I like to dip the edgesSuch diversity here.
I usually not dip my pizza. I'd rather have it neat, like my whiskey
I like to dip the edgesSuch diversity here.
I usually not dip my pizza. I'd rather have it neat, like my whiskey
Not me thenNot everyone, but the whole Odyssey thing has PC and Console commanders arguing back and forth for days.
"the module cannot be modified" usually it's a lookup table match, verifying the item to be submitted is in the non-mod-able list or not.What you're suggesting would take even more effort than implementing an actual message stating that the module cannot be modified - what motivation would FDev have to put in that extra effort to do it the wrong way?
It is, in fact, a real error
I think you just solved the mystery and answered a lot of questions. If FDEV owned up to it and explained right from the start (instead of providing an excuse that it was always their intention), the community would've been much more forgiving.Tinfoil Hat mode on:
1) Update 7, hitting the shelves September 22nd, introduced some really weird bugs to engineering modules, mostly weapons.
So some changes were performed that were affecting the engineering.
The bugs were fixed eventually - which may imply some other changes instead of a simple fix, since it took some time
2) The CG regarding the attempt to capture Yuri Grom, scheduled to end on October 9th, gave us double engineering seekers (high capacity and increased fire rate)
The interesting thing is those double engineering seekers threw an error when trying to add experimental
3) Here comes the new double engineered FSD, that also threw an error when trying to add experimentals
Before Update 7, all double engineered modules that could take experimentals, did it with no issues
After Update 7, both double engineered modules throw an UI error when trying to add experimentals
Could the events leading to the bugged engineered modules in U7 (or the way the bugs were solved) be the root cause we cannot apply experimentals to the last 2 sets of double engineered CG rewards?
/Tinfoil Hat mode off
Hey, Sally, I have a solution that I think will make everyone happy: just add mass manager to all the special FSDs as standard. (Yes even the size 3 and 4 ones. Mass manager is more utilitarian than deep charge for the smaller FSDs too.) And any future specially engineered module Fdev decide to add should be completely engineered with primary and experimental effects.
Not only would this solve the frustration in this case, but it would also keep the game logic consistent while letting you guys balance the modules the way you want to.
Right, my 3A was supposed to get Stripped Down, since I was planning on putting it on my mass sensitive iCourier.Nope, this will build a different level of frustration
for example i might want Double Braced on my Size 3 and 4 FSD. Maybe even on the size 6 if i fit that to a combat Corvette
Right, my 3A was supposed to get Stripped Down, since I was planning on putting it on my mass sensitive iCourier.
Tech broker yes. 5A cg reward yes, another 5A cg reward yes.You can add Mass Manager to tech-broker-purchased Double-Engineered FSD. Done just prior to posting this message.
Source: https://www.youtube.com/watch?v=E9ynzJ-0yzU
The main annoyance with this entire debacle is that I still don't understand why the decision was made.
I have my own theory