A List of Less Obvious Engineer Modifications for Exploration Vessels

disclaimer: we have explored before engineers, and non of those modifications is necessary for exploration. I will also not talk about the time it might need to obtain the materials. it still holds true, what was true before engineers: you will visit the same number of systems in the same time in an Adder, as you will visit in a maxed out exploration Anaconda - the same goes for non-engineered vs. engineered exploration vessels.

beside the obvious FSD range increase modification, what are "explorer"-mods. here comes my list:

1. my favourite: Heavy Duty Armour on lightweight bulkheads

effect: up to 56% hull boost
downside: non. the negative effect is a multiplier on mass, mass of lightweight bulkheads is zero, zero multiplied with whatever is zero.

AFMU can repair almost everything, but it can't repair hull. who don't want to have more "hitpoints" on hull out in the black? also, the added resistance will mitigate hulldamage when landing slightly.

2. engine focussed powerdistributor. for safety or maxers

effect: up 31% more ENG capacity, and 14% ENG recharge.
downside: non for explorers.

want to have d-class powerdistributor, which acts like an a-class for your engines if you need to run, or you like to boost over a planets surface? this one is for you. with a very, very lucky roll you can even get an undersized d-class powerdistributor enabled to boost your ship - for exampel a 5D on an anaconda 8which normally needs a 5A to boost). be aware that powerdistributor drain by boost depends on shiptype!


3. clean drive tuning. for a better handling and less heat

effect: up to 14% better handling, and up to 50% less heat from your thrusters. "a possible secondary effect is a reduction in mass. I only had this once out of four mods though." (cmdr marx)
downside: more powerdraw (up to 25%)

want to have d-class thrusters with the handling of a-class thrusters? want to have more speed fo cruising over a planets surface? want to have less heat from one of the moduls which you can't turn off? clean-drive tuning is for you. just be aware, that the powerdraw will increase, too - do the math first, if you fly a powerstarved build.


4. enhanced, low power shields

effect: less mass, less powerdraw, and more strength
downside: less hullmass covered

most explorers will now opt for shields with planetary landings - now you can get rid of some mass, powerdraw (if turned on) and get more strenght. just be aware that optimal hullmass of a shield gets down with this modification. e.g. if you run a class 3 shield on your anaconda, you might end with less MJ.


5. heavy duty shieldbooster for d-class boosters

effect: up to 279% shieldstrenght
downside: up to 300% mass and 25% powerdraw.

who has done the math before 2.1., knows that it was worth it in terms of mass to fit d-class bosters instead of a higher shieldclass beyond 4D shields. engineers now adds to that claculation, because you can get more percentage shieldvalue from a single-d-class booster (best in terms of mass - protection realation), if you have a lucky roll.


6. lightweight weapons

effect: up to 90% mass reduction on weapons
downside: non for explorers

prefer to go exploring armed? like to have at least a small beam laser with you? the large multicannon on my DBE is less then 2T now...

added by Jackie Silver https://forums.frontier.co.uk/showt...ion-Vessels?p=4213176&viewfull=1#post4213176: "I'll suggest an appropriate modification for explorers to use against NPC interdictions: several lightweight class 1 missile mounts. Extreme, low-draw firepower."


did i miss anything? please share your findings!



___


added by cmdr marx: https://forums.frontier.co.uk/showt...tion-Vessels?p=4213081&viewfull=1#post4213081

7. overcharged power plants, so that you can replace your power plant with a smaller one
effect: gain power capacity, so that you can replace your power plant with a smaller (more lightweight) one.
downside: lose out on integrity and some heat efficiency.

Note that this is a case where a higher tier mod might not be better than a lower one: once the power demands are met, the extra power is of no use, but the downsides will still be higher. In any case, I've found that I can often save quite a lot of mass with these.

8. armoured powerplant
effect: more powerplant hitpoints
downside: mass increase

"if you don't mind the mass increase, and are heading out for a long time, an armoured power plant might also be a good idea. You can't repair those with AFM-s, after all."


added by @Nerwan
9. Low Emission Powerplant
effect: up to 31% better heatmanagement
downside: up to 18% less power and up to 10% more mass.

I actually went for efficient power plant on my Anaconda. The way I see it my 3A power plant is already incredibly light compared to the annoying 64T sensors I'm forced to carry. However, with efficient power plant and most of my stuff turned off I can fuel scoop with virtually no heat increase allowing me to start charging my FSD while I'm still in the fuel scoop zone (if done with care)..
 
Cool stuff. Let me add some more:
- for the clean drive tuning: a possible secondary effect is a reduction in mass. I only had this once out of four mods though.
- overcharged power plants, so that you can replace your power plant with a smaller one. You gain power capacity but lose out on integrity and some heat efficiency. Note that this is a case where a higher tier mod might not be better than a lower one: once the power demands are met, the extra power is of no use, but the downsides will still be higher. In any case, I've found that I can often save quite a lot of mass with these.
- if you don't mind the mass increase, and are heading out for a long time, an armoured power plant might also be a good idea. You can't repair those with AFM-s, after all.
 
Very nice, bookmarked this thread! +rep.

... I know its off-topic, but it would be awesome have similar thread based on upgrades 'most useful' against PvP builds (something in lines 'what should/must have trader/miner' playing in open).
 
Cool stuff. Let me add some more:
- for the clean drive tuning: a possible secondary effect is a reduction in mass. I only had this once out of four mods though.
- overcharged power plants, so that you can replace your power plant with a smaller one. You gain power capacity but lose out on integrity and some heat efficiency. Note that this is a case where a higher tier mod might not be better than a lower one: once the power demands are met, the extra power is of no use, but the downsides will still be higher. In any case, I've found that I can often save quite a lot of mass with these.
- if you don't mind the mass increase, and are heading out for a long time, an armoured power plant might also be a good idea. You can't repair those with AFM-s, after all.

great stuff :) ... i'll add it to the OP.
 
Very nice, bookmarked this thread! +rep.

... I know its off-topic, but it would be awesome have similar thread based on upgrades 'most useful' against PvP builds (something in lines 'what should/must have trader/miner' playing in open).

very offtopic in the exploration subforum, but i'm sure you'll get a lot of tips for such a thread, if you set it up in dangerous discussions... lot's of tips and lot's of ... "discussions". ;-)
 
@ Martind Forlon: that's not really off-topic in my opinion, as explorers can use some added defense against interdictions too. Reinforced shields mod is great for that, and since it adds no mass (it increased shield strength but decreases regen rate, broken regen rate and adds more power draw) it's useful for exploration too. You do have to give up the mass reduction from the Enhanced, low power shields though.
There are also Hull Reinforcement Package mods for even more protection, but both the HRP-s and the mods add considerable mass. They also take up internal slots, which isn't optimal for traders/miners either.
 
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@ Martind Forlon: that's not really off-topic in my opinion, as explorers can use some added defense against interdictions too.

I agree. I'm very interested in defence against PvP builds and more generally against interdictions.

On which note, I'll suggest an appropriate modification for explorers to use against NPC interdictions: several lightweight class 1 missile mounts. Extreme, low-draw firepower.
 
Ooh, good idea. I'd also suggest mine launchers: I have yet to try them in practice (but now I want to), but looking at the numbers they might be pretty powerful now. There's also that you don't need to turn towards your opponent to use them, like you do with every other weapon except turrets. So you can use them to discourage pursuit without having to turn around. I'm just not sure whether they'd be effective enough at this to be worth it - gonna have to try that out.
 
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Good post!!

One thing: do we know for sure that the increased hit points for hull and power plant actually have any benefit from crash or heat damage?

Afaik, both of those are straight up % calculations. Which is why military or reactive bulkheads don't reduce collision damage at all. These hit points are only taken into account when in combat. So lightweight armor is always better for natural situations. Same for modules/heat afaik.
 
Longer range scanners? Could be a useful mod that allows you to scan a world from a greater distance as the single biggest slow down in system scanning is getting stuck in the gravity well. I guess the offset would be more weight / power draw.
 
Good post!!

One thing: do we know for sure that the increased hit points for hull and power plant actually have any benefit from crash or heat damage?

Afaik, both of those are straight up % calculations. Which is why military or reactive bulkheads don't reduce collision damage at all. These hit points are only taken into account when in combat. So lightweight armor is always better for natural situations. Same for modules/heat afaik.

uh? reinforced bulkheads do reduce collision damage when crashing a station or on surface, why don't military bulkheads do that?

anyways, the bulkhead modification don't add weight, so at least if you are attacked upon return you have that extra safety.
 
Longer range scanners? Could be a useful mod that allows you to scan a world from a greater distance as the single biggest slow down in system scanning is getting stuck in the gravity well. I guess the offset would be more weight / power draw.

i was more looking into the existing modifications ;-)
 
Haven't only 15 of the 50 engineers been found so far?

15 of 30 metioned, probably more like 15 or 20 or 15 of 15... who knows :) ... but even those can make some interesting modifications! i'll happily add the others if they are found (and give something for exploration vessels).
 
I very much doubt that FD actually put more than the existing 15 engineers in the game atm. I'm sure they'll eventually be found, shortly after FD put them in, but right now? I very much doubt they're there. There are a few engineers who have that description that says "develop your relationship with this engineer to learn about another one", but when you max out your rep with them you still don't have any new engis in your engi list. I'm pretty sure these will come in a later patch.
 
Thanks OP, it was interesting read. So far I've upgraded only the FSD range on my Asp and wrote down clean drive tuning on 'to-do-sometimes' list, but will also think about hull upgrade and engine focus.
 

verminstar

Banned
Forgive the noob question, but I'm gonna assume the armored powerplant is an engineer modification? I've got lvl3 eng upgrades on my FSD and boosters but armored powerplant is one I haven't heard off before. Engineers?
 
Forgive the noob question, but I'm gonna assume the armored powerplant is an engineer modification? I've got lvl3 eng upgrades on my FSD and boosters but armored powerplant is one I haven't heard off before. Engineers?

Fraseer, Qwendt and Tani can do this modification; only tani up to L5.
 
Slightly OT... but a "less obvious side effect of a very obvious Engineers upgrade".

The FSD Improved range. Normally you'd use this for longer jumps, to get to hard-to-reach systems or just to travel distances with fewer jumps. But a nice side-effect of this is greatly improved fuel efficiency, if you're not maxing out on your jumps. If, like me, you occasionally get bored of having to do scooping runs too often, you can just keep a cargo rack equipped, add on some 'tonnage' to force the plotter to pick shorter hops, and you'll have to scoop far, far less often than if you hadn't upgraded the FSD.
 
uh? reinforced bulkheads do reduce collision damage when crashing a station or on surface, why don't military bulkheads do that?

anyways, the bulkhead modification don't add weight, so at least if you are attacked upon return you have that extra safety.

Did they change this? I've tested in controlled conditions by boosting into a station from a fixed range, and bulkheads type did not matter as of 2.0. Maybe they do in 2.1?
 
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