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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!
From 1H to 5H. Sources differs, some give a range starting at 2H. Best with a fully engineered FSD.

FSDBooster.jpg
 
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.
Different sizes only, and the larger the size, the larger the range boost.

For a ship that can already reach a decent range on its own, they're just the cherry on top. But, since the boost is not depending on anything - not the ship's mass, not the FSD size or rating - it's a lifesaver for large ships with bad to mediocre jump ranges, like the T9, T10 - or the Corvette.

On the Dolphin (or the Python), you have enough internal compartments, so no reason not to fit one if you have it unlocked.
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!
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.

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.
 
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.

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.
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

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.
 
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!

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.
 
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.
 
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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.
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!
 
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.
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....
 
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.
Or even better safety and 70.48ly jump range.
A key feature is the Engineered FSD V1 from humans tech broker with mass manager added in size class 5 only for best possible jump range. Start with the lightest D rated sensors and engineer those, not the cheap E rated. Enhanced low power engineering on shields also cuts weight and grade 5 heavy duty with super caps 0E shield boosters give a lot of strength for little mass. 662MJ on mt Phantom which survives crash landings on 6G planets.
Boosting every 8 seconds is enough for an expiration ship, so you can cut the size of the power distributor and engineer it engine focused.
 
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!
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).
 
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.
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.
 
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.
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.

I don't know if you flew a badly underpowered ship in those conditions but I did and I can tell the difference of controlability between my actual fits and the ones I had then, the fits proposed then there "experimentals" were only designed for extreme range, and barely controlabe in orbite, or during landing.
 
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.
That's why I said "keep your ship level". Should probably of mentioned also "zero throttle", and "don't touch any thrusters". :)
Every bit you say about losing control is true, if you don't keep your ship level when coming out of glide. On take-off you need to stay level and use only upward thrust (those same magic bottom thrusters) for agonizingly long time, to get high enough to engage hyperspace even if you lose altitude (and partly attitude) control. Or to go into supercruise with a bit of trickery (the tricky part is to maintain enough upwards momentum to point your ship's nose above 45° and gain enough forward momentum so your velocity vector points that way too).
Here's a video of me fumbling down and eveng successfully getting away from 11G planet, showing some of the difficulties and one way to safely land (until I tapped thrust down :D ).
Source: https://www.youtube.com/watch?v=ok8QYnT3gzs

I do use quite beefy thrusters though, 5D with G5 dirty drive here, which does help. That said, I first practiced high G landing on Achenar 3 with an Anaconda & unmodded 6D thrusters, but it was a long time ago.
All in all, I concur, saying "thrust does not matter" is inaccurate, even if it is true that you can land (and even take off) on any gravity with any thrusters.
 
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