I find this approach time-consuming for core modules. Most of my ships are multi-role in the sense that I can easily convert my explorer Type-7 into a cargo hauler, or load an SRV onto my Vulture to do work planet-side, but they are specialized in their core builds. The engines, FSD, distributor - these I customize to the ship rather than the 'mission'.Call me crazy, but being a time poor player, I've always treated ship hulls as the things I move my modules between, as opposed to static builds. That means I only need two modules for each size class: one that is light weight and heat efficient, and one that is heavy duty. I can only fly one ship at a time, after all, so there's really no need to engineer fifty different A rated Powerplants, when I can get away with engineering with six.
Also, static core modules are easier on my immersion. I can visualize removing the furniture to convert a passenger lounge into a cargo hold, same goes with changing weapons / ordinance, but popping different engines and power plants willy-nilly feels a bit too gamey to me. Perhaps some NASCAR mechanic might pull this off, but we never did this in the Navy - the engine in that F-18 and the reactor in that submarine are there to stay, LOL.
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