Engineers FSD increased range question.

I managed to get a level 5 FSD increased range from the engineers up to 19 lys on my FDL.
I then stupidly applied a crappy level 1 faster boot sequence which dropped it back down to 13 lys. Can I get rid of the crappy level 1 boot sequence or do I lose the lot?
 
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Unfortunately, you overwrote the increased range mod when you applied the faster boot mod. There's no going back now :(
 
Seems like a good place to ask....

When upgrading with an engineer .. is the level of increase based off of the 'Base' values of the module or the 'Current' value (i.e already modded)?
 
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Everything I read about the engineers sounds like a total disaster.

I'd say having a G5 mod on and still going to roll a new mod, followed by applying it, goes beyond FD's control.

Engineers ARE a disaster, but not for what you're thinking about. Go visit a couple with some low level mats, get a few G1 upgrades, enjoy your better ship.

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Seems like a good place to ask....

When upgrading with an engineer .. is the level of increase based off of the 'Base' values of the module or the 'Current' value (i.e already modded)?

Base values.

You can't keep modding a module to get higher and higher results.

However, the RNG display bars mid roll will adjust so that you see how the roll shapes up to your existing mod rather than compared to the "vanilla" module.
 
Base values.

You can't keep modding a module to get higher and higher results.

However, the RNG display bars mid roll will adjust so that you see how the roll shapes up to your existing mod rather than compared to the "vanilla" module.

Don't quite understand this .. I was pretty sure that the upgraded modules were based off the base values of the component, as when I was rolling some throwaway level 1 mods for my FSD (Which I have level 3) they looked to be improving which, I thought, was clearly not the case.
 
Don't quite understand this .. I was pretty sure that the upgraded modules were based off the base values of the component, as when I was rolling some throwaway level 1 mods for my FSD (Which I have level 3) they looked to be improving which, I thought, was clearly not the case.

It's visual and has nothing to do with the actual effects.

When you go to roll, you have visual bars that show you how good your roll is for each stat.

On an unmodded module, the line in the middle shows its vanilla stats. The "base" stats of the module. If the marker is to the right of that line, the stat improved. If it lands on the left, it got worse.

On a modded module, the middle line is moved to what your current modded stat is for each area. Anything to the right of the center line is better than your current modification.

But it's just visual, so you know if each roll was better or worse than the current mod. The roll itself will be an entirely new one as if you'd removed the mod before rolling.
 
It's visual and has nothing to do with the actual effects.

When you go to roll, you have visual bars that show you how good your roll is for each stat.

On an unmodded module, the line in the middle shows its vanilla stats. The "base" stats of the module. If the marker is to the right of that line, the stat improved. If it lands on the left, it got worse.

On a modded module, the middle line is moved to what your current modded stat is for each area. Anything to the right of the center line is better than your current modification.

But it's just visual, so you know if each roll was better or worse than the current mod. The roll itself will be an entirely new one as if you'd removed the mod before rolling.

ok i'll check that out in game ... i might be back with more questions :)

edit .. Ok here is a pic of a level 1 FSD range increase mod over a level 3 one .. where does it say where it is better/worse than my level 3 mod ?
14976756_599174076940931_606880898977475802_o.jpg


sorry if i am being stupid here
 
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The most important stat you want to improve on an FSD range 'enhancement' is that "Optimised Mass'. The example above it has got 12% worse. Mass would also play a part but to a much lower extent.
 
To put it simply - modifications do not stack. You can have only one per module and it overwrites previous one including any additional effects you rolled (including experimental effects for weapons). Modification level defines the percentage range the roll can operate in (though it clearly is "rigged" as in if you get one good stat, the other is bound to worsen, but that's beside the point). So lets say you have a G1 mod which modifies stat X in a range of 1-5% and you rolled 4% for the first time. The next time you preview the roll (trying to reroll the same mod) you will see the 4% in the middle, 1% on the left (as the "worse" part) and 5% to the right (as the "better" part), indicating you can gain only 1% more of that stat. So while it displays the current values, as mentioned previously the roll is added to the base stat as any existing modification is replaced by the one currently being applied.
 
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edit .. Ok here is a pic of a level 1 FSD range increase mod over a level 3 one .. where does it say where it is better/worse than my level 3 mod ?
https://scontent-lhr3-1.xx.fbcdn.net/t31.0-8/14976756_599174076940931_606880898977475802_o.jpg
The blue indicates an improvement, in your example the mass, integrity, power draw, and thermal load are all improving. But they aren't improving in the main feature that you want from a FSD, which is mostly optimised mass.
 
It is definitely not evident what the result will be. I've learned what attributes contribute to my overall goal when doing upgrades, but while I never made a major mistake while upgrading, I can't understand why it's not possible to show the value of, in this example, the resulting jump range. I mean, if you're doing weapons upgrades, you get shown DPS with a grading bar. Why can't we get shown jump range with a grading bar when doing a FSD upgrade? It would be so easy...
 
I believe the thinking is that the actual jump range will vary according to how the ship is set up ie tanked ready for combat or lightness for explorer. With mod storage now the stats are more related to the module than the ship. Frinstance my 48% level 5 FSD will either sit in my explo asp, my fighting asp or my python. My level 6 will be in my annie or my corvette. All i need to know is that it is 48% over and above what it was before. You can of course do the mod and check out the actual current range from the right hand panel. Hope that makes sense?
 
ok i'll check that out in game ... i might be back with more questions :)

edit .. Ok here is a pic of a level 1 FSD range increase mod over a level 3 one .. where does it say where it is better/worse than my level 3 mod ?
https://scontent-lhr3-1.xx.fbcdn.net/t31.0-8/14976756_599174076940931_606880898977475802_o.jpg

sorry if i am being stupid here

A level 1 mod will be more efficient / less "costly" over a level 3 mod. That's why you see the rolls for mass, integrity and power draw are skewed well over to the blue side. It is going to be lighter, takes less power. But the optimal mass it will frameshift will be poorer, hence the roll will give you results that are going to be worse than what the level 3 has produced for you. Make sense?
 
Here's a 6 minute tutorial on how the engineer screens work, and how to understand what you're seeing.

[video=youtube;sXZLgaG72mM]https://www.youtube.com/watch?v=sXZLgaG72mM[/video]
 
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