Need experienced DEEP SPACE explorers to answer my question !

Just read title and it looks like a command :D
sorry, please answer my question :)

Like most deep space explorers I have done over 100000 LYs of exploration, but like a large proportion of those, I haven't gone to the end of a galactic arms, or the farthest corners with sparse systems.
32t Vs 16t fuel tank in an Asp makes a big difference in terms of range. I have been testing the smaller tank with FSD Injection as a back up .
With a 16t tank I can do 3 full 33 LY jumps and my last jump can go 23 LY. All these numbers are approximate, but you get my meaning. Standard tanks do 6 or 7 full jumps then on fumes, with 16t you can do 3.

1. How sparsely ,for example ,are scoopable systems on the DW voyage or a galactic arm voyage ?
2. With 100% jumponium(Premium FSD Injection) & full range I have 66 LYs . Is that generally more than enough to jump to a scoopable ?
3. Would 46 LY cut it (23 LY + 100% Jumponium) most of the time?

I know answers to the above depends a lot on X and Y, but I just want a general feel of it, thanks :)
 
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I'm right on the far edge at about 2 o'clock - inching my way towards the end of the Sagittarius arm. So far not having any issues with scoopable stars (the route planner has only taken me through two or three at random in the last 10kly), it was similar on the southern rim as well. All in a Cobra with 3 or 4 jumps in a tank at max range or thereabouts.

Where a bigger tank might make your life easier is in the gaps between arms, but the smaller tank won't be crippling, especially if you're loaded up with jumponium ingredients.
 
Note that can go the middle road and take 16t + an extra 2 ton tank, you can do 4 full range jumps while losing minimal jump range (eats up an internal).
 
1. How sparsely ,for example ,are scoopable systems on the DW voyage or a galactic arm voyage ?
2. With 100% jumponium(Premium FSD Injection) & full range I have 66 LYs . Is that generally more than enough to jump to a scoopable ?
3. Would 46 LY cut it (23 LY + 100% Jumponium) most of the time?
1. In my experience, you really don't need to worry. The only so-called 'badlands' I have come across or seen reported are just a higher density region of the narrow band of unscoopables that exist throughout the galaxy. If you try and plot a route directly along one of these then it can look horrible. But there are still plenty of scoopable stars within them and, more importantly, just go up or down 50 LY to completely bypass them!

I've taken a 16T fuel tank Anaconda (so just two jumps) all round the galaxy and it's really not an issue. I've occasionally had to re-plot a route but I've never needed to actually backtrack because of fuel.

2. You won't need the boosts.

3. Went to 65K with a 25 LY Cobra, unscoopables weren't an issue.
 
I'll admit I've thought about dropping my Asp down to a 16T tank for Distant Worlds, and I might still do that. With the 6A scoop it's pretty quick to just skim by a star on every jump to top off. And with FSD injections on board if I get myself into an unscoopable corner I'll most likely be able to inject my way out of it and back to a scoop star. But I really do like having the extra range as a precaution.


It's honestly the toughest decision about my Asp's configuration for the DWE.
 

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IMHO the better way would be to take a 32ton Fuel tank - and then work with Fuel Management when required.

Meaning : Fuel-Scoop it only to ~50% or less when you desire the max. Range jumps into known-good locations... and fill her up entirely when you see larger patches of non-scoopable stars you need to cross.
Works the same way like having a 16ton tank, but gives you the choice of how full you want it to be and doesn't limit you in a worst-case scenario.

During my max. Altitude (non FSD Boost) runs over the SOL area, I reached 1438LY with a very active Fuel Management (sometimes carrying only 6 tons).
Since the size of the Fuel Tank doesn't carry any weight all by itself, only the amount of actual Fuel carried matters, it should work for you like a charm as well (unless you dislike manual Fuel Management).
 
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I've been debating this as well. As a prospector and cartographer I plan to race ahead buckyball style and scout the areas around waypoints. This is very encouraging!
 
Only when I'm plotting routes that take me near or through the -30z plane do I become concerned after hitting 2 non-scoopables. I can't recall ever running into them in instances outside of the badlands. Still debating if I want to take my spare 32t tank myself. I like the ~8 jump base, especially if I plan to scout the extreme top/bottom of the galaxy after DW. Couldn't have made it 2900ly above Sag without it as the last 4-5 systems were t tauri.
 
The Far Out Rim have 90% of stars scoopable. The unscoopable are closed in small clusters no wider than 100LY, you can zip through those in 3 jumps in an asp, and they are quite visible: the star density is that low that you don't need to filter anymore to guess star type.
16T is doable with no stress.
I went there with 52T in ASP and I hated myself all the time for the supplementary fuel tanks. My max jumprange (35,6) was the same, but the route plotter was a nightmere with 31LY.
 
I made 2 trips to the far rim, the first was with a 32t main and 16t aux tank (max jump 30.5) , and the second was with just a 16t main tank (max jump 36.12) MUCH preferred the second trip myself. Only had to make 2 backtracks the entire trip...route planner did alot better job. Hitting a non scoopable really made me sit up and take notice however lol
 
IMHO the better way would be to take a 32ton Fuel tank - and then work with Fuel Management when required.


Meaning : Fuel-Scoop it only to ~50% or less when you desire the max. Range jumps into known-good locations... and fill her up entirely when you see larger patches of non-scoopable stars you need to cross.
Works the same way like having a 16ton tank, but gives you the choice of how full you want it to be and doesn't limit you in a worst-case scenario.

Yeah, this is how I used to think too, until I realized that the route plotter uses your jump range at max fuel to calculate your route. So if your Asp can do a 32ly jump with a full tank then that's what the route finder will use and it won't plot any jumps greater than 32ly. BUT, if your Asp with a 16T tank can jump 34ly with a full tank, then THATS the number that the route finder will use.

It allows you to travel farther per hour simply because you are jumping further per jump. On a trip like the Distant Worlds expedition this amount could add up to quite a bit.

So the question is this: is the safety of a longer range per tank more important than traveling faster? And is that safety margin even necessary?




I don't know, I've not decided for myself yet.
 
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Thanks again guys.
I have done about 3000 LYs in a 16t Asp now, over the last 2 weeks in Beta.
The worst I had were 3 non scoopables in a row(as it was beta I didn't care and wanted to push it). I found a scoopable with what was left in my tank, I also had jumponium just in case :)

The extra insurance Jumponium provides makes 16t a feasible prospect in an Asp
 
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The extra insurance Jumponium provides makes 16t a feasible prospect in an Asp


That's kind of how I'm leaning too. With Jumponium as a safety mechanic it will probably be very hard to find ourselves cornered in an unscoopable situation. Man would I hate to give the fuel rats a reason to come save me though...
 
I've been trying to answer that question for days; I'm glad it's got some attention.

FWIW (given my lack of deep space experience) I'll be running 16t and as many high quality jump mats as I can find on "No Stupid Questions".

Flying a ship with a 35 ly jump has really been fun. Runs out to Robigo take 10 minutes each way, and they consider themselves isolated. Crossing the bubble isn't much longer; I could commute from one end to the other and consider myself close to work. I've spent so much time in relatively slow combat ships that this is a really new perspective on the scale of human space.
 
Heed the wise words of Allitnil,he knows the score.. and dump the extra fuel tank. why compromise your jump range with the extra tonnage? Just get the fattest possible scoop and halve the size of your fuel tank.

The only real use for the fsd boosts will be to break records,you wont need any extra range except right out on the rim somewhere.
 
2. With 100% jumponium(Premium FSD Injection) & full range I have 66 LYs .

Not quite 66LY. Check again in the boosted galmap plot, I believe with a 16T tank your max boost will be limited to around 54 LY since a 100% boost uses just a bit more than 16T of fuel. If you want to go the full 66 LY you will need a 18-20T tank. This will reduce the max unboosted range, but will increase the max boosted range.

Unless they reduced the boost fuel read on the launch version?
 
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Not quite 66LY. Check again in the boosted galmap plot, I believe with a 16T tank your max boost will be limited to around 54 LY since a 100% boost uses just a bit more than 16T of fuel. If you want to go the full 66 LY you will need a 18-20T tank. This will reduce the max unboosted range, but will increase the max boosted range.

Unless they reduced the boost fuel read on the launch version?

Ziljan, I'm pretty sure boosts don't use any additional fuel now. A 66ly jump uses the same fuel as a 33ly jump. Unless they changed it back for release?
 
Not quite 66LY. Check again in the boosted galmap plot, I believe with a 16T tank your max boost will be limited to around 54 LY since a 100% boost uses just a bit more than 16T of fuel. If you want to go the full 66 LY you will need a 18-20T tank. This will reduce the max unboosted range, but will increase the max boosted range.

Unless they reduced the boost fuel read on the launch version?

they have never used extra fuel :)

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Ziljan, I'm pretty sure boosts don't use any additional fuel now. A 66ly jump uses the same fuel as a 33ly jump. Unless they changed it back for release?

worth a check as they could have changed it
 
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