So shield strength is ALWAYS set by the BASE value (I.e. original shop bought) of your hull mass..? Hmmm will probe further. When I get to apply the mods I'll let you guys on the forum know. Although will need to compare with an unmodded a-rated Python.
Thanks for your reply, for me it's worth applying the mod just for better turn rates!
It's probably drawing a value based on other ship stats. It's "zero" when no shield generator is fitted, which means it's unlikely that there is a base shield stat; there could be, but this would have to be ignored by the engine when no module is installed; which is possible.
I sort of wonder if developers one day woke up and thought "i hear you like modifiers, so i modified the modifiers on your mods" was hilarious. And went with it. I don't actually blame them. It
is hilarious.
This is why the same shield on one ship, can have different values compare to another; presumably either there's a base stat that becomes active when there is generator fitted, or it's a number aggregated from other ship states. Hull mass alone isn't a driver otherwise the shield capacity would change when carrying cargo, and anaconda versus FAS would make NO sense because FAS is only just lighter.
We already know that the mass values for a shield generator, beyond maximum, mean absolutely nothing. Shields are not "thinner" with a smaller shield generator fitted; it's just a flat amount of MJ; larger gen means larger Mj value (and because of the flat charge time, slower regen).
As an aside; when you have shield mods available, consider using boosters with a bi-weave; modified boosters make up for the loss of strength, but the regen speed of a bi-weave REALLY comes into it's own as it often saves RTLS to speed up shield regen.
