Can the double-engineered FSD be re-engineered?

UPDATE: THE ANSWER IS “NO.”

Do NOT attempt this or you will ruin your module!


Since no one seemed to know the answer, and no one appeared willing to try and find out, I decided to take one for the team and test it myself.

Unfortunately, the 2-second reboot time is NOT hardcoded as a base stat, despite what some players theorized. I attempted to install shielding onto the module and it reset the reboot time back to the default 10 seconds.

Now it’s just a normal FSD.

I don’t care about min-maxing jump range, so I’m not grieving the loss. But I’ll leave this post here as a warning to others.

These findings probably also apply to the Liz Ryder CG missile rack, and any other “double engineered” modules that FDev gives out in the future.


Original post below:

We already know that the new “double engineered” FSD can have an experimental effect put on it (i.e.: mass manager.)

The photo below suggests that it can also have its long-range engineering removed and replaced with shielding.

The question is: Can anyone confirm whether the 2-second reboot time would be removed? In other words... can we turn the reboot/range FSD into a reboot/shielded FSD?

Apologies if this is buried somewhere. Search tool found nothing. If not, anyone care to try? Someone with two FSDs, maybe?


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I remeber a similar question nwas asked regarding Liz Ryder's special rack … rocket rack I mean (SCNR * giggling like as if I'm 25 years younger*) … but I don't know if it was in a special thread or in the respective CG thread.
 
Yes.

You can change the Range increase engineering for any other engineering.
You can also add whatever special effect you want.

You cannot change the fast boot side of the engineering though - that's been put on as base stats.
 
Yes.

You can change the Range increase engineering for any other engineering.
You can also add whatever special effect you want.

You cannot change the fast boot side of the engineering though - that's been put on as base stats.

Thanks, Drelthar. Have you tried this yourself?

If yes, can you provide a screenshot? If not, can you link to your source?

These are unique modules and I just want to see some concrete evidence before I accidentally ruin someone’s FSD (or my own! ;))
 
Thanks, Drelthar. Have you tried this yourself?

If yes, can you provide a screenshot? If not, can you link to your source?

These are unique modules and I just want to see some concrete evidence before I accidentally ruin someone’s FSD (or my own! ;))

Not done it.

the module has modified base stats.
It's a module with engineering on it.
You can replace engineering with other engineering.

Therefore you can replace the engineering on this module.

I guess someone else has actually done it, hope you get the evidence you need, this is just my own logic unfortunately.

I would have tested this with the missile rack, but... it had extended magazine as the changeable engineering, and that's what I wanted so no real point.
 
Careful, eventually it will remove both effects as it may be just a pre-selected special blueprint that is not available at this time. Applying a different effect might c ause all current engineered effects to wipe from the module. Check where the effects are coming from (base or engineered). Attempting to apply a different blueprint will also warn you, showing that any current effects will be wiped.
 
Pity I skipped the Liz Ryder CG, that missile rack would be perfect to test this on, as I'd like to know too if you can make the FSD fast boot shielded. I'm not touching my two FSD however, as they went onto my Phantom explorer and Orca long range passenger boat, so these two need the FSD as is. Though I'd prefer increased range shielded, but that should definitely be impossible if the fast boot has been baked into the base stats.
 
Related to this just to comment the very low integrity that the double engineered FSD has.
I was wondering if it will suffer because of this in the neutron highway run or making deep exploration, any thoughts?
 
Pity I skipped the Liz Ryder CG, that missile rack would be perfect to test this on, as I'd like to know too if you can make the FSD fast boot shielded. I'm not touching my two FSD however, as they went onto my Phantom explorer and Orca long range passenger boat, so these two need the FSD as is. Though I'd prefer increased range shielded, but that should definitely be impossible if the fast boot has been baked into the base stats.

I just logged in to test it on the missile rack - but I have high capacity pinned, so can't use remote engineering to do it, and I aint jumping my carrier back to an engineer to try it.

I highly doubt it will remove the base stats though, not sure why it would...?
 
Related to this just to comment the very low integrity that the double engineered FSD has.
I was wondering if it will suffer because of this in the neutron highway run or making deep exploration, any thoughts?
Definitely take am AFMU or two if you plan a lot of these jumps. Integrity is 77, the second jump away from Deciat was a neutron jump for me, I lost 1% integrity. For an explorer increased range shielded would be ideal. But we have what we have. If double engineering were a regular thing, I'd probably put the FSD as is on trading ships and at least PvP combat ships would get fast boot shielded.
 
Related to this just to comment the very low integrity that the double engineered FSD has.
I was wondering if it will suffer because of this in the neutron highway run or making deep exploration, any thoughts?

Integrity damage from neutron jumping/ emergency stops is % based so it won't make any difference (tested).

In fact (not tested) the lower max integrity might mean it actually requires less AFMU ammo to repair.

It just means if you find yourself attacked and without shields it's a lot easier for your opponent to snipe.
 
UPDATE: The answer is a big fat NO. You cannot turn the reboot/range FSD into a reboot/shielded one. You will ruin the module if you attempt to do so.

I have updated the original post as a warning to others.

Mods: Can the title of this post be changed to add the words “DO NOT ATTEMPT:”?
 
UPDATE: The answer is a big fat NO. You cannot turn the reboot/range FSD into a reboot/shielded one. You will ruin the module if you attempt to do so.

I have updated the original post as a warning to others.

Mods: Can the title of this post be changed to add the words “DO NOT ATTEMPT:”?

Really? That's massively surprising to me.

What exactly happened, do you have a screenshot?
 
UPDATE: The answer is a big fat NO. You cannot turn the reboot/range FSD into a reboot/shielded one. You will ruin the module if you attempt to do so.

I have updated the original post as a warning to others.

Mods: Can the title of this post be changed to add the words “DO NOT ATTEMPT:”?
Ty for the testing and the warning.
 
The question (for me) is why you would want to... PvP?
UPDATE: The answer is a big fat NO. You cannot turn the reboot/range FSD into a reboot/shielded one. You will ruin the module if you attempt to do so.

I have updated the original post as a warning to others.

Mods: Can the title of this post be changed to add the words “DO NOT ATTEMPT:”?
o7 for the effort.
 
The question (for me) is why you would want to... PvP?

o7 for the effort.

That is exactly the reason.

In this age of Fleet Carriers and the DSSA, an extra 5 LY means little to an explorer.

But a shielded/fast reboot FSD has PVP value (my blockade-runner trade vessel, for example, would become effectively unkillable.)

does it still has 0 value - i mean credits?

Nope. It’s worth 4 million or so now... same as a regular FSD.
 
Nope. It’s worth 4 million or so now... same as a regular FSD.

That's even more interesting... as you never paid anything for it... Really confused as to how these things were put together now.

I guess I shouldn't have been so foolish as to try to apply logic to how Elite Works... Silly me.
 
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