Can't add experimental to the pre-engineered 5A FSD

Having this recurring bug hit us from time to time is quite annoying.

Some of the older pre-engineered modules were not locked either - one could add/change the experimental at will...

5A FSDv1 and Colonia Bridge FSD were not locked initially
then they were locked,
cmdrs complained
Sally obliged to feed that sentiment to the dev team and the FSDs were "fixed" - but apparently it was a fix that didnt happen in all dev branches... And U18 seem to have been based on a such dev branch that is missing the "fix" for the said FSDs

😒
 
This is from the Elite Dangerous Wiki :

Engineered FSD V1​

A pre-Engineered Class 5 Frame Shift Drive with Increased Range and Faster Boot Sequence named "Engineered FSD V1" can be purchased at Human Technology Brokers. Unlike unlocking most other Technology Broker items, which makes them permanently available for purchase with credits at station outfitting services, unlocking the Engineered FSD V1 immediately places one module in local storage at no additional cost. The module must also be unlocked repeatedly in order to obtain multiple copies. Applying any other Engineering modifications to this module will remove the bonus second modification, but an Experimental Effect can be safely added or replaced.

 
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Same here, I just added to the bug report as well. I just started playing again for the 1st time in years. Finally unlocked engineers, etc.
It's already a bummer I missed out on the double engineered 6A FSD, hopefully they can get this sorted out so I can at least have a 5A with the experimental effect.
Maybe I'm being wildly optimistic, but I'm going to go park at Felicity's base and hope that it's sorted out with the update by tomorrow morning. 🤞
 
Same here, I just added to the bug report as well. I just started playing again for the 1st time in years. Finally unlocked engineers, etc.
It's already a bummer I missed out on the double engineered 6A FSD, hopefully they can get this sorted out so I can at least have a 5A with the experimental effect.
Maybe I'm being wildly optimistic, but I'm going to go park at Felicity's base and hope that it's sorted out with the update by tomorrow morning. 🤞
Welcome back commander. When you say update, do you mean the weekly tic?
o7
 
Voted and contributed.

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I figure they're too busy monitoring the Thargoid war effort to do much else. They probably have a specific timeline to follow, with regular fine tuning needed to stay on track. The experimental only gives about 5% additional range on my DBX, so I'm just getting along without it.
 
I figure they're too busy monitoring the Thargoid war effort to do much else. They probably have a specific timeline to follow, with regular fine tuning needed to stay on track. The experimental only gives about 5% additional range on my DBX, so I'm just getting along without it.

I dont always use Mass Managers on 5AFSDv1 or the Colonia FSD - i sometimes use Thermal Spread for hot ships or DoubleBraced for combat ship
The removal of ability to put whatever experimental on pre-engineered modules is quite nasty IMO
 
Tested today and still not working but, if it is supported, then why we have to do the swap module trick?
 
I've added mass manager effect to two or three of my pre engineered v1 fsds and never done a module swap trick so I'm not sure what you mean. I fly ship to engineer, add effect then fly away?
 
One thing I regret missing out on was engineered class 5 prismatic shields for the Cutter. The extra 32t for cargo space.
Even though I actually have one, I agree. And the promise of the appearance of the 10% optimized mass as a special effect in the new engineering was never kept.
 
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