Did jump ranges for ships used to go that high? My Daimondback right now has a jump range of 35 and could have sworn that was some of the higher rages possible. But in my current state, I cant afford something bigger at the moment. Granted i haven't gone and done any of the special engeniering stuff or acquired a guardian FSD booster, both of which i would assume costs in the millions.'
I am going to stick around the bubble for one more week to try to achieve something specific in powerplay before going out to explore.And i usualy do some tradiing while doing powerplay stuff. so ill have some more money to throw around after. I can Probably just go look at the wiki to figure it out and will probably do so after work., but if someone has the inclination to explain how engeniering works, That would be appriciated.
There are multiple engineers dotted around that each specialise in modifying different modules. You get invites from a few to start you off, which gives you their location, but to unlock them you have do something for them, whether it's bring them specific commodities, cash in bounties/bonds, trade with black markets or gain rep with specific factions. If you check your right panel you'll see an option for engineers, which will show you which ones know of and what you need to be doing to gain access to them. Once you have unlocked them you can go to them and start crafting upgrades for whatever it is they specialise in, on any modules you currently have on your ship. These upgrades come in up to 5 grades, though some engineers might only be able to take you so far in certain areas. The more of these upgrades you craft, the higher the grade you will gain access to, allowing you to craft better upgrades.
Crafting requires materials, either found on planets or mined from asteroids/rings (if they're just basic elements) or from any number of other activities if they're manufactured. The system map will tell you what elements can be found on each planet, but the wiki is your best bet to find anything else. You can also trade materials with material traders in certain starports, so if you end up with a ton of useless stuff you can trade it in to get higher level stuff, or vice versa, which can really help cut down time spent searching aimlessly for specific bits.
For exploration purposes, your best bet is to hit up Felicity Farseer, in the Deciat system. To unlock her you need to bring her a single meta-alloy, which can either be acquired from thargoid barnacles on planets, or bought in the Maia system. Felicity has a number of useful options, including up to grade 5 FSD boost.
The other thing to go after, is the Guardian FSD booster, which is separate from engineering and may or may not be more work. To get it, you need to find yourself a Guardian outpost, specifically one that can give you a Guardian Module Blueprint (there are 3 types of blueprint, and different Guardian sites will give only a specific type). Go to one of these, land, clear out the site of Guardian drones in your SRV, collect all the tech, and then unlock the altar by raising up and shooting all the pylons dotted around the site, then deposit an Artifact (found on top of a pillar somewhere at the site) in front of the main altar, then scan the big ball that pops up. You need 1 blueprint, some variety of Guardian materials, and some other stuff you can buy from markets, then finally take all this stuff to a Technology Broker and hand it in. You will now forever be able to buy an FSD booster from any Tech Broker. They come in 5 grades and give a flat jump bonus, with the class 5 giving you another 10lys.
You will almost certainly need to check the wiki for more specifics on exactly what materials you'll need for all of these things, and to locate good sites for barnacles/blueprints. You can also see the entire list of engineers and what they all do and need to unlock.