UPDATE: THE ANSWER IS “NO.”
Do NOT attempt this or you will ruin your module!
Since no one seemed to know the answer, and no one appeared willing to try and find out, I decided to take one for the team and test it myself.
Unfortunately, the 2-second reboot time is NOT hardcoded as a base stat, despite what some players theorized. I attempted to install shielding onto the module and it reset the reboot time back to the default 10 seconds.
Now it’s just a normal FSD.
I don’t care about min-maxing jump range, so I’m not grieving the loss. But I’ll leave this post here as a warning to others.
These findings probably also apply to the Liz Ryder CG missile rack, and any other “double engineered” modules that FDev gives out in the future.
Original post below:
Do NOT attempt this or you will ruin your module!
Since no one seemed to know the answer, and no one appeared willing to try and find out, I decided to take one for the team and test it myself.
Unfortunately, the 2-second reboot time is NOT hardcoded as a base stat, despite what some players theorized. I attempted to install shielding onto the module and it reset the reboot time back to the default 10 seconds.
Now it’s just a normal FSD.
I don’t care about min-maxing jump range, so I’m not grieving the loss. But I’ll leave this post here as a warning to others.
These findings probably also apply to the Liz Ryder CG missile rack, and any other “double engineered” modules that FDev gives out in the future.
Original post below:
We already know that the new “double engineered” FSD can have an experimental effect put on it (i.e.: mass manager.)
The photo below suggests that it can also have its long-range engineering removed and replaced with shielding.
The question is: Can anyone confirm whether the 2-second reboot time would be removed? In other words... can we turn the reboot/range FSD into a reboot/shielded FSD?
Apologies if this is buried somewhere. Search tool found nothing. If not, anyone care to try? Someone with two FSDs, maybe?
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