reduce ship transfer times

hello,

i've had this several times now.. came from work, started to play, found a good opportunity to do something or had an idea spontaneously, but getting where i needed to be would have taken ages manually. hopped over in my shuttle, started to transfer the ship i needed... and logged off. with times being as long as they are, casually, doing things is hard.

i do get why things are as they are, but in this specific case, i'd pick playability over realism.
 
... not going to happen. There was much back and forth on this when it was being mooted and what you have is what you got.

P.S. In case it is not abundantly clear I don't support this suggestion. As an example: I was quite happy with the 16 hours transfer time to Omega Mining from the bubble, fitted it into my activities, it wasn't hard.
 
hello,

i've had this several times now.. came from work, started to play, found a good opportunity to do something or had an idea spontaneously, but getting where i needed to be would have taken ages manually. hopped over in my shuttle, started to transfer the ship i needed... and logged off. with times being as long as they are, casually, doing things is hard.

i do get why things are as they are, but in this specific case, i'd pick playability over realism.

so what is the time difference from your taxi compared to your "other" ship?


There are several options available to make flying ships around be easier, we have engineering, we have guardian FSD Booster. With both of these, almost any ship will be able to do close to 30 LY or better in combat outfitting.


So if we assume you bubble taxi is around 60-70 LY, then the other ships would only be double the amount of jumps...


So you have options already to improve on this. Back in the day pre-Guardian tech and pre-engineering, pre-ship transfer, you should try that.
 
my taxi is my hauler, it sits at 32LY, whereas my krait is at 15 or so.

not everyone has all engineers maxed, is full to the brim with mats, has guardian tech finished and sits on mountains of cash ;) for the casual type of player, like me, one hour transfer time means game over for that day.
 
my taxi is my hauler, it sits at 32LY, whereas my krait is at 15 or so.

not everyone has all engineers maxed, is full to the brim with mats, has guardian tech finished and sits on mountains of cash ;) for the casual type of player, like me, one hour transfer time means game over for that day.

Well... there're a lot of star systems around in your FSD jump range, no need to set your goals that far. Or please do FSD upgrades.
 
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my taxi is my hauler, it sits at 32LY, whereas my krait is at 15 or so.

not everyone has all engineers maxed, is full to the brim with mats, has guardian tech finished and sits on mountains of cash ;) for the casual type of player, like me, one hour transfer time means game over for that day.

Engineer the FSD is done on one of the TWO engineers that you unlock. Both do up to G5.


So lets look at a standard A-rated, stock Krait Mk2, put biggest A-rated shield and fill all optional slots with hull reinforcement and add Military grade hull.


This ship ends up with 15.7 LY jump range.

Do some light FSD upgrade to this ship have the following effect, we skip experimental effect (Adding experimental effect Mass manager will add ~0.7 to ~1 LY, depending on grade)
G1 - 18.0 LY
G2 - 19.6 LY
G3 - 21.1 LY
G4 - 22.6 LY
G5 - 24.2 LY


So as you can see, even a G1, G2 and G3 gives quite noticeably boost to the range. And most of the stuff needed for getting there is not that hard to get, and we also have Material brokers, that allows you trade for material you are missing for material you have.




So spending some on working on engineers to upgrade FSD to G2-G3 will give ~30% better jump range. And that should not be to much work or grind.



Guardian Tech, finished? you unlock DIFFERENT guardian tech, Guardian FSD booster is one such tech to unlock, most player should be able to unlock a single guardian tech in about ~4 hours time, this is going out there, collect the required blueprint, collect material and get back to a guardian tech broker to unlock the guardian tech.

So guardian tech that are of interest are in order, the two later is vecry useful if you have not unlocked to many engineers, as these will give access to better moduels than stock modules.

  • Guardian FSD booster
  • Guardian Power Distributor - This one gives a sligth boost to your powerplant out put and is similar to an G4 Charge enhanced engineered module.
  • Guardian Power Plant - This is similar to a G4 Overcharged Power plant

You can collect and gather material for more than one Guardian tech at teh same time, and unlock several at the same time. All Guardian tech modules are unlocked in all sizes, weapons are totally different story.



So lets take the G2 upgraded FSD from above, and start adding Guardian FSD booster. They come in sizes 1 to 5. This one increased or range from 15.7 to 19.6 LY
(cost in parentesis)
Size 1 - 22 LY (395k)
Size 2 - 26 LY (790k)
Size 3 - 27.7 LY (1.6M)
Size 4 - 29.2 LY (3.2M)
Size 5 - 30.5 LY (6.2M)


So without going all out, on either FSD upgrades or the most expensive Guardian FSD Booster, lets stick with Size 2, I have improved the jumprange of my mock up Krait Mk2 from just under 16 LY to 26 LY, that is just 4 LY SHY of your current Taxi hauler.


Also Guardian FSD booster offers FLAT FSD increase based on slot size



So with some time SPENT on actually doing some ENTRY level enginering, and some a Gurdian unlocks, you can make a quite noticeably increase in FSD range.

So if we go a bit higher, G3 FSD engineering and size 5 Guardian FSD booster, we are talking about 32 LY, that would make your Krait better than your current Taxi Hauler!






Some tips on Guardian unlocks.

  • Go there in a small ship. Much easier to land CLOSE to the site
  • Put Point Defence on top on ship, this will allow Point defense to shoot Guardian Missels aimed at your SRV
  • Have a Fuelscoop, Guardian sites are quite a distance away, the biggest you can fit is often recomended, A-rated is not important, B and C is most of the time sufficient, if money is an issue.
  • Bring SRV, atleast two. Sad to loose one and have long journey to complete this.
  • When fighting Guardian Skimmers, pips shoudl normally be 2 0 4, if taking to much damage, 4 0 2, hide behind obstacles.
  • Be brepared that your ammo in your SRV will run out, so be ready to synthesize more ammo. You do not need the better ammo, stuff will die faster with better ammo, assuming that you hits the target.



Watch some of the many videos desribing how the guardian sites work, and are located. This will allow you to be more prepared, if you are new to fighting in SRV, then this can be a challenge, as fighting in the SRV is very different compared to fightin the ship.





This is a stripped down Krait Mk2 for going to the Guardian site. no extra fluff, it does 26 LY with no engineering. With G2, that increase to 32LY, and G3 brings that to 35 LY(Experimental effect Mass Manager add over 1 LY here.) [url]https://s.orbis.zone/22b2

[/URL]This is a ship outfitted to specifically go to Guardian sites and to primarily unlock Guardian FSD booster. Then when you come back, you can put back the other modules/weapons etc. and start adding the the biggest Guardian FSD booster you can afford. And enjoy much better jump ranges.
 
my taxi is my hauler, it sits at 32LY, whereas my krait is at 15 or so.

not everyone has all engineers maxed, is full to the brim with mats, has guardian tech finished and sits on mountains of cash ;) for the casual type of player, like me, one hour transfer time means game over for that day.

It's always quicker to fly the ship yourself.
Fit a fuel scoop, and away you go.
Remember, you can perform 1 jump every 45~ seconds, including scooping, and lining up for the next. (Network health and loading time dependant)
So 20 jumps is roughly 15 minutes, plus a bit extra for the final supercruise and dock.
20 jumps at 16ly will get you about 340~ly.


I get that spontaneous ideas can't be pre-planned, but for everything else, do you transfers at the end of your last session.

It's also very worthwhile to engineer your FSD and unlock the guardian FSD booster.
Even though the process for doing all this can take some time, it'll save you more time back in the long run.
Getting your krait from 16ly to 24ly with G5 engineering, plus another 10ly for a guardian FSD booster, will get you doing 340ly in 10~ jumps, or about 7.5~ minutes.

:)
 
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