COMPLETED CG Maintain Reorte's Alliance Membership (Trade)

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I haven't collected mine yet, but when I viewed them in the "stored modules" section of Outfitting, the display said "10 seconds" for "duration". Since no other time is mentioned (e.g. an explicit reload time) I'm just puzzled now.
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Sorry for the probably stupid question. As a top 10% finisher, I'm eligible for 3 pre-engineered heat sink modules as a reward. But where do I actually get them? I went to Trobairitz and collected 8 mil Cr but when I went to outfitting, there were no pre-eng. heat sinks but only normal ones to get. I don't see it in my cargo hold, I don't see it among the stored modules, I don't see it mounted on my ship. Nowhere. Where in the world, or rather galaxy, are they?
Allready in you stored items
 
the display said "10 seconds" for "duration"
Duration is how long heatsink sucks out heat. 100 heat units per second for 10 seconds, 1000 heat units in total.

For efficient double SCB use, this means you have to activate first one along with heatsink, and the second one exactly 5 seconds later.

Note that specialized SCBs with boss cells experimental can sometimes be used even without heatsinks. This is due to how SCB mechanics work. SCB emits X heat (where X is SCB's thermal load) during spin-up of 5 seconds. For example, 7A SCB emits 720 heat units for 5 seconds, or 144 heat units per second. G4 specialized mod lowers that to 547 heat units for 5 seconds, or 109.4 units per second. This is already manageable for some cold ships. Boss cells add 1 second to spin-up time, but do not add additional heat - which means abovementioned G4 specialized SCB now emits just 91 heat units per second - perfectly manageable by many PVE-oriented Big-3 builds.
 
When I equipped my heatsink on my Corvette I had to restock the heatsink to reach a total of 5. it only came with 4.
 
Or even "double-engineered," as pre-engineered mods have sometimes been referred to by players on various forums, since so far all pre-engineered modules have had two mods applied or the same mod applied twice.
Welp! this settles it, cannot be engineered any further, (I tried):
 

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