Now to turn off the setting, you need to switch one of the others on to replace it. Is that right? Anyway, I managed to solve the problem after googling it and and reading that if where I can fame shift to is effected by my cargo. So, I sold my cargo, all of it and the problem did go away. Of course, this makes certain trade routes impossible now for trading in goods.
Now that I'm doing another passenger mission, the problem has returned again. Now, I ever sold my stored ship components this time, all of them, but It's still giving me a plotting error. This is from Godheimar where I am to Dimoco
????
your stored modules aren't stored on your ship. you don't need to sell them. they don't count towards your jump range.
I see no system or station called Godheimar. check the name again? Until I get that name I can't see what the issue with your plotting is.
Jump range is affected by mass. cargo, and passengers, have mass. that's why 3 jump ranges are displayed: empty/current/fully laden. To increase your jump range you need (and these are just basics):
1. the largest (6) frameshift drive and A rated (so.. 6A. don't buy anything else. 6A for anaconda.
2. At some point you're going to need to engineer that at felicity farseer. she's going to be the first engineer you encounter. You want increased range and as high as you can get it (ultimately G5. if you only engineer one thing to it's fullest, this is it.
3. any module you have that is an E (in your core internals) should be A or D. D is lightweight. Sensors and life support FOR SURE should be D. there are reasons for A rating some others, I do on some. I leave that to you.
4. Much farther into engineering is the ability to engineer your sensors and life support for lightweight. this is a huge thing for jump range.
6. weapons and utilities and SOME optional internals have mass, consider that. AFMU and Fuel Scoop do not have mass and do not affect jump range.
The anaconda is capable of achieving the biggest jump range of any ship, not counting fleet carriers.