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-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)
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.
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.