Optimized AspX jump range: 47/51 ly

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uvelius
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Optimized AspX jump range: 47/51 ly

Postby uvelius » Thu Aug 18, 2016 6:07 pm

Okay ... I got a grade 5 FSD upgrade and it said optimum jump range would be 51 ly. That should be quite good should it?
Yet I get 46 ly.
This is my build ... any suggestions how to get more out of it without sacrificing the Vehicle Hangar or the fuel limpet controller?
https://coriolis.io/outfit/asp/0patiFfl ... emioptimal
Last edited by uvelius on Sat Aug 20, 2016 6:26 pm, edited 1 time in total.

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Re: Optimizes AspX jump range

Postby Golem » Thu Aug 18, 2016 6:18 pm

I sugges for an explorer only to get rid off:

-Fuel Limpet controller
-Limpets


-4A Schield (take a 3D instead)
-Wake Scanner
-4D Power Plant (3A should work fine, maybe the 2A)
-2t Fuel Tank
and maybe switch from the 4D Power Distributer to a 3A
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Re: Optimizes AspX jump range

Postby AJH » Thu Aug 18, 2016 6:31 pm

Any cargo you have, including limpets is going to reduce your jump range. The calculated jump range in game assumes that you have no cargo at all. You can increase this by reducing how much fuel you are carrying (pretty sure in game estimate is with a full tank of gas, but I may be wrong on that as I don't use the in-game measure much). I recommend partially full tanks rather than downsizing tanks so that you have the option to fill further if you need it. The weight of your cargo has a substantial impact on jump range on ships with larger cargo capacities.

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Re: Optimizes AspX jump range

Postby TorTorden » Thu Aug 18, 2016 7:10 pm

This kind that 51 is a very ideal jump range as in absolutely nothing on the ship that weighs anything so not realistic.

Anything much more 46lyrics I haven't seen on an asp.
Personally I ditched the day rating for mine and am out with all a grade equipment and a full compliment of mc's.
I get just under 43ly range with that (my old stripped to the bone aspx used to get 34.5) so I'm not complaining.
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Re: Optimizes AspX jump range

Postby uvelius » Fri Aug 19, 2016 10:27 am

Excellent. I ditched the shields for D-graded ones and will look at the PD as well. the Limpets or fuel I cannot ditch since I am a Fuel Rat and there's no Rat without limpets ... or fuel :)
Already at 47 ly currently.

Thanks for the suggestions!

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Re: Optimizes AspX jump range

Postby uvelius » Sat Aug 20, 2016 5:16 pm

Wow. Just got over 51 ly jump range on a 19% fuel tank and near-out of limpets. Cute!
Optimized build (FSD 5 upgrade): https://coriolis.io/outfit/asp/0p5tiFfl ... 0RatRunner
BTW, 38% fuel tank (+20%) reduces the range to 50,67 ly. Each limpet costs 0.14 ly range. And full tank (standard plus class 2 Spare Tyre of 4 units fuel) reduces the range to 47.33 ly.
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Re: Optimized AspX jump range: 47/51 ly

Postby JohnLuke » Sat Aug 20, 2016 8:02 pm

Fantastic Engineer roll on the FSD, uvelius! :D
-JL

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Re: Optimized AspX jump range: 47/51 ly

Postby Skipp » Sun Aug 21, 2016 9:09 am

I'm missing that rare drop for a G5 upgrade, but this fit + grade 4 gave me 43ly jumprange. Soo... that's not too shabby
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Re: Optimized AspX jump range: 47/51 ly

Postby uvelius » Mon Aug 22, 2016 6:28 am

JohnLuke wrote:Fantastic Engineer roll on the FSD, uvelius! :D


Thanks! Actually, I first installed a lower one which allowed more fuel consumption, after about 6 rolls. After a while, I had enough resources to try my luck six times again, checking after every roll. Voilá! Got lucky.
Even so, I guess there's much room above still. Watching the blue bar for Mass an Optimized Mass (which one is more powerful, anyone?), the sliders were mostly still in the first half.
I assume my high values really are mostly due to the "Run Run Run" layout of the ship, with only a smaller influence of the ENGineer roll (but a BIG impact of applying the Grade 5 itself, as a base bonus).

I would love to know the more exact details how the blue bars influence the real jump range. Anyone?


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