Being able to shut down a whole group of modules would be a nice QoL addition. Right now, our options are:
Turn off modules one by one
Shut down all of the hardpoints at once
Make a suboptimal module configuration
Use Silent Running as a toggle for some other modules
I'd like to suggest being...
With the new Trailblazers update, we're all being forced to make repeated trips to surface ports for CMM Composites. Looking at an Ocellus station requiring 50,000 tons, and my Cutter which hauls 784 per trip, that makes for 64 trips. This assumes that I can get a full hold of CMMs per trip...
This thread here reminded me of my old plan of stockpiling some Tech Broker modules for my future ship-building convenience. I might be wrong, but as I understand it, all the usual Human Tech Brokers offer the same modules everywhere, right? Except for some rare exceptions. Which brings me to my...
I'd love to see a Size 1 Module that contains all of Advanced Auto-Docking, Supercruise Assist, and Detailed Surface Scanner with a 0.5 ton weight and cannot be engineered. It's annoying to have to put all 3 on different spots on limited exploration ships or even mining ships. Which cannot be...
Now puzzled why we have 5 module power priorities ? Shouldn't there be only 3?
1 - Damaged Power Generator.
2 - Enabling hardpoints with weapons.
3 - Everything else.
Why 2 more?
Here's the idea, keybindings to toggle multiple modules by their set priority with a single keypress. i.e. shields and boosters on priority group 3, can be turned on or off so lower priorities stay powered while keeping weapons hot. etc
In ship control settings, you can assign key to toggle said...
Now that we have the SCO frame shift drive, a lot of people are probably going to throw away their standard drives, or let them rot in the shed or personal junkyard.
I really think FDEV should take some responsibility here and allow us to recycle engineered modules.
Let us take old modules...
Faced with the daunting prospect of replacing all my outdated engineered fsd drives (amongst other unwanted weapons and modules).
Would it make sense to add another option? Other than to just sell our unwanted modules..?
But allow us also to scrap them at engineers ! In the hope to reclaim...
I am out in the black with my carrier, and have found that a module I need is in storage on a station in the bubble. When I try to outfit my mining ship on the carrier, it does not show any stored modules other than those already on the carrier. Is there a distance limit for module transfer?
I propose to make a universal drone of the 5th class. But what exactly on it drones and their characteristics we will choose ourselves and it will be done by any engineer (or a new engineer).
Since E class modules always appear when selling or removing core modules.
Can it then be done that when these modules are replaced, they are sold immediately?
Hello forum browsers, hopefully someone like Sally can see this.
Can we get a Module Reinforcement Package version of the Meta Alloy Hull Reinforcement Package? Meta Alloy HULL reinforcements are rendered a bit pointless by the fact that an engineered human HRP outstrips them and their Guardian...
I lost several engineered modules after today's update for some reason. Opening up all the log files in Notepad++, I could find the last entries for the lost engineered modules equipped. But there is no indication of where they could have gone.
I only own 1 G5 "int_engine_size4_class5_name"...
PREMISE
While I do enjoy ED for the trading/rescue aspect, every time I get into combat, the UI/HUD is a pain, at best, to keep a half-decent situational awareness of what's going on.
There is no easy/center way to see my speed, range to the enemy, effective weapon ranges, gimbal limits...
What they are and how they add up I know.
I want to know if I can see this figure dynamically inside the game.
Here I have installed 3 class D module protections.
=> Add the possibility to swap modules on ship by loading a player defined configuration ("myCombatLoadOut", "myMinigLoadOut", "MyKnittingLoadOut"), instead of swapping modules one by one.
Disclaimer: I don't personally have problems with long travel times in supercruise. It enables to feel the scale of space. I would just like the time spent supercruising to be a little more entertaining or have an alternative.
What if...
...we had a module which could let us deploy temporary...
I developed some thougts in another thread on exploring gameplay in Odyssey, and then found an intersting thread that seems to have died, and I decided against necro-bumping it, but if you´re interested, here it is:
Scarb Engineering ideas
My thoughts were as follows:
--> Ideas for the SRV...
About half the modules in my somewhat anaemic explorer are powered down at any given time, it feels like an oversight that I can't shut down an extra fuel tank. How cool it would be if you could explore without a diminished jump range, and turn on the spare from the module tab when you want to...
Greetings everyone,
I'm getting a little issue here I'm on a station looking at Bulkheads while using the option in Odyssey to buy and store, but problem is, what am I buying this for?
There is no info appart from price for what ship this hull is for, see by yourself (sorry game is in French but...
My mate and I are doing platinum mining in Pythons. He is using a 4A Refinery (10 bins) and 6 collector limpets. His bins seem to take much longer to process than mine, and as a result somehow all 10 bins are continuosly filling up to 100%. Then the second weird thing happens, his collector...
Does anyone else think this new Odyssey module management system is worse than before? When swapping out ship modules, I used to be able to click on an empty slot and it would pull up a list of all modules that would fit there, but now it just shows stuff I already have equipped?? In order to...
After a quick search I think this suggestion wasn't readily visible. While the game isn't known for holding your hand, I think it's somewhat intuitive to expect Armour modules work just like every other module, compatibility based on their Class. Except they don't, for which I think a fair...
I'm a bit upset. I've got two months of exploration data, now possibly lost due to the fact that I can't get my ship to land on the surface.
Because my Planetary Vehicle Hangar is active, the power limit is exeeded, so it just crashes to the ground whenever i recall the ship.
I don't know what...
Please add a Combat Limpet Controller modules!
Can be different types:
Laser Limpets - orbiting a target and automatically attacks with laser
Kinetic Limpets - the same, but fires bullets. Should either restock from the main ship, or expire when ammo ended.
Explosive Limpets - Each limpet...
I had this strange brain worm while at work thinking on exploration outfitting for a potential early-Odyssey exploration endeavor, and I thought about how difficult it is to land on high-G planets even in small ships.
From that, I started thinking 'Would it be possible to implement a low-mass...
Literally - why is it that limpet controllers only come in odd sizes - 1, 3, 5, etc. I find it frustrating to have a size 1 repair limpet controller in my spare size 2 slot, especially since I use this repair limpet for myself, so I don't need more limpets, but I could really use more repair...
:unsure: Would be to simply allow me to use my own cargo racks to ship it with me. It doesn't seem like I can, and if I can't, then I don't know why no one at Frontier even thought of it, unless they are just sadists who enjoys seeing people suffer through these 15-30 minute...
So I was in the fuel rats chat the other day and just threw an idea for a module out into it, which apparently a lot of them liked and told me I should share, so here it is:
Emergency Shielding:
At this point, I imagine it being an Optional Internal module, but I suppose that would be up to the...
i know the integrity of module does happen very slowly.
how about introducing module usage degradation the more a module is used it burns out a little. e.g mining lasers burn out after so many hours of working without a service.
if you manage a fleet of plant equipment in many cases these...
First, lets hope that Oddysey doesn't follow the steps of the SRV, where we can now walk on planets...and that's about it. Of course, there will be missions related to walking or could also be done in the SRV. Likewise, there will most likely be missions the require walking, in which case this...
(I realize I'm probably a bit early with a new module idea, but I thought this was a cool idea.)
- Crime and Punishment Module for Combat Fleet Carriers -
1) Holds up to 60 SLFs (Taipan/Imperial Fighter/Condor)
2) Using an advanced Guardian FSD launcher and Teleprescence... it launches SLF...
greetings.
I would like to suggest a new option for the use of the fighter bay in the elite dangerous, the function of storing and firing heavy tactical weaponry as some attack aircraft do.
I really like ships like the Krait MK2, Gunship and Crusader but the fighter bays don't really suit my...
Hello,
This week I have experienced an issue in my Krait MKII. I bought this machine in Colonia and recently returned to the Bubble. I did some engineering at Farseer Inc. I am playing through Steam on a Windows 10 operating system. Using Voice Attack.
The first indication of a problem...
Similar to the stored modules bug everyone else was experiencing, I have a slightly different issue. The modules I have currently equipped have a red ∅ symbol where the engineered symbol should be. If i click in the module and click show info, it correctly shows the engineering that's been done...
Alliance gets less love than Feds and Imps. This makes me very, very sad. "Their" ships are available to anyone, and there are no ranks to gri..aspire for. As a social justice warrior, 1) I'm naturally inclined to support Alliance (them being the least of three evils) and 2) feel this is simply...
This is a noob question, so I'm posting it here. That and I will actually be starting over from scratch soon, with all the various limitations of a new account. Here's my question:
Does piercing have anything to do with the ability to take out a module, or is it solely about overcoming hull...
Does anybody knows how the game naturally leads to any specific mission, for example, the guardian modules and etc? I mean, currently it's just a matter of googling it and you will find a fast path for everything to not waste time doing this or that, but playing for many hours on PC and now on...
I just have some ideas that would smooth some things with Ship purchases and Module Purchases.
Note These suggestions also preserve the reward and effort in unlocking Elite Status
-Ship and Module Catalog-
If you are at a station where a ship is not available, you have the option to order one...