Strictly speaking 2 jumps is fine. This is what tankers are for. Everyone we might currently want to shoot is one jump away.
Options will really open up once we have two logistics ships and can Black Buck it, having one stick with the fleet heading out and the other one head back to get fuel for the return trip.
Whether an interstellar enemy can track your jumps and follow you back or hit your tankers is another matter.
@Pyrelight thanks for the drop tank info-that's making me more sure that it's the right choice for the Lancer to have that J4 ability. In IRL, drop tanks on aircraft are for the flight out, and internals for the trip home, so it makes sense that a Lancer escorting DSSs or Scouts would jump two out, then purge the tanks and jump two back.
Just to clarify because it's a bit weird:
The tanks are used one at a time and dropped when you jump, and each tank has to have the extra fuel to carry the tanks for future jumps.
The math I've come up with is:
A 1000t J2 ship has 800t of usable displacement and 200t of fuel.
Each jump is 100t since displacement doesn't change, it's a unitary hull.
One droptank is 1000t + 100t tank, 100t/jump, 300t total.
That presumes the tank is discarded on jump. If it's kept instead, the ship has to use 110t of fuel to squeeze the jump field wider. Which means it still only has two jumps of range since it will then come up 30t short for the third.
The second droptank is 1100 + 110, 410t fuel. If it's kept on jump, the ship now needs 121 fuel/jump and has three jumps of effective range.
So it's J4, if it ditches tanks as it goes. Otherwise J3.
Or it can travel together with a fleet tender and top up before doing a 2 out, 2 back lunge. With one tank being left behind in thst first hex as it goes, to be refilled and refitted. Admittedly a wrong-size tank.
But a true J4 with equivalent non-fuel displacement would be 1333t. Idk how the actual payload goes. I think that ship would also have 3 more weapons.
and so on. I think for the third tank it still has 3 jumps but might be able to round to 4 if it pours in some reactor fuel.
So all in all it depends on whether you're willing to have less maximum range after the mission or expect to have a fuel ship. And having done that range-4 lunge, it can't do another one until it gets a replacement for the missing fuel tank or the fuel tanker moves to catch up on the way back. So it's good for quick response, but has issues with turnaround. (I think they have to return to a proper spaceport to get tanks refitted? That might have been houseruled too)
So you're carrying the fuel tanks on the outside, but if you don't dump them like a staging rocket they change how much fuel you need per jump and you need another source to make up the difference, if that makes sense?
Also also I think the "real" mass of droptanks includes "dry" mass which I have no clue about. So don't use these calcs for a long range far trader expedition across a rift.
It's entirely possible this is incoherent nonsense, my sleep schedule is especially shit lately.
Had math a bit wrong before, was dividing by .9. About the same for practical purposes.
Some other potential uses:
- attach drop tanks to a cargo ship to boost range, use bladders in some internal cargo space to make the numbers work
- jump 0 space station using external tanks and fuel tenders to be jumped out to another system
Edit: so in the context of a Lancer escorting DSSes, it can keep up with them, but once the mission is done it has to go home. It can't just top up at an outpost and head out for another run, the way they can.
But if you only bring the Lancer along when you suspect trouble it's fine. Or if you don't use the whole four hexes of maximum range and have a tanker meet you on the return.