Colonia Bridge FSD's - Seriously, when can we add Expeirmental Effects?

You can add experimentals.

The warning was a jail out card * to prevent the support being suffocated by requests from people that will ruin their special FSD by playing with Engineering instead of resuming to only applying an experimental effect.
 
1. Travel to the engineer
2. Store the FSD
3. Equip the FSD
4. Apply the EE
5. (very important) do not look at the FSD. Relog.
6. Look at the FSD.

If you look before relogging, do not run and complain. There's a reason it was (almost) disabled and why I typed that out.

I usually travel to the Engineer in a Conda or another ship that can take the largest FSD (6A)
I transfer all 3 FSD modules, then i swap them out one by one and i making sure to apply only the experimental and NOT TOUCH engineering at all.

I had no problems whatsoever
 
In case you're genuinely not aware, it will revert back to a G1 FSD but only visually. You might panic and try to engineer it back to G5, in which you'll lose the double engineering.
Ah yes, I'm aware of it. In fact, I was among the first commanders that went to engineer the FSD's despite FDev's warnings. Got the exp. effect correctly on all 6 of them.
So that's exactly why he was don't look at the FSD.. to prevent panic attacks 😆
 
1. Travel to the engineer
2. Store the FSD
3. Equip the FSD
4. Apply the EE
5. (very important) do not look at the FSD. Relog.
6. Look at the FSD.

If you look before relogging, do not run and complain. There's a reason it was (almost) disabled and why I typed that out.

Please excuse my ignorance, but what exactly does "do not look at the FSD" mean?

Does it mean checking the stats in the Outfitting screen before reloging?

Should I relog immediately after applying the EE without even exiting the screen? Will that be safe?
 
Worked like a charm. Thank you!

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Please excuse my ignorance, but what exactly does "do not look at the FSD" mean?

Does it mean checking the stats in the Outfitting screen before reloging?

Should I relog immediately after applying the EE without even exiting the screen? Will that be safe?

People look at it, see the wrong stats and panic, either try and engineer it and ruin it it or immediately dash off a complaint or bug report, while in actual fact the visual is just a bug and the FSD is fine, so "don't look at it" means don't look at its stats before relogging!
 
I'll just quote my month-old post from another thread about these FSDs. Seems I was right (at least about fix - still no CGs).
My personal take on this:
  • Soon(ish?) there will be a CG to add these FSDs to tech brokers.
  • Tech broker FSD will be modifiable, just like existing 5A V1.
  • There will be NO fix for CG FSDs. This is a low priority for FD, especially since there is an unofficial workaround.

Basically: go to FSD engineer and use workaround to add Mass Manager or whatever to your drives. That's what I did right after getting them.
 
I'll just quote my month-old post from another thread about these FSDs. Seems I was right (at least about fix - still no CGs).
Heh, no, they won't even bother to make a new version for the tech brokers. It'll either be the same semi-broken ones as the CG rewards or no appearance at the brokers ever. Which is a damn pity. I have one 6A too many already with no ship for it and could use a dozen more size 3 and 4.
 
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Heh, no, they won't even bother to make a new version for the tech brokers. It'll either be the same semi-broken ones as the CG rewards or no appearance at the brokers ever. Which is a damn pity. I have one 6A too many already with no ship for it and could use a dozen more size 3 and 4.
Some suggestions for that class 6 FSD:
  • A combat ship which you use for BGS/missions. Sometimes you have to jump a lot around the neighbouring systems. In my case I had to slap in an additional fuel tank 😆
  • A Type-9 Heavy for cargo. That additional jump range can help on some routes. Also, the shorter FSD restart time can save you against a ganker who tries to stall you in with containment/FSD Interrupt missions.
 
Some suggestions for that class 6 FSD:
  • A combat ship which you use for BGS/missions. Sometimes you have to jump a lot around the neighbouring systems. In my case I had to slap in an additional fuel tank 😆
  • A Type-9 Heavy for cargo. That additional jump range can help on some routes. Also, the shorter FSD restart time can save you against a ganker who tries to stall you in with containment/FSD Interrupt missions.
I have 4 of the size 6 FSDs in total. One each went into the Corvette, Anaconda and T9. And that's all the size 6 FSD ships that currently exist :)
 
I usually travel to the Engineer in a Conda or another ship that can take the largest FSD (6A)
I transfer all 3 FSD modules, then i swap them out one by one and i making sure to apply only the experimental and NOT TOUCH engineering at all.
Wonder if there still are cmdrs who visit the engineer with different ships, each with its own FSD.
I know I did at the beginning...
 
Wonder if there still are cmdrs who visit the engineer with different ships, each with its own FSD.
I know I did at the beginning...
I often do. For armor you kinda have to, since that doesn't fit any other ship, but also the other stuff if the ship isn't an absolute turd in jump range and/or fuel tank/scoop size. I have most blueprints I use pinned though, and quite a few engineers can apply experimentals to different modules, even if they don't have max engineering level on them, so the amount of engineers I actually need to visit is relatively low. And other times I simply jump my carrier to all the engineers I need.
 
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