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...
Hi :)
So, I've not posted to a forum before...let alone this one...so if I commit a faux-pas please let me know.
Anyway! My question concerns what happens to an engineered (enhanced) module if you replace that module with another. Do you have to get the new module done as well? Or does the...
Hi, I think from my point of view hull in ed is pretty much useless because of modules and that really sucks. It would be better if modules get damage resistance somehow based on amount of hull and hull hardness ship has and the more ship hull is damaged the less resistance modules have. From...
I decided to do some more pirate runs to continue getting money to flush out my ship upgrades. I found a juicy type-7 with a good haul, interdicted it, lowered its shields and then used rail guns to knock the drives down to 0%. Upon closing the gap the NPC Type 7 started boosting and...
SO I am way out in the black on the DW2 expedition and I have no idea why I did not think to post this sooner.
The AFMU can repair every other module besides itself and the Power plant. The logic being that the module has to be powered off for this to work. Makes sense, so my question is why is...
The most expensive ship in my main CMDR's fleet, the BattleConda "Terrible Shadow" (EBL-07), now has a collective bounty of over 100,000,000 credits on it. I kinda went all "War Doctor" back when I was considering clearing my save and starting fresh, just to try out a life of crime for the fun...
I am stealing these concepts from a really cool and in my view, unique 4X game called Star Ruler.
A Reverse Inductor in the game was an energy weapon that sapped energy instead of dealing damage. When it struck shields or a ship it would sap it's energy and with some additional capacitors could...
I notice that I have quite a few legacy modules that I just don't want to get rid of.
The reason being: They are better in some respect or other than ANYTHING that is possible in the new engineering system. They are cooler, use less distributor, hit harder or whatever. I didn't even do the...
Hey guys.
Happy New Year!
I've been thinking of my "bucket list" for 2019 and though I say it myself, it is a modest list. Nevertheless, these changes could help a lot of Commanders in very significant ways.
The first is the ability to send modules to stations. I don't mind the costs...
How do you make a station sell a wider variety of stuff? We're located way out on the fringes of the bubble (outside of power play region) and the systems here have terrible stock on modules. How can we use the background simulator to help a station sell more stuff?
Hi there.
I have an urgent request that may fit lot of players favour.
With growing types of ships and modules i slowly and sure loose the overview.
1.) I miss a function to add a free choosen name to all modules where stored somwhere or are in use in the ships.
Like the renaming of ships...