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Fordítási probléma jelentése
More mass means less range (and less speed and maneuverability, if I'm not mistaken).
Hull, modules, cargo, and even fuel all have mass. You'll probably be able to jump further away on an empty hold, or on a half-full tank.
You'll need to look for a better frameshift drive (take a look at your shield generator, too, they are optimized for a certain maximum mass).
And of course before upgrading that you'll want to look at your power consumption and make sure your power plant can handle it...
I was considering changing out my shield generator, but it doesn't seem to correlate with a maximum limit to usage of fuel per jump.
Don't think it has anything to do with jump range ; I think he's pointing out as an aside that as your ship has a mass increase, the current shield generator might not be able to cover the extra amount of mass. Thus the interest in getting a different generator for shields.
No, the issue with the shield is that if your ship's mass is beyond the shield generator's optimal mass... shields will perform worse.
What fuel mainly affects, though, is jump range (and possibly speed and maneuverability). Of course, though, the effect will depend on how much mass your tank has compared to the rest of the ship.
www.edshipyard.com can be a good tool to check this kind of things and preview ship builds. :)
Your Frame Shift Drive most determines your maximum jump distance. If you look at the bottom right "window" (see image above for example), this will affect your Laden and Unladen jump distance. Unladen means without cargo and laden means with. After that, your ship's weigh goes into account. So if you get Military Grade Composite armor or something similarly heavy, it will affect your travel distance somewhat. It's a bit more dramatic with fighters I've noticed. With modules like shields, powerplant, and thrusters, the D grade item will be the lightest while the B will be heaviest. C and A will be in between.
If you want the A4, you should be able to find it at LTT 7548 (a high tech system) if you're nearby Kremainn or the starting areas still.
Check this website for reference. It's a mock Outfitting that helps you plan ship upgrades.
http://www.edshipyard.com/
I've had this exact problem, i am 'supposed' to be able to jump 10.75ly thats what it says when i'm equiping my ship. I have an 8t fuel unit and i'm fully fueled. However it won't let me use more than 2t of fuel per jump, which sometimes means it refuses to jump 10.75ly even though it should be possible.
I've looked and some of the really top end FSD drives can use 2.5t of fuel per jump but they are way out of my price range.
So I'm looking for ways to use less fuel per jump, i presume cutting down weight will help, but that will also put the max jump range up, and so the problem might still exist just at a longer distance.
I have a fully kitted exploration Adder I built with this cash (incl Advanced Disco scanner) and a "garage project" Cobra, and I really only have a couple of hours to play a week. I'm sure I'll hit a wall when I try to kit out an Asp but, like I was saying. You can do it.
Also... there's a little slider you can adjust near the bottom of the navigation menu. I'm not sure how it works, but that is apparently what it's there for.