Jump range: Difference between revisions

Wrote page about jump range
 
Updated numbers using EDSY's NAV panel "max" value; 3rd column being all D rated except A rated SCO FSD; 4th column being engineered for max range and using pre-engi SCO FSD; 5th column being 4th column number x4
 
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Jump range is a ship statistic that determines which stars are close enough for the ship to get to through hyper space. If a star is 19ly (light year) away from the ship, and the ship's jump range is lower than 19ly, the ship will not be able to directly jump there.
[[File:Asp-Explorer-Jump-Range.png|thumb|300px|Jump range of the Asp Exporer]]
'''Jump range''' is a [[ship]] statistic that displays the maximum length of a [[Hyperspace]] jump. If the distance to a [[Star system|system]] is greater than the ship's jump range, then the ship is not able to jump there. A pilot can check their ship's current jump range in the Ship tab of the Internal Panel of the [[HUD]].


The jump range is determined by two factors: the mass of the ship and the FSD drive. This means the jump range can be increased by installing better FSD drives, using lightweight modules, and carrying as little cargo as possible.
== Factors ==
Jump range is primarily determined by the total mass of the ship and the installed [[Frame Shift Drive]] (FSD), which can be increased by the following means:
 
* [[Frame Shift Drive (SCO)]]
* Installing a higher class and/or higher grade FSD
* Installing lower-mass versions of other [[Outfitting|ship modules]]
* Installing a [[Guardian Frame Shift Drive Booster]]
* [[Engineers|Engineering]] an FSD for increased jump range, and other modules for reduced mass
* Carrying less or no cargo
* Carrying less fuel (increasing the frequency of refuelling at stations or fuel scooping)
* [[Synthesis#FSD Injection|FSD Injections]]
* [[FSD Supercharging]]
 
Ships with lower mass will achieve higher jump ranges with less effort, while ships with higher mass will require more effort just to achieve average jump ranges.
 
== Jump range comparison ==
Notable documented jump ranges for certain ships are listed below, including some non-pilotable vessels. The [[Mandalay]] can achieve a theoretical jump range of at least 99.38 ly assuming it carries only the fuel necessary for a single jump, which represents the current ceiling for jump range potential among conventional ships without FSD injection or overcharging; larger vessels, such as [[Fleet Carrier]]s, [[Megaship]]s, and [[Starport]]s, have proportionally higher jump ranges.


Some ships have better jump range than other ships, with the value being:
{| class="article-table"
{| class="article-table"
!ship name
! rowspan="2"|Vessel
!jump range (not upgraded)
! colspan="4"|<center>Jump Range</center>
!jump range (fully upgraded)
|-
!ship cost (not upgraded)
!Default
!With optimal module selection
!With [[Engineers|Engineered modules]] & [[Guardian Frame Shift Drive Booster|Guardian FSD Booster]]
!With [[FSD Supercharging]]
|-
|[[Sidewinder MkI|Sidewinder Mk I]]
|8.15 ly
|27.41 ly
|~52 ly
|~208 ly
|-
|[[Asp Explorer]]
|14.10 ly
|32.01 ly
|~80 ly
|~320 ly
|-
|[[Diamondback Explorer]]
|17.03 ly
|46.00 ly
|~83 ly
|~332 ly
|-
|[[Krait Phantom]]
|9.78 ly
|42.27 ly
|~87 ly
|~348 ly
|-
|[[Anaconda]]
|9.66 ly
|45.19 ly
|~98 ly
|~392 ly
|-
|[[Mandalay]]
|33.38 ly
|49.71 ly
|~99 ly
|~396 ly
|-
|-
|Anaconda
|[[Drake-Class Carrier]]
|9.41ly
|500 ly (max)
|41.45 ly
|N/A
|146,969,451 Credits
|N/A
|N/A
|-
|-
|Asp Explorer
|[[The Gnosis]]
|13.12 ly
|500 ly (max)
|38.19 ly
|N/A
|6,661,153 Credits
|N/A
|N/A
|-
|-
|
|[[Dredger]]
|
|~500 ly (max)
|
|N/A
|
|N/A
|N/A
|-
|[[Survey Vessel|Freedom Class Survey Vessel CTC-023]]
|7,928 ly ([[Rohini]] - [[Gandharvi]] jump)
|N/A
|N/A
|N/A
|-
|[[Jaques Station]]
|21,890 ly (Gliese 1269 - [[Colonia]] jump)
|N/A
|N/A
|N/A
|}
|}
==Videos==
<gallery>
File:Elite- Dangerous - New record longest hyperspace jump
</gallery>
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[[ru:Дальность перехода]]
[[Category:Gameplay]]
[[Category:Guides]]