Can't add experimental to the pre-engineered 5A FSD

so the pre- engineered FSDs are in the end exactly the same as normal fully engineered ones?
or do they differ in stats?
this confuses me quite a time
 
so the pre- engineered FSDs are in the end exactly the same as normal fully engineered ones?
or do they differ in stats?
this confuses me quite a time
They differ:
G5 on both Increased Range and Reboot (so 2 second reboot with a little additionl range added)

Adding an experimental can get even more range etc.
 
It is so cool that it makes Zaphod Beeblebrox look flustered...
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The votable Issue Tracker, Not a duplicate: https://issues.frontierstore.net/issue-detail/63452

These FSD's have flip flopped between having experimental and not having them. It was decided a while ago that they would keep the experimental effects as they have fixed it in the past. Much like the Caustic Sinks Ammo engineering. Personally I would be more hesitant to spend the mats (like I sadly just did for 2 of them to find out it wasn't working anymore) if I wasn't able to add the experimental, especially for combat ships that can fit a size 5.
 
I just voted on this as well with my third account. The other two still have the experimental on their pre-engineered FSD's, so it's obviously a bug. If it hasn't been fixed by the time they each get their second pre-engineered FSD, I'll vote with them as well.
 
The votable Issue Tracker, Not a duplicate: https://issues.frontierstore.net/issue-detail/63452

These FSD's have flip flopped between having experimental and not having them. It was decided a while ago that they would keep the experimental effects as they have fixed it in the past. Much like the Caustic Sinks Ammo engineering. Personally I would be more hesitant to spend the mats (like I sadly just did for 2 of them to find out it wasn't working anymore) if I wasn't able to add the experimental, especially for combat ships that can fit a size 5.
Thanks for posting link. I voted it up.
 
The votable Issue Tracker, Not a duplicate: https://issues.frontierstore.net/issue-detail/63452

These FSD's have flip flopped between having experimental and not having them. It was decided a while ago that they would keep the experimental effects as they have fixed it in the past. Much like the Caustic Sinks Ammo engineering. Personally I would be more hesitant to spend the mats (like I sadly just did for 2 of them to find out it wasn't working anymore) if I wasn't able to add the experimental, especially for combat ships that can fit a size 5.

I voted in this one, but I suspect it has a wrong game version (3.5.01 - Live), while the duplicate had the right one (Odyssey Update18 (PC 4.0)). I 'm afraid this is not going to be noticed (and fixed) this way.
 
I voted in this one, but I suspect it has a wrong game version (3.5.01 - Live), while the duplicate had the right one (Odyssey Update18 (PC 4.0)). I 'm afraid this is not going to be noticed (and fixed) this way.
It's Fdev themselves that mark it duplicate and close it isnt it?
 
It's Fdev themselves that mark it duplicate and close it isnt it?
Yes, but in this case they might have decided to keep it on the same longer standing issue to keep the older reports. Helps since the issue has more votes (and therefore, higher internal priority).

When an issue is fixed by an update or stays open too long, the tracker (or the devs themselves) straight out close it. If this was kept open, it was either oversight or them wanting to measure how many people care about it. The issue being from a later update isn't going to make them less prone to fix. On the contrary, it's a reoccurring issue (like the "finishing/discarding a mission sometimes discards another mission").
 
It's Fdev themselves that mark it duplicate and close it isnt it?
I honestly have no idea, could also just be someone moderating the bug reports with no access to the development pipeline.
However the report is progressing: I voted when the pyramid had only three segments, now it's all full. That's a good sign I guess.
 
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