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Elite dangerous afmu
Elite dangerous afmu





elite dangerous afmu

Technically Mass Manager gives a little less performance than Deep Charge for FSD classes 2-4 (the difference is completely negligible on class 4), but Mass Manager is always more fuel-efficient. If you're building a ship with another-sized FSD, engineer that FSD for Increased Range, paired with the Mass Manager experimental effect. It's only available in 5A, but that covers most of the most popular exploration ships and combines two engineering effects that improve your jump range. The single biggest jump range upgrade available is getting the pre-engineered V1 5A FSD from a Human Tech Broker. We've jumped from 9 LY to 34 LY (+25 LY), enough to reach Beagle Point. Tack on an SRV hangar, a DSS, and a heat sink launcher to round out basic equipment. We also add in the biggest fuel scoop we can afford (here a 6A for $29M, but even a 6C for $2M is great). That's a 5A FSD, 3D distro, 3D shield, and a 2A plant. So, step 1 to fit a Phantom for jump range is to put in the biggest A-rated FSD, the smallest D-rated power distributor that still allows boost, the smallest D-rated shield that works, D-rated other modules, and the smallest A-rated power plant that runs the show. This pattern doesn't hold elsewhere, but it's relevant here. A downsized-A power plant always gives more power for less mass (as well as better thermals) than a upsized-D plant. For an explorer, two modules are must-have A-rated: the FSD (for jump range) and the power plant (for thermal performance and, unexpectedly, mass). A-rated modules, meanwhile, are the "best", or at least generally the most efficient mix of mass and capability. For exploration ships, only two grades of module really matter: A and D.







Elite dangerous afmu