Elite Dangerous

Elite Dangerous

Despod Dec 17, 2024 @ 11:01am
Experimental effect for new pre-engineered engines
So what experimental effect is better to put on new pre-engineered engines since both improvements from engineers are aimed at improving optimal mass? Is it more profitable to choose Deep Charge now or is Mass Manager still better?
Originally posted by Inscydeus:
Originally posted by Despod:
Originally posted by Mark Skarr:
you can't add additional engineering to it, but you can add an experimental effect. Increased Drive Range is an Engineering Effect.
Mass Manager is an Experimental Effect.
I know that I can only add an experimental effect, that's what I'm asking about. two improvements from engineers that have already been applied (pre-engineered) both affect optimal mass so this time it might make more sense to install deep charge
On my mk5, the difference between the two effects is less than one light year additional range per jump with deep charge or + 10ly total jump range per tank with mass manager. You can't really go wrong with either, but if you want to completely min/max your jump range, go for deep charge, just know that the difference is minimal and with increased fuel usage, you will spend more time scooping, so it kind of negates the extra range per jump (at least as far as just travelling from point a to point b as fast as possible goes).
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Showing 1-11 of 11 comments
Inscydeus Dec 17, 2024 @ 11:07am 
It depends on the size of the FSD, but mass manager is outright better on anything size 5 and above. I prefer to use mass manager even on smaller FSDs though because it reduces fuel consumption instead of increasing it and there is less than a light year difference in jump range
GeneXRT Dec 17, 2024 @ 11:10am 
Mass manager, but for size 2 or 3 - stripped down can be useful for very fast ships.
spam Dec 17, 2024 @ 12:22pm 
Text of pre-engineered SCO drives says "This module is pre-engineered and cannot be modified"

Is this incorrect? It's already got Mass Manager + Boot Time experimental effects, being able to add a third would be wild.
Mark Skarr Dec 17, 2024 @ 12:27pm 
you can't add additional engineering to it, but you can add an experimental effect. Increased Drive Range is an Engineering Effect.
Mass Manager is an Experimental Effect.
Despod Dec 17, 2024 @ 12:37pm 
Originally posted by Mark Skarr:
you can't add additional engineering to it, but you can add an experimental effect. Increased Drive Range is an Engineering Effect.
Mass Manager is an Experimental Effect.
I know that I can only add an experimental effect, that's what I'm asking about. two improvements from engineers that have already been applied (pre-engineered) both affect optimal mass so this time it might make more sense to install deep charge
Despod Dec 17, 2024 @ 12:40pm 
Originally posted by spam:
Text of pre-engineered SCO drives says "This module is pre-engineered and cannot be modified"

Is this incorrect? It's already got Mass Manager + Boot Time experimental effects, being able to add a third would be wild.
it has Faster boot sequence and Increased range but you can also add experimental effect
Jeebs Dec 17, 2024 @ 1:24pm 
Just keep in mind, the faster boot sequence refers to when your FSD loses power and boots up again. NOT the time it takes to charge for a jump. I mention it only because this came up a lot when the last double-engineered FSD came out.
spam Dec 17, 2024 @ 1:26pm 
Looks like the usual mass manager add-on unless there is a specialized requirement. BTW EDSY already has it up. https://forums.frontier.co.uk/threads/edsy-the-ship-outfitting-tool-formerly-known-as-e-d-shipyard-reimagined-redesigned-reborn.518673/page-19
The author of this thread has indicated that this post answers the original topic.
Inscydeus Dec 17, 2024 @ 1:27pm 
Originally posted by Despod:
Originally posted by Mark Skarr:
you can't add additional engineering to it, but you can add an experimental effect. Increased Drive Range is an Engineering Effect.
Mass Manager is an Experimental Effect.
I know that I can only add an experimental effect, that's what I'm asking about. two improvements from engineers that have already been applied (pre-engineered) both affect optimal mass so this time it might make more sense to install deep charge
On my mk5, the difference between the two effects is less than one light year additional range per jump with deep charge or + 10ly total jump range per tank with mass manager. You can't really go wrong with either, but if you want to completely min/max your jump range, go for deep charge, just know that the difference is minimal and with increased fuel usage, you will spend more time scooping, so it kind of negates the extra range per jump (at least as far as just travelling from point a to point b as fast as possible goes).
Jeebs Dec 17, 2024 @ 1:39pm 
Deep charge is generally more useful on smaller ships, because mass is less of a factor. That being said, the difference is negligible and some people prefer to use mass manager anyways because you'll burn through your fuel faster. Not a trivial matter if we're talking about the smallest ships.

This morning I saw someone talking about putting the new FSD in their Sidewinder, and with the deep charge effect they burn through more than half their fuel tank every jump. So that extra half a Ly isn't really that useful if you have to stop and refuel every jump.
Despod Dec 18, 2024 @ 1:06am 
Originally posted by Inscydeus:
Originally posted by Despod:
I know that I can only add an experimental effect, that's what I'm asking about. two improvements from engineers that have already been applied (pre-engineered) both affect optimal mass so this time it might make more sense to install deep charge
On my mk5, the difference between the two effects is less than one light year additional range per jump with deep charge or + 10ly total jump range per tank with mass manager. You can't really go wrong with either, but if you want to completely min/max your jump range, go for deep charge, just know that the difference is minimal and with increased fuel usage, you will spend more time scooping, so it kind of negates the extra range per jump (at least as far as just travelling from point a to point b as fast as possible goes).


Originally posted by Jeebs:
Deep charge is generally more useful on smaller ships, because mass is less of a factor. That being said, the difference is negligible and some people prefer to use mass manager anyways because you'll burn through your fuel faster. Not a trivial matter if we're talking about the smallest ships.

This morning I saw someone talking about putting the new FSD in their Sidewinder, and with the deep charge effect they burn through more than half their fuel tank every jump. So that extra half a Ly isn't really that useful if you have to stop and refuel every jump.

Thank you, your advice was very useful to me:steamthumbsup:
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Date Posted: Dec 17, 2024 @ 11:01am
Posts: 11