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I have seen 249, but only once, and the distribution of the other values sorta points out the limit also, so 250 is likely the max based on the distribution of other numbers.
That's about what I was guessing: it looks at the default ship's current hyperdrive range with upgrades, then calculates a randomized value that won't let it exceed the max range. The fact you get the exact same randomized series for any group of mods however *does* suggest something other than something that is fully randomized, even if it is an on-the-fly calculation. Something that potentially one could calculate oneself to know how many mods to buy to get the max value at any stage of the game.
If you are scrapping ships to build your nanite pool, you will have massive numbers of S-class hyperdrive modules. The drop rate is a little less than 1 per ship, and you'll get about 500-1000 nanites for the remaining modules, which means if you save all your Hyperdrive modules, you will have about 40-50 to chose from automatically by the time you have 50,000 nanites. Plus you will have about 80 storage augmentation pods to fully upgrade that ship, plus some. Clearly they intend ship scrapping to be the preferred way to upgrade ships.
The fact that if you *pay* for storage augmentation it can get upwards of 100 million per slot, buying that stuff clearly is a stupid inefficient booby prize way of doing it. You can buy and scrap a dozen ships for that amount. Buying storage is really clearly meant to be the wrong way of doing it.
So I guessed correctly: I have gotten one 249 out of dozens of trials, with most being between 201 and 249. It's pretty clear the limit is about 250. Since the maxxed out hyperdrive range itself seems to limit out a little over 3000, possibly 3100 to 3200, again based on many different trials, getting all 250s with a ship base of 181 may not be possible if it is tilting the odds procedurally so you don't go over that limit.
An equation can yield the same results when you input the same info. That's not inconsistent. But right, it isn't likely a randomly seeded randomization, likely one based on your current config.
So, as an example, if you have a hyperdrive upgrade and a pulse engine upgrade in your inventory, save the game and install the hyperdrive module. It will have one set of stats. If you reload the save and reinstall it, same stats. However, if you install the pulse engine upgrade before the Hyperdrive upgrade, different stats.
This is how I got all of my boltcaster upgrades to not enable ricochet. If the upgrade has the wrong stats, install a different one first. Patience and a lot of reloading—only worth it if the difference really matters to you.
I was just discussing other experiments to try and get higher values and see if they at all transfer if you move the uninstalled module to another ship that is almost maxxed out. My guess is that it won't work, but the advantage then would be you know for sure the module value is linked to the ship you plan to use it on, calculated on-the-fly when you open it to install. Knowing that is an advantage, because if you open 50 modules in a trial run to see the high value, then if you never see a value higher than ones you already have installed, then you quit the search,... you are at the max and hunting for more won't matter.
If you find one value greater than your lowest installed value, then you can immediately get it by reloading and opening the modules in order until you get to it. And no farther. That way you don't waste modules and do it super quick.
You can also do it trial and error, which is likely the means intended by the devs, ...fly into a space station, buy a hyperdrive mod, try the mod and if the value is higher, you replace your lowest valued mod. Rinse and repeat 50 to 100 times....but that wastes so much time and only costs you lots of nanites without much in return since you are warping 50 to 100 times...what is that, like an hour of time plus the time you diddle around in the space station? Hours wasted. It's much easier to do the same all in one station, saves time and you earn enough nanites and storage pods to fully upgrade any ship.
Lol...I hate ricochet also. The most worthless stat.
I have a 249, so that is proof enough. The limit is 250, so that is the limit you chase when hunting, but you settle for whatever is closest. But as mentioned before, that actually may be impossible if the limiting algorithm prevents values appearing which might make your next install go over the global hyperdrive limit, somewhere around 3100 ly.
That means your chance of finding a 250 or 249 is better if your explorer seed range is very low, since getting the max won't matter in pushing your ship over the global limit.