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Spend a few hours collecting everything over and over and over and over again, then go and visit the relevant materials trader. This is a really easy way of doing it, it's also the most tear inducing, ridiculously, tediously, boring pile of grindy ♥♥♥♥ that nobody should ever bother doing (I'm not joking, this ♥♥♥♥ is where the game gets its grindy reputation from, because people with no patience can't just play the game normally and get what they need in a week or two, they have to have it now...). My alt account spent a few hours doing laps at Davs Hope yesterday, my brains had started to dribble out of my ears by the time I stopped). Even cold beer didn't help.
More jump range = faster to travel long distances, easier ot reach certain systems in sparse areas of space, possible to reach some others that would otherwise be out of reach... So yeah it's definitely recommended.
Don't worry about the integrity. That's only going to matter if you're getting shot at (not something explorers generally have to worry about in deep space), melting your ship (don't fly into the star to scoop fuel, park at the edge instead), or boosting your jump range with Neutron stars (this is where you'll really need the AFMU, assuming you survive the jump). The integrity reduction from the mod, doesn't really do anything negative if you fly safe.
Also, you might want to look at the Deep Charge experimental instead of the Mass Manager (depends on the size of your ship, bigger ships tend to get better range with MM, while smaller ships are generally better with DC).
You can use the shipyard tool at https://edsy.org to test out various builds before you commit actual resources to them.
I forget the exact numbers, but I believe at a certain Mass and FSD class (this mostly concerns small ships I think) Deep Charge gets slightly more jump range, and for anything bigger then Mass Manager is better.
However, Deep Charge merely allows you to use more Fuel per jump, were as Mass Manager will effectively increase jump range per unit of fuel (though very slight), therefore making Mass Manager slightly more fuel efficient.
For this reason, I put Mass Manager on all FSD's.
Well, except the Beluga as it's massive Class 7 FSD tends to cook itself without Thermal Spread.
At https://inara.cz you can find all information about engineering, what materials you need and more.
If you don't like https://edsy.org you might want to have a look at https://coriolis.io for your ship build.
The large imperial ship with a Class 7 FSD does not have that issue unless you're running a heavily overloaded powerplant with horrible heat efficiency.
there are a couple of shipwrecks I always go to for raw mats in the crates:
the type 9 crash https://eddb.io/attraction/73525
the anacona crash https://eddb.io/attraction/73522
Jameson (for the encoded mats) https://eddb.io/attraction/73512
while you are at Inara site, link your account and setup E:D Market Connector or one of the other API tools, will track your materials and stuff on the site which makes it much easier to get the exact material counts you need for whatever you want to upgrade
and the Pre-engineered FSDv1 is also a must-have from your nearest human tech broker:
https://lars-bodin.dk/?page_id=3258
same here, I have not had the heat issue with the beluga although I do tend to do jump to supercruise from planetary stations rather than a hyperspace jump to avoid any overheating.
The Type 7 was the one that overheated for me, and had to put thermal spread on the FSD to prevent heat buildup. But maybe that was my D thrusters and G3 dirty drive tuning contributing to that too lol