Whats the deal with FSD injection?

So as title suggests, how does it work. Say you have a 10 jump route, with 3 injections available, does the computer work it our for you of you have fastest route or FSD boost selected? or yeah

Please elaborate?



Sprucey
 
So as title suggests, how does it work. Say you have a 10 jump route, with 3 injections available, does the computer work it our for you of you have fastest route or FSD boost selected? or yeah

Please elaborate?



Sprucey

in the gal-map you can change how your ship plans a route, ranging from fastest (more fuel consuming, longer jumps) eco (shorter, more jumps, less fuel used) and FSD injection, pick the grade of the injection and the map will auto correct itself
 
The computer won't automatically apply the injections, you have to do that yourself, manually, each time.
 
The computer won't automatically apply the injections, you have to do that yourself, manually, each time.

So say your doing a multi jump route, do you have to reroute each time you jump to apply an FSD boost jump?



In other words. What is it usefull for? long trips where you want to save a few jumps? or what? How do you utilise it?
 
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If you need to make a jump of 30 ly, but you can only jump 25 because of fsd constraints? That's when injection comes in.
 
FSD injections are best used for extending your reach into systems that would be unaccessible using a regular jump, as opposed to speeding up transit time through the route plotter, since each jump has to be plotted manually.

If you're looking to get somewhere quicker (at least over large distances), neutron boosting is faster, especially with tools like Elite Dangerous Neutron Router...
 
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Basically, it's useful if you can't reach your target with your currrent jump range.

This might be because the necessary jump to your target exceeds your maximum possible jump range, or because you are running out of fuel and can't reach a scoopable star otherwise.
Just be careful not to paint yourself into a corner... i.e. always keep enough Jumponium in reserve to get out of the dead end you jumped into. Otherwise, this could be you.

As for the neutron highway actually speeding things up - it's so/so. On the plus side, you will need less jumps. On the minus side, this comes with an increased risk, more time per jump (due to supercharging and manual course plotting) and, usually, with some detour to reach the highway in the first place. With some training and an actually useable route, ok. Otherwise, running on auto routing may be faster.
 
In theory, neutron boosting is slower, since each jump takes longer to perform in relation to standard plotting. But in practice, things are much, much different: The other day, I just made it from the Bubble to the core in about seven hours, and that includes stopping to scan the occasional system of interest. Once you get the rhythm down, the Neutron Highway definitely speeds things up significantly.
 
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If you're boosting to an "out of reach" system, make sure you've got another boost available to get out again. It's embarrassing getting stuck in a system. I know 😆
 
So say your doing a multi jump route, do you have to reroute each time you jump to apply an FSD boost jump?

No(t exactly). If you have a route plotted you can do a single jump outside of the route and when you open the map at the destination the saved route will automatically be replotted for you. If you do a jump to another system on the route you don't even need to do that, as you will still be "on" the original route.

In older versions of the game jumping outside your route would lose it and you would have to replot manually. Progress!
 
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In other words. What is it usefull for? long trips where you want to save a few jumps? or what? How do you utilise it?
In addition to what's already been said, another use for it is travel speed - but not by making fewer jumps or longer jumps.

If you're in a slowish ship with a poor scoop - e.g. FDL or Vulture with a 2A - then it'll take a while to refill the tank after a full-range jump, so you end up travelling pretty slowly (though not as slow as economic routing would be).

Using the basic (2 Vanadium, 1 Germanium) injection only increases your range by 25%, but because fuel use isn't linear, saves a massive amount of fuel if you then jump within your 'normal' max range. So you plot the 'fastest' route without boosts, then use the boosts before each jump, scoop faster, and get there quicker.
 
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Maybe im strange, but i use them to conserve fuel on trips. My fuel usage on my conda plummets when i activate them, I dont use the route plotter FSD injection slide bar i just make normal jumps. Since i have no desire to go out into the black and visit those hard to reach places i use it as a QoL feature. Plus i prefer to "use" them over dumping them to make room for engi mats. Always handy to have 1 premium available for that "oh crap i have 1 jump left before i am out of fuel".
 
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A final use for FSD injections is a last resort when low on fuel.

Say you are stranded, the nearest scoopable system is 5ly away but you only have the fuel for a 3ly jump. Using a 100% FSD injection will double your range allowing you to escape... I mean there is the Fuel Rats but this is a nice option to have sometimes.
 
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Unfortunately, FSD crafting does not stack with neutron star boosts.

FYI - It is possible to get 2 long distance jumps from a single neutron star. It's tricky, but you can initiate a jump (using the first boost) while still in a neutron star cone, and collect a second boost while charging up to make the jump. There are youtube videos and tips in the forum, if you need more info. I've only attempted it once and wasn't able to get the second boost, so it takes some practice. If you're skilled, it should shorten your trips on the neutron star highway considerably. I plan to use the technique on my next trip to Colonia. I got seriously fatigued on my last trip, so it will probably be a while before I do it again.
 
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