Optimal Mass

I often seen this in Thurster/FSD/Shield Generator. How is this work?

Does this mean if my mass over the Optimal then those will have degraded performance?
 
For shield generator, the value is dependent on the ship hull mass only (not including the stuff you fit on). The other parts that feature optimal/maximum masses will change along with ship mass. E.g if you put a lot of B-rated parts which are heavy, performance will decrease a bit.
 
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We don't know all the exact values yet, but there is (supposedly) a third value as well: minimum mass.
The efficiency changes linearly between these values, so let's say for the module you've chosen the max modifier is 1.5, the min is 0.5 (which means 1 at optimal mass)

Meaning that at minimum mass it will be 1.5 times more efficient, and at maximum mass it will only perform half as well as it does at optimal mass.

Problem is, we don't know the modifier minimum / maximum values and minimum mass values for everything. For shields though, edshipyard does a pretty decent calculation for you.

Hopefully this guesswork will change at some point in the future as they are planning to add more information on the outfitting screen.

Until then, make sure you are below the optimal as much as you can (not always possible) and you'll be fine. And remember for shields it is the (fixed) hull mass of your ship that counts, for thrusters however the cargo matters a lot (you can actually feel that in bigger ships when turning - trying to turn :)).
 
I take my chance to repeat myself here too: after half a year of release and years of beta I would love to see a detailed manual from FD to clear these out.
It's just not right that a whole playerbase have to guess on fundamental values and can not outfit their ships consciously because of lack of information.
Same applies to shield values, pips management, etc.

The trial and error as the only option is not professional at all.
 
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