I was talking about actual SC speed cap, which is 2001 and doesn't make any sense. Say, you'd have an option to either travel long distance via jumps, as you do now, or you could stock up on fuel tanks (which should not affect top speed) and go to Beagle Point, f.e. via supercruise, than make a single jump to the system. Of course journey would take quite some time, but you would save fuel and would have to see only one loading screen instead of few thousands... That's a rough sketch, but more travel methods - the better IMHO.You know I just started looking into what the supercruise speed caps actually are. I'm not that far along with it yet, but from what I gather it is based on distance from the local star and that star's radius. Within 140 Ls there is a big drop off in the speed cap. Beyond 140 Ls, if you are traveling away from the star it's just a linear function with distance as the input variable; if you are traveling towards the star, it's a power function of the form:
Code:Speed Limit = 0.25 * Distance^Star Radius
There's still a lot of testing I need to do, though. Including figuring out what that orange disk is in the orrery view and if it has any impact on anything whatsoever (got any ideas?).
As for fuel tanks, I'm actually in a situation where that might be useful to me right about now: jumping from neutron star to neutron star. Since you can't refuel at these stars, I have to add in an extra regular jump after every 4-5 boosted jump to get more fuel. If I had a fuel tank that let me get 10 jumps before having to refuel, that would cut the number of extra jumps needed in half
A bit of a niche use-case, but useful if you are traveling in the right places.
On your example, that would be ultra niche use, since neutron highways aren't everywhere, and having even 1 relatively big tank may butcher your jump range quite a lot. You will need to scoop eventually, so squeezing one extra jump... I don't really know how big of a difference it may be.