly efficient in the majority of cases. The system that was 6.5ly away is currently 6.47ly and I'm not even at maximum speed yet, so the numerical distance does decrease. The question however is if it actually shifts you between the simulator instances.

Even if this has been tested before, it actually feels like something worth re-testing since the aliens are mentioned as existing "between" systems, so Frontier could have easily added hidden things greater than 1,000,000ls away from the nearest star or just changed their instancing software to accommodate for this.

Worst case, I'm out a few hours of time and about 40k credits.

I'm almost positive this is not the case.

Are you sure your jump range wasn't extended simply because your ship became lighter from burning off excess fuel?
 
Are you sure your jump range wasn't extended simply because your ship became lighter from burning off excess fuel?
Positive. Current targeted system is now 6.39ly away. This would not change unless I was actually moving closer to it.

If anything, the main limitation on this is more the fact that you are still limited by the amount of time you are connected to the server. Meaning that anything longer than a 1ly distance can mean a very long time with the game running and potentially being unmonitored. At 1,875c the system 6.39ly away is still more than a day's travel based on calculations... Not taking into account the slow-down as you approach the other system.
 
Positive. Current targeted system is now 6.39ly away. This would not change unless I was actually moving closer to it.

I know the distance gauge actually changes, but this has been tested multiple times in the past as having no effect at all on actual jump range required.

People have flown until the distance was zero and it still required the full distance jump to reach that system.

At 1,875c the system 6.39ly away is still more than a day's travel based on calculations... Not taking into account the slow-down as you approach the other system.

You reach 2001c within 60 minutes or so of traveling in SC if you travel away from local objects and you won't start to slow down until you get very close to something massive (within .15ly or so).

You can't actually get any closer to other systems in SC.
 
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I know the distance gauge actually changes, but this has been tested multiple times in the past as having no effect at all on actual jump range required.

People have flown until the distance was zero and it still required the full distance jump to reach that system.

The way to check this (without jumping) would be to compare the HUD distance with the left nav panel.
 
I know the distance gauge actually changes, but this has been tested multiple times in the past as having no effect at all on actual jump range required.
People have flown until the distance was zero and it still required the full distance jump to reach that system.
There is a different situation between this and what I've done in the past.

In my case, it was a system that was .03 or .04 or so ly beyond my single jump range. This is not enough to tick the fuel tank past a ton of fuel for it to count as a change in mass. But traveling that distance in SC meant that I was within my jump range and no longer blocked by "excess mass". It still cost me as much fuel for the eventual jump as it would have otherwise. It was just now possible to make the jump with the fitted drive.

*edit*
Current thoughts is that I should have found a system <2ly away so that I'm not running the game several hours straight.

*edit2*
Second thought is that I should just try this later with exactly that... two systems that are only a few hours apart. I have a good candidate near one of my home bases, so will store the cobra for now and return to the task in the near future.
 
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Just saving lots of time for some people - you can't SC to next system. You can travel the distance, but it won't load. You need to make a jump. It was tested many times before.
 
The last time this was done (that I remember) the plan failed.

During Alpha when there were no fuel limitations someone travelled from one system to another.

When you get there you're in the right place, so to speak, but there are no assets / station / stars - the game thinks you're still in the previous zone just a long way away from the star .. Essentially you have to hyperspace to jump to the new "location" (think rooms in space)

I honestly do not think that Frontier will have given a jot of resources to "fix" this since then as, well who cares ? (It doesn't need fixing, but some people are just mental and like watching stars scroll by .. oh wait - hello supercruise ! :D)

Total shame, but understandable given the nature of ED being MP.

edit:
/ninja Caramel by a good hour .. should read the entire thread next time :O
 
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One issue you're not taking into account is ship integrity.

Hutton runs show that the ship integrity goes down during hi-speed SC runs. You might end up running your ship to death.
 
One issue you're not taking into account is ship integrity.

Hutton runs show that the ship integrity goes down during hi-speed SC runs. You might end up running your ship to death.

That kind of integrity just affects how resistant to damage your hull is. Nothing bad happens if it reaches zero.
 
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