Engineers After FSD upgrade, next?

Hi,

I'm new to engineering. I just upgraded FSD range to Gr. 5. Cool.

In your opinion, what's the most helpful next step for an explorer / trader type.

Thanks.

--JoeD
 
If you haven't got it yet, the Guardian FSD booster is handy! Adds ~10ly jump range. It's a bit of a hazzle to get the blueprint.

Also as an explorer you want to reduce weight. Your sensor pack can become significantly lighter.

Also dirty drives can facilitate smaller (lighter! ;)) thrusters.

Finally Coriolis can be a great help, when figuring out how to engineer what you want:

https://coriolis.io/outfit/adder

Select a module, and click on the wrench icon bottom right.

The engineers are unlocked mostly in a given sequence, and by using that, you get a good understanding of what can be done. In general engineer all you can, but be aware of heat, power etc. Again Coriolis is your freind :)
 
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FSD booster for sure.
Trading I'd be looking at dirty drives, possibly shield improvement.
Exploration, I'm not sure. Maybe light-weighting some stuff.
 
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If your looking for explorer type, I'd be looking at the guardian fsd boost but lightweighting everything you can makes a surprising difference too.
 
Depending on the ship you're engineering, when using a FSD booster, be aware that even a class 3 gives you almost 8 ly extra jump range. If you have room enough, go for a class 5, but if you need extra space, the FSD booster is one of the gadgets where you can downgrade and still get bang for the bucks. Nice thingy. Be aware that the amount of fuel doesn't increase linear with jump distance. It's more like exponential, so with a a maxed out jump range, you will have to consider bringing an extra fuel tank for some of the dry lands.

Depending on the amount of stuff you bring in your spaceship, sometimes power can become sparse. Then even a grade 1 upgrade gives a lot of extra power.

Engineering is fun :) It's just a major grind gathering all the materials.

One final thing. Once you've engineered a module, keep it. If you sell the ship, you can store the engineered module and use it later in another ship. I threw away some modded modules before I discovered that. It's a waste of materials (read: Time).
 
Thanks everyone for the super advice. One more Q: if I have an upgraded mod in a ship, and the ship gets destroyed, and I go to re-buy, will the new ship have the mod upgraded? Thanks again!
 
If you are not going for the assle to get the guardian fsd booster, (i didnt yet), the sensors is the next thing for sure, lightweithing it, increases range.
After that u can go for the power/engines, and finally trying to lightweight all u can, but beware, it takes time, resources, and u need to unlock acess to diferent engenieers to really go the full distance and get your ship all modded out.

I am heading slowly for the bubble atm and when i get there im gonna dive into engeneering to the max my phantom.
 
If you are not going for the assle to get the guardian fsd booster, (i didnt yet), the sensors is the next thing for sure, lightweithing it, increases range.
After that u can go for the power/engines, and finally trying to lightweight all u can, but beware, it takes time, resources, and u need to unlock acess to diferent engenieers to really go the full distance and get your ship all modded out.

I am heading slowly for the bubble atm and when i get there im gonna dive into engeneering to the max my phantom.

The FSD booster isn't that hard to get. It took me roughly the same amount of time that I spent getting the "5000 ly from start" to unlock Palin. After that you can buy as many FSD boosters as you like without the grinding for materials that you need for engineering the FSD. The FSD booster is the only guardian thingy I've considered worthy of my time in ED so far, but for exploring or making life easy, it's even better than the Docking Computer. Those two are the first modules I buy for any new ship.
 
Where did you get the FSD? Felicity Farseer? Than your next mods should be Dirty Drive Tuning 3 with Drag Drives and overcharged / low power Power Plant grade 1. Also what else Felicity has.

Or you can start to unlock most of the engineers, starting with the ones you already have invitation for.
 
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Guardian FSD boosters are really nice, the unlock wasn't that hard, but I did it in a group. Solo would be a challenge.

I'll go against the grain here and recommend Clean Drives for your thrusters. Put Dirty Drags on your combat ships, or your racers. For exploration I prefer Clean Drives. I like my exploration builds to run as cool as possible.

Thrusters (whichever you decide) will be a big upgrade. They allow you to handle high-G environments better and give you the speed needed to submit and run (PvE), meaning you can choose to go weaponless and therefore run lighter, cooler and jump further. All good things when exploring.

the sensors is the next thing for sure, lightweithing it, increases range.

Lightweight does not increase range. Perhaps I misunderstand what you are saying.
 
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o7 Cmdr!

The D class of anything also helps with range - I have D sensors and Shields on my AspX for example. Caution: Gankers look for explorer ships because of the likliehood of this....
 
Guardian FSD boosters are really nice, the unlock wasn't that hard, but I did it in a group. Solo would be a challenge.

I'll go against the grain here and recommend Clean Drives for your thrusters. Put Dirty Drags on your combat ships, or your racers. For exploration I prefer Clean Drives. I like my exploration builds to run as cool as possible.

Thrusters (whichever you decide) will be a big upgrade. They allow you to handle high-G environments better and give you the speed needed to submit and run (PvE), meaning you can choose to go weaponless and therefore run lighter, cooler and jump further. All good things when exploring.

Lightweight does not increase range. Perhaps I misunderstand what you are saying.

I'm pretty sure weight decrease the jump range. and therefore modding the sensors to lightweight will increase your jump range. At least Coriolis says so, and Coriolis knows those things better than I do.

If anyone here decides to go for the Guardian FSD boost, here's a few tricks:

Bring point defences on your ship and park the ship as close to the ruin as you can. That way the sentinel's misiles will get shot down automatically.

Go there in a small ship. DBX is excellent for the job. The landing area is not very flat. It's a bit of a travel so use A-class FSD.

Bring as many SRVs as you can. I had to go back for more, and it's not just around the corner.
 
Ah, I was focused on sensor range, not jump.

Good tips for the Guardian unlock. I did the first two, PD and DBX. But you can synth repairs in the SRV. For me the important thing is to have resources to synth SRV ammo, fuel and repairs. In that case, I think you only need one SRV. YMMV.
 
This engineering lark sounds like fun. I might give it ago when I return.

If you chill and enjoy while doing it, it's fun. The thing is though, that once you get say G3 thrusters, you immediately want G5s. They are THAT good! Then it's either telling yourself to relax, or go grinding while throwing bad words towards FDev, Guardians, Thargoids and Marco. Especially Marco ;)

@sinisalo

Back then (a few months ago ;)) I didn't know that you could synth stuff. At least I had no idea how to do it. I think going back to pick up more SRVs was ~500 ly, and that's quite a lot of jumping without the FSD booster. I remember getting back to base, buying the FSD booster, and then just go jumping while saying "Wow!". Maybe that's why you have to go get the blueprint outside the Bubble. Appreciation U know.
 
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@sinisalo

Back then (a few months ago ;)) I didn't know that you could synth stuff. At least I had no idea how to do it. I think going back to pick up more SRVs was ~500 ly, and that's quite a lot of jumping without the FSD booster. I remember getting back to base, buying the FSD booster, and then just go jumping while saying "Wow!". Maybe that's why you have to go get the blueprint outside the Bubble. Appreciation U know.

“The harder the conflict, the more glorious the triumph" --Thomas Paine

During my Guardian module blueprint unlock run I repaired my SRV several times. It never got much below 90%, but I wasn't taking any chances. I also kept refilling ammo and fuel when they were not even half gone.

So yeah, if you have what you need to do a few repairs, no need to bring a second SRV, in my view anyway. And if you don't, then go get them! :)
 
One other thing to remember is that unless you are going to try to go to the furthest places often you only need 40-50 ly on your drive

anything more and you just miss more systems - and the point of exploring is to see more systems....

just my two pence worth really.
 
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