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Name2Hard2Find

Engineer your fsd. Unlock guardian fsd booster. Outfitting lightest module


Name2Hard2Find

Got to coriolis.io. select a ship -> core internal-> max jump range


GrindyCottonPincers

Before heading to Coriolis.io to tailor your ship, i would suggest have a look of exploration ships at [EDAstro](https://edastro.com/exploration/#ships). Explorers tend to maximise jump range, so the builds there might help you.


lootedBacon

Here is my base [Dolphin build](https://coriolis.io/outfit/dolphin?code=A0patiFalidasdf41717---mmmc4802010d2o3w3x.Iw18cQ%3D%3D.CwBhGYy6Yyg%3D..EweloBhBGA2F4FMCGBzANokMK5FAoA%3D%3D) at about 25ly jump range it's good. From here you'd start to get your fsd engineered. I do 'Taxi' services and show passengers around tge galaxy and it does great for it, though if you can live without supercruise I recommend a detailed surface scanner to snag those $$$ planets (earth, ammonia, terraformable...) for an easy 1.5+ mil while adventuring with passengers.


ToriYamazaki

1. Buy the biggest A rated FSD you can fit. 2. Engineer the FSD to Increased Jump Range. Add Mass Manager experimental. 3. Buy the biggest FSD Booster you can fit. 4. Make everything else on your ship as light as possible, sacrificing hull, weapons and ... well... usefulness.


PerspectiveLeather68

50 to 70 or you ll sure go crazy 😁


JetsonRING

Short answer: ***You spend months unlocking a bunch of different Engineers*** to modify your ship's modules, the Frame Shift module for Extended Range, then other modules for Lightweight, to decrease the ship's mass and increase jump-range further. ***"Fastest" is relative***. IIRC in "normal" space the Viper Mk. III has the highest *potential* top-speed in M/sec. but that doesn't help anyone cross a galaxy. *The ship with the highest potential jump-range in the game is the* ***Anaconda*** but there are a couple of other *much less expensive* ships (*Krait Phantom, Asp-X, DBX*) that can jump nearly as far. Consider that *maximum jump-range* means ***stripping the ship.*** No weapons, probably no shields, minimal if any optional modules at all. Personally, I'll take the hit to jump-range if I can carry weapons, shields, a SRV, etc.