What does that have to do with a fleet carrier?
From 1H to 5H. Sources differs, some give a range starting at 2H. Best with a fully engineered FSD.Ok thanks. That's a relief - I'd hate to have to do all that Guardian stuff then have to do all the engineering on top of it. I just want to get on with exploring and exobiologying ASAP!
Oh yes!I think... that just maybe... the purchase of my FC was the greatest investment I ever made.
Different sizes only, and the larger the size, the larger the range boost.The boosters come in different grades though. I can't remember what the lesser ones do, but the biggest booster (5H?) will increase your range by, iirc, 10.5 LYs.
Ok, then I have another quick build for you. Engineering only up to grade 3. Since Tyres(?) left in the docking computer and the supercruise assist, I left two empty slots. You'll still need to disable them due to power reasons (or juggle around some other modules, e.g. the sensors, to get a lower baseline power). I also prefer a dual SRV bay - especially since now in Odyssey we have two different types of SRVs.Ok thanks. That's a relief - I'd hate to have to do all that Guardian stuff then have to do all the engineering on top of it. I just want to get on with exploring and exobiologying ASAP!
Same for me, It came to a point where I use it as a taxi for long distance, more than 20 jumps and I prefer to pay for the fuel, I don't have much trouble making the money for it.I think... that just maybe... the purchase of my FC was the greatest investment I ever made.
Tritium. My love-hate relationship. Not going to rant about it again thoughSame for me, It came to a point where I use it as a taxi for long distance, more than 20 jumps and I prefer to pay for the fuel, I don't have much trouble making the money for it.
The only problem is to find afordable Tritium in some locations like Colonia...
That first one looks pretty good to me. A 232LY jump range without having to worry about Guardian but only a bit of engineering works for me, so I'm screenshotting that to go alongside the Tyres one in my help folder. That jump range is a vast improvement on the level 3 45LY one I had in the Asp anyway.Ok, then I have another quick build for you. Engineering only up to grade 3. Since Tyres(?) left in the docking computer and the supercruise assist, I left two empty slots. You'll still need to disable them due to power reasons (or juggle around some other modules, e.g. the sensors, to get a lower baseline power). I also prefer a dual SRV bay - especially since now in Odyssey we have two different types of SRVs.
Coriolis EDCD Edition
A ship builder, outfitting and comparison tool for Elite Dangerouss.orbis.zone
My all-bells-and-whistles Dolphin would be this
but that would require a few more engineers - and those grade 5 mods come expensive in terms of materials. Just collecting all those datamined wakes for the G5 FSD can be really painful, if you're grinding for it.Coriolis EDCD Edition
A ship builder, outfitting and comparison tool for Elite Dangerouss.orbis.zone
That first one looks pretty good to me. A 232LY jump range without having to worry about Guardian but only a bit of engineering works for me, so I'm screenshotting that to go alongside the Tyres one in my help folder. That jump range is a vast improvement on the level 3 45LY one I had in the Asp anyway.
Cheers
That first one looks pretty good to me. A 232LY jump range without having to worry about Guardian but only a bit of engineering works for me, so I'm screenshotting that to go alongside the Tyres one in my help folder. That jump range is a vast improvement on the level 3 45LY one I had in the Asp anyway.
Cheers!
Crikey I've not seen that one before. I was only expecting to get about 65LYs after level 5 engineering from Felicity in the Asp X. But anyway as I mentioned earlier I'm not selling any of my ships, so at some point I can do the Asp with that loadout as well. But I want to give the Dolphin a try as it's said to be good for landing amongst mountains, which is somewhat tricky in the Asp.Are you getting figures mixed up?
An AspX with level 3 inc range mod on a 5A FSD (nothing else engineered) is going to have a range of about 270ly - that's at about your Asp's 45ly per jump as opposed to your Dolphin's 42.66 ly per jump.
You can fit the same thrusters for 140ton less, this leaves you some head room to play with and it is slightly more agile, so it should be a good choice for your requierements, just make sure you compensate for the lower structural intergity with good shielding....Crikey I've not seen that one before. I was only expecting to get about 65LYs after level 5 engineering from Felicity in the Asp X. But anyway as I mentioned earlier I'm not selling any of my ships, so at some point I can do the Asp with that loadout as well. But I want to give the Dolphin a try as it's said to be good for landing amongst mountains, which is somewhat tricky in the Asp.
Or even better safety and 70.48ly jump range.I don't know where they get those figures from, but I refer to this chart, it might be wrong.
Shipyard Jump Range Breakdown
From memory I fitted my first Anaconda along the lines for this kind of maximum range and it is literally unflyable around planets, you need thrust, I made the same mistake with my Krait Phantom, and had the same bad experience; it goes more or less kind of under control on the edge OK until you hit a high G rock and try to land on it.
I resorted to use one of the Fuel Rats recommanded fit for my Krait and even made a little compromise in favour of thrusters, I never crashed again.
Krait Phantom Helene Boucher.
According to the chart, this would put my Krait in 2nd position with a maximum of 61.43LY, but again I made some compromises to safety it might be possible to do better with the Krait.
I still get the feeling that you are confusing jump range (per jump) with total range (i.e. how far you can go without refuelling).Crikey I've not seen that one before. I was only expecting to get about 65LYs after level 5 engineering from Felicity in the Asp X. But anyway as I mentioned earlier I'm not selling any of my ships, so at some point I can do the Asp with that loadout as well. But I want to give the Dolphin a try as it's said to be good for landing amongst mountains, which is somewhat tricky in the Asp.
Thanks!
For landing, thrust does not matter, as long as you keep your ship level and thrusters powered.. The magic bottom thrusters will have enough power for safe landing, even if pointing straight up & boosting would not move you upward a millimeter.In any case, make sutre you have enough thrust for safe landing on high gravity planets, in the case you haven't, results can be catastrophic.
Sorry but in my experience this is fairly innacurate, I specified "High G" planets for a good reason, come a point where without enough thrust you have little control over the ship trajectory, on every axes.For landing, thrust does not matter, as long as you keep your ship level and thrusters powered.. The magic bottom thrusters will have enough power for safe landing, even if pointing straight up & boosting would not move you upward a millimeter.
Now, for getting the hell outta that place, heftier thrusters do help you do that quicker.
That's why I said "keep your ship level". Should probably of mentioned also "zero throttle", and "don't touch any thrusters".Sorry but in my experience this is fairly innacurate, I specified "High G" planets for a good reason, come a point where without enough thrust you have little control over the ship trajectory, on every axes.