Elite Dangerous

Elite Dangerous

Eidolor Jun 21, 2021 @ 12:59pm
Less than max fuel jumps in route
It seems as though there's a huge difference in fuel consumption between max distance jumps and those just shy of it. Is there any way to reduce your jump distances in routes to make use of that? Economic mode seems unusable for long trips.
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Showing 1-8 of 8 comments
Planewalker Jun 21, 2021 @ 1:14pm 
Economic gives you better mileage, fast gives longer jumps w shorter mileage.
-i think the cargo load slider might be able to tweak values a bit.
(mileage in this case is the total distance on one tank w/o scooping)
Last edited by Planewalker; Jun 21, 2021 @ 1:15pm
Joerg Baermann Jun 21, 2021 @ 2:22pm 
For long trips you want a Fuel Scoop, the bigger the better.
Or at least big enough to fill the tank in a single scoop without taking to much heat.
Engineering an FSD for maximum jump range adds increased fuel cost as well, although you can opt for a different experimental effect.
Last edited by Joerg Baermann; Jun 21, 2021 @ 2:28pm
Pretty sure the galaxy map route planner has a slider on max Ly per jump, besides the checkbox for the economical routes.
Joerg Baermann Jun 21, 2021 @ 2:30pm 
Originally posted by JL::Jose-Juan Kenobi:
Pretty sure the galaxy map route planner has a slider on max Ly per jump, besides the checkbox for the economical routes.
Max 20 I think, so it's bit of a waste when you can do them real long jumps, it's faster to go max, plotting for fuel stars only and scoop away.
funkynutz Jun 21, 2021 @ 3:24pm 
Using economical route plotting, many ships can travel over 1000LY on a single tank.
Originally posted by FunkynutZ:
Using economical route plotting, many ships can travel over 1000LY on a single tank.
They just can't plot there. ;)
Katanshin Jun 22, 2021 @ 3:47am 
Make sure you untick 20ly AND 1ly options, then you'll jump at your max ability.
jamespfp (Banned) Jun 22, 2021 @ 5:08am 
The difference between Max Range (+ Fuel) versus Fuel Economy jumps is made even greater by using the Guardian FSD Booster. I did a series of tests with my Asp Explorer (and also the Asp Scout) to get an idea of how much it helped, and it's big enough to almost completely remove the need for a fuel scoop for trips in and around the Bubble.

My tests indicated that *if* the FSD has a max fuel limit of 5 tons (that's a class 5 FSD) then a jump at half that range costs *less* than half of that in fuel.

Here's my Asp X numbers:
Using a 5A FSD with G5 Max Range engineering + Mass Manager, it jumps a maximum of 47.8 ly, and assuming 32 tons of fuel + some cargo, that range will decrease by under 3 ly to 44.4 ly.

Using a class 3 FSD Booster: Max range 55.58 ly; + 36 tons of fuel and cargo, 52.18 ly
Using a class 4 FSD Booster: Max range 57.08 ly; + 36 tons fuel and cargo, 53.68 ly
Using a class 5 FSD Booster: Max range 58.33 ly; + 36 tons fuel and cargo, 54.93 ly

But here's the really interesting curve -- Fuel / Distance curve (and the Jump multiplier, ie. the number of times you can jump before needing to refuel)

1) No FSD Booster -- slightly less than 5 tons / 43.6 ly (x 6)
2) Class 3 FSD Booster -- less than 3.35 tons / 43.6 ly (x 9.5)
3) Class 4 FSD Booster -- less than 2.9 tons / 43.6 ly (x 11)
4) Class 5 FSD Booster -- less than 2.5 tons/ 43.6 ly (X 12)

^^ So Yeah. The fuel consumption curve is what is most directly affected when messing with the "Optimised Mass" values via engineering. The Asp Scout (with a class 4 FSD) gets a very similar response albeit not as dramatic as the Asp X: it gets 8 jumps with the class 3 FSD Booster (2 tons of fuel per jump), 9 with the class 4 (1.8 tons per jump), and 10 with the class 5 (less than 1.5 tons of fuel per jump).

Hope that helped!

[edit] I realized I missed a point for the end here. The way this changed my game play was subtle. Now, when I'm route plotting, I tend to use Max Range plotting *but* I disable the FSD Booster until after the route has been calculated, and *THEN* I turn the Booster on, which cuts the fuel consumption immediately without changing the distances. But as shown above, jumps at or near Max Range (No Booster) become economical jumps with the Booster enabled. The real trick to long distances as I see it is getting as far as possible without Max Fuel jumps.
Last edited by jamespfp; Jun 22, 2021 @ 5:15am
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Date Posted: Jun 21, 2021 @ 12:59pm
Posts: 8