Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In that ship you do your jumps to your destination. There you go to a local shipyard and order your current combat ship to be shipped there. It will cost you some credits, and it wouldn't be that faster, but it will seriously cut on the number of your jumps.
Another option is to make your combat ship lighter by replacing with D-grade or removing modules, assuming that you can buy those modules back at your destination. A lighter ship will jump better.
14ly jump is pretty weak but a 200ly journey will still take at least 15 jumps instead of 40. Felicity Farside Engineer will tune your engines for you but you have to travel to locate the item she wants before you get access. Don't bother unless your Jump Engines are A Class but that is just a matter of locating a High Tech system to get them. A pity that EDDB shut down, it was really easy with that but there are other search tools out there.
Cheers
Drewpan
I usually do long range trips at the end of my play session.
The cheapest ship for that is the Hauler.
With a 3A frameshift drive and a 3D Fuel Scoop it's possible to travel very fast very far.
Ship price also matters if you have to call your taxi to a new starport, and the Hauler is very cheap.
Or maybe engineers can upgrade your fsp modules.
If another ship is on the table, the Dolphin is worth considering. It won't give you superior firepower, it will give you a very cool-running ship which can out jump, out fly and likely ram-kill anything which can get close enough to hassle it.
As for getting a combat ship to jump further: FSD engineering + a Guardian FSD booster, and also Fuel Synthesis/"Injection" using a combination of the Raw Materials to increase the jump range. With all the above, it's possible to get closer to 40 LY per jump with a Vulture or a Clipper, but there's no quick way to tell the Nav Computer to do fuel synthesis after each jump for the Max Possible range.
Guardian FSD Boosters need Unlocking, as well, which takes time (and a trip of between 750-1000 Ly to a suitable system to retrieve the necessary materials).