Logbook entry

Teaching my Squad how to jump REALLY far

31 Aug 2023Nogitsunegari
I would like to preface this Logbook Entry in saying that it is entirely likely that they would have (or already) figured out how to do this on their own, but I talk a LOT and I min/max (I consider spreadsheets fun and even more fun when they include formulas).

Simplified max jump range formula:
Biggest/best FSD (ships with a Class 5 FSD could/should use the 5A Engineered FSD V1 from a Human Technology Broker).
Lightest weight/mass everything else (smallest Grade D Core Internals other than FSD, default weightless Hull/Armour, smallest Fuel Tank that holds enough fuel for the FSD max jump).
(if not using 5A Engineered FSD V1) Engineer FSD for Increased Range.
Engineer FSD with Mass Manager experimental effect (only the tiny ships should use Deep Charge instead).
Engineer everything else for even less weight/mass.
Thrusters and Power Plant should not be replaced with larger units unless they have to, remaining Grade D even still.
Guardian Hybrid Power Plant (if unlocked) can be used to balance having enough power and being the lightest available module.
Power Distributor should not be replaced with larger units unless you NEED the ability to BOOST, remaining Grade D even still.
Guardian Hybrid Power Distributor (if unlocked) can be used to balance having BOOST and being the lightest available module.
Guardian Frame Shift Drive Booster (if unlocked) should always be used and the largest (up to Class 5) possible.
Fuel Scoop is one of the Optional Internal modules that has no weight/mass and should ALWAYS be equipped, the SIZE of the scoop should not require adding weight to your Power Plant.
AFMS/Auto-Field Maintenance Unit(s) can be used (they weigh nothing) to mitigate the lack of a Shield Generator (these should be DISABLED until needed and should not be considered when determining the smallest Power Plant to use since they should be used only in scenarios where temporarily disabling almost all modules is just fine).
Shield Generator can be used instead of AFMS, but it will add weight/mass and power consumption and thus will reduce overall jump range; even if you trick Outfitting to let you put on a tiny Shield Generator that would technically not even be outside your hull, it will allow some forgiveness when bumping into things and offer some reduction of external thermal sources such as when Fuel Scooping.
Point Defence & Chaff & Heatsink Launchers can also be used to add survivability to Interdictions, but again they all have weight/mass and power consumption and thus will reduce overall jump range.
Cargo Racks can be used, but there is a caveat: even though they weigh nothing when empty, the Thrusters see them as full when determining what the smallest Thrusters could be used, so avoid having to replace your Thrusters for heavier Thrusters due to Cargo Racks in order to maintain the same max empty weight jumps.

I have an Anaconda that can achieve 83+ ly jumps when its Cargo Racks are empty and 57+ ly jumps when they are full.
This is including the weight of a tiny Shield Generator and previously mentioned defense Utility Mounts.
I have yet to unlock the final 4 Engineers in Colonia and have only recently unlocked Lori Jameson in Shinrarta Dehzra, so there is still some room for Grade 4 & 5 of Lightweight Engineering on my Life Support to improve my jump range (though I am expecting less than 1ly increase).
Due to the sheer size of this ship, its lightweight version of itself is still so massive compared to most modules that whenever I want to bring a 6G Planetary Vehicle Hangar (with 4 x Scorpion SRVs) with me for Guardian farming, it barely reduces my max jump range.
It is for this reason that the Anaconda is my go-to ship for long range non-combat missions and my Diamondback Explorer is used just for scouting.
Long before I could even afford an Anaconda and before I had enough Engineering unlocked to achieve the above formula, I was building a non-Engineered Hauler for jump range and getting 35ly jumps; then later I Engineered it to get 63ly jumps, in a 1.8 million credit ship (includes Detailed Surface Scanner).
I used the above formula for my cargo ships as well, and my Type 9 Heavy with 784t of Cargo Racks can make 25ly jumps when empty, which is technically faster than a Fleet Carrier (I have not Engineered it yet, only recently got it).
Do you like it?
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