Engineer Mods Question

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Hossyman
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Engineer Mods Question

Postby Hossyman » Wed Feb 08, 2017 1:26 pm

I am missing something when I visit the Engineers, so I have a question. When I want to increase my FSD jump range, where do I see the comparison between old and new. I see all kinds of numbers flashing and changing, but nothing that says you were at 32.5 and you are now at 35.2. Where can I see exactly where I am without accepting it and hoping for the best when I check my jump range from the ship or map?

Thanks

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Relix Typhon
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Re: Engineer Mods Question

Postby Relix Typhon » Wed Feb 08, 2017 1:48 pm

You can't, unfortunately; it's a pain in the ass. IIRC as long as optimised mass is in the blue, you get better range.

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Re: Engineer Mods Question

Postby Judson » Wed Feb 08, 2017 1:58 pm

Better optimised mass will give u better jump range. You can see it on right panel functions tab.
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Re: Engineer Mods Question

Postby TorTorden » Wed Feb 08, 2017 5:06 pm

Judson wrote:Better optimised mass will give u better jump range. You can see it on right panel functions tab.


Lightweight does affect manoeuvrability as well.
Last week, Al made a comment about how his corvette performed better when he barely had any fuel on board.

So for laughs I downgraded the 32 ton tank to a 2 ton tank.
And it actually did make a difference a really tiny one.

Pitch/roll/yaw went from
36.32/97.29/10.38
To
36.43/97.59/10.41
Sure, I gad to go back and refuel before I had expunged 40 cannon shells...

Next time Al came on he also let it slip he had an extra 128t tank installed..

Yes, he apparently uses one of the class 7 slots for fuel.

But yes, anything you can lightweight will impact jump range, manoeuvrability, as well as top speed.
Although often to an infinitesimal degree.

Also more on topic, if you open the right hand menu, the function tab display current jump range.

But this only get updated when you apply a mod.
So best option is the hardest, to remember your old numbers and see how the new compare.

Maybe take a screenshot and alt tab between it and the new numbers.
But for fsd in general only number to really matter is optimal mass multiplier.
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Re: Engineer Mods Question

Postby Xebeth » Wed Feb 08, 2017 6:19 pm

On the FSD don't be fooled into thinking that a big reduction in module mass has an effect on jump range. I rolled a good optimised mass roll which I applied, made a second role and the optimised mass was marginally worse (only a tiny amount) but the module mass was significantly better, but when I applied it my jump range still went down, ok only by a few tenths of a ly, but still...
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Re: Engineer Mods Question

Postby *Al* » Wed Feb 08, 2017 6:26 pm

TorTorden wrote:
Judson wrote:Better optimised mass will give u better jump range. You can see it on right panel functions tab.



Next time Al came on he also let it slip he had an extra 128t tank installed..

Yes, he apparently uses one of the class 7 slots for fuel.




I do try to only use 28t of fuel in that tank, the extra space is taken with high denomination credit sticks.
(Hell, you would trust the banks!)
A couple of other slots are also converted into vaults....


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