Route plotting and >52 ly jump range?

To the Commanders out there who have jump ranges above 52 ly: how does the route planner work out for you? I have a 55 ly barebones Anaconda, and so far I've found that when I'm travelling, the route plotter rarely makes jumps above roughly 52 ly. Even if I'm going through areas good star density. 1000 ly is pretty much always done in 19 jumps, yet the ship could do more. I haven't tried this out in the core yet, where star density should be high enough that the route planner could go in a straight line, so that's why I'm asking: what have your experiences been, how does it work out for you?

Maybe it's just me, but based on my experiences so far, I'd say that unless you're travelling through very sparse sectors, there's pretty much no need to have a jump range above 52 ly - or 50, even. Better to have more equipment.
 
To the Commanders out there who have jump ranges above 52 ly: how does the route planner work out for you? I have a 55 ly barebones Anaconda, and so far I've found that when I'm travelling, the route plotter rarely makes jumps above roughly 52 ly. Even if I'm going through areas good star density. 1000 ly is pretty much always done in 19 jumps, yet the ship could do more. I haven't tried this out in the core yet, where star density should be high enough that the route planner could go in a straight line, so that's why I'm asking: what have your experiences been, how does it work out for you?

Maybe it's just me, but based on my experiences so far, I'd say that unless you're travelling through very sparse sectors, there's pretty much no need to have a jump range above 52 ly - or 50, even. Better to have more equipment.

This isn't that thing related to extra fuel tanks, is it?

I got confused when I fitted a stack of extra fuelling to my 'conda, but only ran 1/3 full most of the time - and didn't realise the route plotter always assumes completely full fuel load for its weight/range calc.
 
To the Commanders out there who have jump ranges above 52 ly: how does the route planner work out for you? I have a 55 ly barebones Anaconda, and so far I've found that when I'm travelling, the route plotter rarely makes jumps above roughly 52 ly. Even if I'm going through areas good star density. 1000 ly is pretty much always done in 19 jumps, yet the ship could do more. I haven't tried this out in the core yet, where star density should be high enough that the route planner could go in a straight line, so that's why I'm asking: what have your experiences been, how does it work out for you?

Maybe it's just me, but based on my experiences so far, I'd say that unless you're travelling through very sparse sectors, there's pretty much no need to have a jump range above 52 ly - or 50, even. Better to have more equipment.

i took the time back in 1.4./1.5. to measure the difference between a) max jumprange b) actual jumprange c) covered distance to waypoint d) actual hyperjump distance to waypoint. difference have been always between 5-15%, dependend on sector, increasing with less jumprange on ship.

e.g.: i assume, with a 52 ly jumprange your ship will jump 50-47 ly average ;-)

i'm more afraid about the time a plot will take in the core, it already is very slow with my 42 ly on my combatready DBE in the bubble now...
 
Works as expected for me with a 57.38 (full tank) range ship. I did a run to Sag A* and most of the jumps were over 57 LY. The only real issue is that it makes the route plotting slow down much worse than with lower jump ranges and even around the bubble it can take an age if you try and plot a route at just the wrong distance. I'm currently nearly 15K from Sag A* and if I don't take the magic number into account it's a few minutes wait.

nb: with 55 LY you're not going to do a full 1000 LY in less than 19 jumps anyway, so probably better to try for a full(ish) 18 jumps, eg 970 LY at a time.
 
Are you in a high star density area?

If there are no appropriate stars it'll have to loose a few LY to make a jump. Even though I'm on 30Ly I usually only jump 28Ly in the bubble, but in the core I can jump between 29.5 and 30Ly regularly as there's always a star near my max range.
 
Thanks! I can see where the error might have been now. To Allitnil: with that full tank range, you're probably the record holder. Mind posting it in the jump range thread?

Oh, and @ Arnoldo: yep, all these suddenly-very-high jump ranges mentioned in the thread are done via engineer upgrades. By far the biggest contributor is the "Increased FSD Range" mod from the starter engineers Felicity Farseer and Elvira Martuuk, but you can save weight with some other mods too.
 
Yeah, when plotting routes, the plotter always assumes a full fuel tank (for obvious reasons - otherwise if you plot a route when low on fuel then jump to a system and scoop up, you'll no longer be able to make the next jump). The larger the fuel tanks, the bigger the difference between the jumps you can make, and the jumps the plotter will find for you.

Also, as said above, star density is important. The greater the density, the greater the likelihood of finding a system in or around your max range. In sparse areas, the plotter will have to compromise, find nearer systems. In my own ship, it can take anything from 35 - 52 jumps to cover 1KLy (in fastest mode) depending on where in the galaxy it is.
 
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@Cmdr Marx: Thanks Cmdr; I guess I'll be back in the bubble some time this year and will take a look see at these upgrades (providing I survive return to meatspace)..
 
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