While engineering any module for the first time at an engineers base select and apply the special effect you want at the same time as they cannot be added using remote engineering.
In some cases the special effect is the only reason to engineer some modules.
Good tip, thanks! I think I'll transfer few of my ships to the station on same system than Felicity, and take advantage of this advice.
I would add that you should decide what role you want your ship to have. There can always be multi role but if you specialize a build then it can be much more effective in a given role. DBX for example is a great bubble runner. For gathering engineering mats. No weapons, max jump range, SRV and cargo (eventually a size 4 corrosion resistant cargo rack). Then lightweight sensors and life support. This is just an example. My personal method is to have dedicated ships for each task because I really dislike swapping modules. Just my $0.02.
Thanks. Vulture is for bounty hunting, and at least for now PVE.
You're welcome!
Additional thoughts:-
Your Vulture only needs a class D life support - it's less mass than the others, so you get better jump range and slightly more manoeuverability.
You can have the life support and the sensors reduced in mass at an engineer (extend DBX range etc)
If you're going for serious combat in the Vulture, you should have enhanced thrusters as well. There's a big improvement in handling (as well as being able to get out of Dodge fast).
Lastly, you may want to engineer your lasers/weapons for lower energy use.
My experience is that using 2 big lasers overheats quickly and runs out of power quickly.
You may find that grinding for the Guardian modules will give you a better loadout...
Thanks. Overall, I was thinking to grind at least Guardian FSD 5A, since I can then use the same module for my DBX and Imperial Clipper. Is there some Guardian stuff that would be relatively easy to access compared to Engineered, that I should consider for bounty hunt Vulture?
How to go about engineering in general you've been told. Just to add my 2 cents: if you're careful with the overall loadout, a Vulture doesn't need an OC'ed PP (unless you want to carry plasmas or beams). Armoured/monstered is usually the better overall option.
This actually surprised me a bit, I mean, I have read that Vulture needs at least light engineering, but when I A-rated necessary things and save some juice on sensors and life support, I did just fine when I took it to RES and give it a try (multi cannon and pulse laser). Altho, my Vulture was still stripped in a way that I didn't have shield boosters or shield shell banks. I was following a guideline that I'd need minimum OC PP and dirty drive thrusters before taking my Vulture out, hence I started my first engineering test.
Anyway, I got Sulphur and I flew my DBX to Felicity's system, parked in the station near by for the nigh and ordered a transfer for my Vulture just in case, that I want/can engineer some other stuff while here, than just the PP (DBX has same PP, so I can as well just engineer that I switch it to Vulture when needed, as
@colprice2002 instructed). Since I'm here, I wonder if I should engineer two power plants, one in DBX and one in Vulture, so make one OC and one Monstered/Armored since they are both 4A, so when I have better understanding of my Vulture's layout, I can choose which one to use?