Newcomer / Intro Need to improve my max hop distance.

Hi, I've bought a Type-6 recently, and I want to do hops of 100 ly more or less, but my ship only can do 10 ly. how can I improve it? buying another ship or outfiting the ship?
 
Buy the best FSD you can and D rate other modules. There are more complex instructions like fitting modules smaller than the max but generally you'll get close with the best rated FSD and D rating everything else.

The max you'll get out of a T6 is about 30 ly jump unladen. No ship will make 100 ly jumps even with jumponium.
 
Hi, I've bought a Type-6 recently, and I want to do hops of 100 ly more or less, but my ship only can do 10 ly. how can I improve it? buying another ship or outfiting the ship?

No ship will make a single jump (hop) of 100Ly.

FSD is the Frame Shift Drive module which is the major determinator of your ship's jump range (coupled with the total mass of ship and cargo).

Have a look at the manual, some of the videos and the help threads at the top of this board.

However, the main thing is enjoy yourself.
 
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Remember that cargo also limits jump range. The more cargo you carry the lower your jump range.

As weight goes up your jump range goes down which is why D rated modules are good for jump range because they're the lightest.

And if you have the cash get an Asp Explorer. It can be setup to jump around 30 ly with your 50 tonnes of cargo.
 
Where can I buy these things?

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Remember that cargo also limits jump range. The more cargo you carry the lower your jump range.

As weight goes up your jump range goes down which is why D rated modules are good for jump range because they're the lightest.

And if you have the cash get an Asp Explorer. It can be setup to jump around 30 ly with your 50 tonnes of cargo.
I just have 100k :S
 
So whichis the best option if I want a ship which a cargo size of 50T more or less and a jump of 30 ly more or less?
Your Type-6 can probably do that unladen. Otherwise you're looking at more expensive ships, like the Asps, Diamondback Explorer, and Anaconda (which generally hover around 34–40 ly unladen, so loading them with cargo will reduce it to around 30 ly).

Jon flint posted a good T6 build above. Here's another build, but you can see that even with D-rating almost everything, sacrificing weapons, and A-rating the FSD we're still at 22 ly laden. So you can compare the two to see how some of our different decisions worked out.

In contrast, here's an Asp Explorer with 48 T capacity and 31.26 ly laden—but you've paid more than twice the cost of the ship by the time you're done outfitting! Notice that the FSD is the priciest component (it is nearly as much as the ship itself), but that if we drop it even slightly your jump range drops dramatically. And note that this is not a first-rate build—I scrimped on the fuel scoop, for one.

What have we learned? A hard lesson I didn’t learn initially: ships are always more expensive than you think. That purchase price can be deceiving, because it’s going to cost a lot of money—sometimes significantly more—to kit it out the way you want.

A few tips:

  • As others have already said, Coriolis.io is awesome. I ignored it at first because I thought it was too much work (I have to design it here, then go through and find all these modules in the game again? Ugh!). But it really saves you time. More importantly, it lets you blue-sky and plan for your future, even if you don't have the credits or aren't at a station that sells a particular module.
  • You have to plan ahead and build towards your goal. Unless you have 13 million credits lying around, you can't afford the Asp build I linked above. But you can maybe afford an Asp, with a smaller cargo capacity and slightly less jump range. Then you can start earning the money towards that better Asp. And then you can earn even more money and get a better fuel scoop. This is one thing I like about the game; it doesn’t just hand you "the best" of anything on a plate. You work towards it, and it feels good when you achieve your goal. If it's feeling like a grind, that might be because you set yourself a huge goal—saying “I'm going to have an Anaconda, and nothing less will satisfy me” as a Day 1 CMDR is probably not a good idea.
  • Do not, do not ignore the rebuy cost. If you will not have enough left over to rebuy your ship after you're destroyed, then do not purchase that ship/outfitting. Otherwise you run the risk of losing that progress and ending up back in a stock Sidey with 1,000 credits to your name!
  • Watch outfitting videos. Honestly, these things are awesome. Go on YouTube and search for "long range cargo runs elite dangerous" or something, and I guarantee you'll find knowledgeable traders talking about the nuances of various builds.


Good luck, Commander.
 
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Where can I buy these things?
Outfitting at most stations will get you the various components.

External web tool so don't look if you don't want to use it:
https://eddb.io/station
Put in the module you want and you current system as a reference.

Also I use edshipyard rather than coriolis (just find it easier to read).
http://www.edshipyard.com/

That'll show you different builds and how far they can jump.


I just have 100k :S

Hmm, limiting! Have you considered mining at all? Which system are you in and I'll track down a nearby pristine metallic. Convert those 100k to millions. :)
 
I'm in gilgamesh right now

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Your Type-6 can probably do that unladen. Otherwise you're looking at more expensive ships, like the Asps, Diamondback Explorer, and Anaconda (which generally hover around 34–40 ly unladen, so loading them with cargo will reduce it to around 30 ly).

Jon flint posted a good T6 build above. Here's another build, but you can see that even with D-rating almost everything, sacrificing weapons, and A-rating the FSD we're still at 22 ly laden. So you can compare the two to see how some of our different decisions worked out.

In contrast, here's an Asp Explorer with 48 T capacity and 31.26 ly laden—but you've paid more than twice the cost of the ship by the time you're done outfitting! Notice that the FSD is the priciest component (it is nearly as much as the ship itself), but that if we drop it even slightly your jump range drops dramatically. And note that this is not a first-rate build—I scrimped on the fuel scoop, for one.

What have we learned? A hard lesson I didn’t learn initially: ships are always more expensive than you think. That purchase price can be deceiving, because it’s going to cost a lot of money—sometimes significantly more—to kit it out the way you want.

A few tips:

  • As others have already said, Coriolis.io is awesome. I ignored it at first because I thought it was too much work (I have to design it here, then go through and find all these modules in the game again? Ugh!). But it really saves you time. More importantly, it lets you blue-sky and plan for your future, even if you don't have the credits or aren't at a station that sells a particular module.
  • You have to plan ahead and build towards your goal. Unless you have 13 million credits lying around, you can't afford the Asp build I linked above. But you can maybe afford an Asp, with a smaller cargo capacity and slightly less jump range. Then you can start earning the money towards that better Asp. And then you can earn even more money and get a better fuel scoop. This is one thing I like about the game; it doesn’t just hand you "the best" of anything on a plate. You work towards it, and it feels good when you achieve your goal. If it's feeling like a grind, that might be because you set yourself a huge goal—saying “I'm going to have an Anaconda, and nothing less will satisfy me” as a Day 1 CMDR is probably not a good idea.
  • Do not, do not ignore the rebuy cost. If you will not have enough left over to rebuy your ship after you're destroyed, then do not purchase that ship/outfitting. Otherwise you run the risk of losing that progress and ending up back in a stock Sidey with 1,000 credits to your name!
  • Watch outfitting videos. Honestly, these things are awesome. Go on YouTube and search for "long range cargo runs elite dangerous" or something, and I guarantee you'll find knowledgeable traders talking about the nuances of various builds.


Good luck, Commander.

Thanks you for all this information mate :D
 
I'm in gilgamesh right now

Another external tool!


And if you want to try mining...
OK for mining you need Mining laser(s), Refinery, Collector Controller, Prospector Controller and limpets. (alright you need cargo space as well!).

You also want an Advanced Discovery Scanner if you don't already have one and a Detail Surface Scanner. You don't strictly need these but they help identify the system and the metallic rings. You only need them to scan the system/planet once though so you could fit them then scan your target system/planet and then land at a base and swap them for Collector/Prospector controllers. The system/planet remains scanned if it not fitted and you lose nothing from selling an buying modules.

So let's say you go to Frey. You need to head out to the fourth planet. The A ring is the inner ring, B next one out and so on. In this case you want the A ring. Head for the inner ring and slow down to below 1k km before you hit the ring. You get an NPC contact when you arrive. It could be another miner or system security or a pirate. Run if it's the latter!

Set your prospector/collector as a fire group just like a weapon. Fly towards an asteroid and when close fire off a prospector. Target it as it flies out. When it hits the roid it'll tell you what the contents are.

Anything with 20% + of Silver, Osmium, Gold, Palladium, Platinum or Painite is worth mining. So open your cargo hatch and fire off a collector then hit the roid with your mining laser. You may get lower value stuff as well. Don't worry about that initially but you can dump it from the refinery before it gets to 100%. And once a refinery bin gets to 100% it gets moved to cargo.

Mining's pretty safe other than the initial NPC contact and you get almost 100% profit.

Oh and avoid RES location in the ring as there are lots of pirates in those areas.
 
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Where can I buy these things?

Use the Galaxy Map .. and filter, for economy type. Hi Tech systems give you the best range of components. When you get into the system, use the System Map (local map) to find the (hi tech) stations with outfitting departments. In stations without outfitting available there's no option to change your internals.

T6 is very capable cargo carrier but you might find Asp gives you better chance to defend yourself. T6 best option is often to run away.

100k cash is .. not very much .. make sure you ALWAYS keep enough money for insurance rebuy (check that value in right hand panel) even if you trade half empty to start (.. and unbind dump all cargo in the controls/options). Accidental dumping of cargo might leave you no cash to operate with or cover repairs.

Good luck!
 
I finaly decided to be a bounty hunter. So which ship do you recommend for me for 20 millions, a FAS vanilla or a vulture?
 
For 20mcr, you can put A-rated components into a Vulture.

It will wipe the floor with a vanilla Federal Assault Ship, which will cost you in the region of 80mcr to outfit properly.
 
Important to remember!

D5 Powerplant is objectively worse than A4!
Better mass, better efficiency, better output - don't make the mistake of opting for D PowerPlants!
 
Definitely the Vulture.
Even then, 20 million flat won't be sufficient to fully A-rate it and keep enough money for the rebuy.
 
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