The Double Engineered FSD is Insane

Moon dog

Banned
Get them from a human tech broker. They're 5A only, I think. You won't fit one to a Hauler.
Thanks imma try out a type 7 but I’m new to finding material not really good at I find manufacture realitvly easy but I’m having a hard time with encoded
 
Thanks imma try out a type 7 but I’m new to finding material not really good at I find manufacture realitvly easy but I’m having a hard time with encoded

Go to system you have max rep with and do missions, there's heaps of level 5 manufactured and encoded mats available from just running delivery missions let alone the surface scan and combat missions.
 
Explorer Anaconda Build ( 78.24 ly with Full Tank ) - https://s.orbis.zone/d84p
Explorer Phantom Build, New FSD ( 72.91 ly with Full Tank ) - https://s.orbis.zone/d84o
Explorer DBS Build, New FSD ( 74.60 ly with Full Tank ) - https://s.orbis.zone/d84m

I am not a fan of using power plant set ups that do not ensure critical systems (Life Support, Thrusters, & FSD) are above the 40% power emergency cut off with a damaged power plant. I like having the peace of mind while out in the black that should by some chance catastrophe ever strike, i.e. falling asleep at the wheel, I can always make it back to the bubble. Just my personal preference.

I also opt to carry only 1 SRV as I have yet to destroy an SRV while prospecting.

o7
I had a look at your Phantom, and i have a few suggestions.

The power plant influences the way you can fuel scoop. If you overcharge it, it will have a very "high" efficiency factor. That sounds good but it isn't. If you go for a slightly larger PP and add low emission / thermal spread (or monstered), your PP will run much cooler, meaning that you never overheat while scooping. Personally I'm a "lousy" explorer but I do like getting around, so I "swoop scoop", as fast as possible around the star, and as soon as the FSD has done it's cool down thing, I engage it again. Combined with the FSD booster, it is the quickest way to go from A to B.

Your thrusters are fine, but your boost interval is "measured in years". Consider using a bigger PD, so that you get your boost interval down to something reasonable.

Finally, and this is with a caution attached: Consider a smaller fuel tank. I run with the smallest fuel tank possible, and I have not run out of fuel yet. The thing is that the FSD is very thirsty when you jump the max range, but if you only jump say 15 ly in your Phantom, then you use almost no fuel. With a small fuel tank, and KGBFOAM'ing, even if you end up at a non-scoopable star, you still have half a tank left, and with a little manual maneuvering to a scoopable star, you should be fine. I've been to the edge of the galaxy a couple of times, Sag A* three times and spent time at Colonia, so I feel perfectly safe with a small tank now, but the first trip is somewhat scary.

I'm not saying that "my ideas" are better than yours (except for the PP perhaps). It's just worth considering, and all in all it will give you a longer jump range:


Safe travels :alien:7
 

Moon dog

Banned
I just got my double engineered (grade 5 long range + fast boot) FSD and I was stunned by how better it is than my already grade 5 long range engineered one. The optimal mass value is way higher so my jump range immediately increased significantly. I went and put Mass Manager experimental effect on it and it became even more insane.

Previously my exploration Phantom could jump 67.71 Ly with a full fuel tank. Now... 👀

View attachment 210499

I already went and unlocked another one from the Tech Broker. This will help a LOT with future exploration trips.
Is it better than guardian?
 
Are there any good multipurpose Phantom builds with this FSD, with both exploration in mind and some pew-pew in case of a need?
 
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This is the build I use for my phantom. It’s got just shy of 60 Ly jump range which is good enough for me. But it’s also able to handle some scuffles without too much trouble, and has enough shield, armor, and speed to evade a gank unless you stick around too long. Just found out about the new pre engineered FSD (thanks to down to earth astronomy’s video) so I’ll be immediately adding those.

I’ll ditch either interdictor or surface scanner to free up the size 5 slot if I need it for something on particular, but this is the usual configuration I have making a Colonia run, for example.

 
This will be nice used on my Fed Corvette. The only thing that lets it down is the rather measly 28ly jump range I have. This can take it to around 35ly jump range hopefully. As the Fed Corvette uses a L5 FSD unlike Cutter and Type-10, which use a larger level FSD. So the Fed Corvette can gain from this double engineered FSD. :)

It will also boost my Clipper up to about 40ly jump from 33ly
 
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This will be nice used on my Fed Corvette. The only thing that lets it down is the rather measly 28ly jump range I have. This can take it to around 35ly jump range hopefully. As the Fed Corvette uses a L5 FSD unlike Cutter and Type-10, which use a larger level FSD. So the Fed Corvette can gain from this double engineered FSD. :)

It will also boost my Clipper up to about 40ly jump from 33ly
Corvette fits a class 6 fsd, so I doubt this will help you. Also, I just unlocked one module and checked how it improves my existing ships. With mass manager, it bumped my phantom (linked in my last post) from 59 and change to 64 and change, almost 5 Ly improvement. With my heavier, lower ranged mk2, the difference was less, about 3 Ly. I don’t have a clipper so can’t say for certain, but I suspect you will get a bit less than 7 Ly bump.
 
Corvette fits a class 6 fsd, so I doubt this will help you. Also, I just unlocked one module and checked how it improves my existing ships. With mass manager, it bumped my phantom (linked in my last post) from 59 and change to 64 and change
Yeah, you are right. I was thinking it used a class 5 fsd. It was that ship I had in mind to use it on mainly as well. So you removed the fast boot and used weight stripped as experimental effect on it and only gained 5ly jump on the Phantom, I suspect it'll be less gain on the Clipper then, as the Phantom is 270 ton weight standard, while the Clipper is 400 tons, so might only gain about 3ly extra then.
 
Yeah, you are right. I was thinking it used a class 5 fsd. It was that ship I had in mind to use it on mainly as well. So you removed the fast boot and used weight stripped as experimental effect on it and only gained 5ly jump on the Phantom, I suspect it'll be less gain on the Clipper then, as the Phantom is 270 ton weight standard, while the Clipper is 400 tons, so might only gain about 3ly extra then.
I applied the mass manager experimental, but it retained the increased range and fast boot upgrades. So it adds about 4.7 or 4.8 Ly and boots in 2 seconds. It runs a little hotter while charging, but my power plant is armored 4 with thermal spread, so efficiency of .32, means the extra heat isn’t an issue.

I’ve got 4 other ships that I could put it on, but since the discount is over, I don’t feel like grinding at the moment. I might be able to scrape together enough for one more without too much trouble, in which case I might upgrade my long range ax krait. It’ll add 3 years to bring it to 43 Ly, but mostly I want the fast boot without losing the range, since I have to shut down the fsd when I deploy hard points. Fast boot could be useful if I have to high wake out of a basilisk fight in a hurry.
 
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I also have my powerplant on most ships eninnered as armoured to grade 4 or 5 but then tend to use strip weight as exp effect on it. Although, I guess you're right with this FSD running hot that you need switch to using thermal spread instead on the power plant. I was looking at the fact this FSD runs hotter and wondering just how that will affect things on the clipper using it. If it only gains around 3ly and runs much hotter, then not much point bothering using it.

As you have the same thing going on with the Guardian power plants - you gain a lot more spare power, but things sure do run a lot hotting making it not really worth using it compared to a power plant that's been fully engineered as armoured to give you a power boost - and runs much cooler in the process as well

But I spent a few hours last night collecting the raw materials to get this FSD, now just got the 28 Encoded materials to collect left
 
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I also have my powerplant on most ships eninnered as armoured to grade 4 or 5 but then tend to use strip weight as exp effect on it. Although, I guess you're right with this FSD running hot that you need switch to using thermal spread instead on the power plant. I was looking at the fact this FSD runs hotter and wondering just how that will affect things on the clipper using it. If it only gains around 3ly and runs much hotter, then not much point bothering using it.

As you have the same thing going on with the Guardian power plants - you gain a lot more spare power, but things sure do run a lot hotting making it not really worth using it compared to a power plant that's been fully engineered as armoured to give you a power boost - and runs much cooler in the process as well

But I spent a few hours last night collecting the raw materials to get this FSD, now just got the 28 Encoded materials to collect left
On paper it may make your ship run hotter but honestly I've not noticed the difference in heat at all. Unless your running the rest of your ship too hot anyway it's not noticable.
 
On paper it may make your ship run hotter but honestly I've not noticed the difference in heat at all. Unless your running the rest of your ship too hot anyway it's not noticable.
Well, I tried Type-7 explo build with this CG fsd, and explo builds are not power-hungry(prioritizing modules power) and hot by nature. I was overheating big time just by fuel scooping without charging fsd in the same time.
So that particular fsd in Type-7 is a no go
 
Well, I tried Type-7 explo build with this CG fsd, and explo builds are not power-hungry(prioritizing modules power) and hot by nature. I was overheating big time just by fuel scooping without charging fsd in the same time.
So that particular fsd in Type-7 is a no go

The CG FSD does not make your ship particularly hot.
IF that happens you need to question your choice of PP rating and the choice in engineering.
In other words, never use any other type of PP than A-rating and, depending on ship type, use either Armored or Low Emission, never Overcharged (ofc unless it's a particularly cold ship like a Dolphin or a DBX)
 
Well, I tried Type-7 explo build with this CG fsd, and explo builds are not power-hungry(prioritizing modules power) and hot by nature. I was overheating big time just by fuel scooping without charging fsd in the same time.
So that particular fsd in Type-7 is a no go
Were you using an A rated Low emissions Power Plant?
 
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