Ship Builds & Load Outs Maximizing Jump Range Using Engineers? What Matters?

Can anyone tell me which of the attributes that can be affected by having an engineer modify your frameshift drive are the important ones in terms of increasing your jump range? Is it really just the 'Optimized Mass' attribute that counts? I've only used Felicity a few times, one of which I unwittingly ended up decreasing my jump range rather than increasing it. Currently, it's around 50ly/jump in an Asp Explorer.
 
Optimised mass (primary effect) is what you want to maximise with a G5 mod the theoretical maximum is 50% but a really good roll can exceed this (my best so far is 53%), the other parameter is max fuel per jump (secondary effect) meaning instead of the normal 5T max per jump for an Asp it might increase slightly to say 5.2 T per jump adding a little more range by burning more fuel.

The thing to remember is that 1 or 2% on an existing 40 LY jump range only equates to 0.4 and 0.8 LY respectively, essentially look to maximise optimised mass first and if you get a max fuel per jump secondary think of it as a bonus although you will go through more fuel.

TBH 50 LY is pretty good for an Asp X I'd look at reducing mass to squeeze out a little more range.
 
Yeah, I can already squeeze another 2ly/jump out of it if I wanted, though I'd have to lose the planetary vehicle hangar and go from 32t fuel tank to 16, neither of which I really wanna do since I'm mainly an explorer and both come in handy. So I'm just trying to figure out how much more I can get out of Felicity.
 
With jump drives its all really about the MASS of the ship. So the lighter you make it and then engineer the drives the further you will go. So its a balancing act. get your ship and modules optimised as well.
 
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