ok im going to use this thread as a my thread , and im going to ask any questions about my situation :O) righty - here goes . Next question :- d 3 a 3 b 3 ...etc is a better than b? and is 1 better than 2 or is the higher number better ? ie 2 than 1 ? this is all about modules ..etc upgrades .

- thanks again , btw most have had this game a few months , i just got the xbox one so im newish - again this is totally different to when i played this back in 1980? or there abouts .
(Disclaimer: I am not an expert but) simply: Higher number = Larger module. Lower letter = higher module "class".
A higher number will always be a "larger" module. Different sized modules fit into different sized module "slots" on your vessel. The numbers on the module slots are
maximums. It is often possible to place a (slightly) smaller module into a larger slot. Larger vessels have larger module slots available and so obviously can handle larger modules. "Core" module slots are
dedicated and cannot be changed i.e.: the Power Plant must always go into the Power Plant module slot, which can be a different size on different ships. There are reasons you may want to mix and match different classes of modules which you will probably have heard about. Other slots are flexible in that you can install various modules of many classes and sizes into them.
The letters refer to the different
classes of modules. A-rated is always the "highest" but not always the best for a given application. A-rated power plants for instance are very powerful (lots of spare power), the most thermally efficient (cools the ship, weapons, etc. the best) but also the heaviest at twice the mass (and usually at least twice the cost) of the B-rated module. This is usually consistent across all types of modules.
D-rated modules apparently mass the least (are the lightest) and usually chosen for maximizing jump distance.
A few suggestions about upgrades:
(1) Don't do it until you have enough credit to cover the cost of (your ship and) all outfitting plus enough credit left over in reserve to cover the cost of at least one insurance rebuy, preferably two.
(2) Don't do it just because you have some credits. Don't do it until you definitely need to for some reason: increased cargo cap, increased power cap, more jump distance, etc. Save your credits and grind until you can do it
right.
(3) In many cases, A-rated is over-rated for instance, unless you are planning on going into combat (or maybe mining) you will probably not need an A-rated Power Plant. It's
heavy.
(4) The exceptions to the above rule are the Frame Shift Drive (FSD) and Power Distributor (PD). IMO
all FSDs should be A-rated, period. I believe an A-rated PD is important too in almost all cases.
(5) Depending on the mission, weapons might not be necessary at all. I have left the weapons off several of my cargo ships. Usually wind up putting some back on, though . . .
(6) Shield Generator and Fuel-Scoop should be the largest that can fit but many CMDRs fit smaller modules to save on mass and increase cargo cap. It is a trade-off decision you will have to make. Heck, I can gain 128 tons of cargo capacity if I completely remove the shield generator from my Anaconda. Without a shield generator she can hold up to 432 tons of cargo or more. Never going to happen.
(7) Don't try to do it all with one ship. There is no such thing as an effective trading/hauling/smuggling/combat/mining ship. Outfit your vessel for its intended mission, not mission
s.
(8) Every CMDR is different! Few ships are identically outfitted even if for the same mission! Advice is great (and abundant!) but make your own way.
(9) Don't spend a bunch of (real $$) money on paint. And just to make it an even 10 . . .
(10) Coriolis.io (Coriolis Shipyard) is your friend. And YouTube!