Elite Dangerous: FSD Reward Module for Phase 2 Colonia Bridge Community Goal | Experimental Effects Revised

I heard there is a workaround:

Someone also mentioned it only worked when Grade 5 was clicked.

Oh, and currently, do not use Horizons for outfitting in general.

I just added Mass Manager to some fresh CG FSDs on an alt (Horizons, PC), where I previously forgot I still have them. Following the original instructions from this thread worked fine, but after adding the experimental, it became unmodifiable (and the name changed from "Frame Shift Drive" to "Frame Shift Drive(Pre-Engineered)".
When trying to join the modification menu, it says it cannot be engineered.

Then I tried the workaround (but on Horizons), and it seems to work! I can now select it again:
View attachment 283546
View attachment 283547
The optimized mass shows, this is a CG module.
So, the workaround seem to work in Horizons on PC. (Except if there'd be some random error again after trying to apply the experimental — I didn't want to risk any locks at undesired settings trying to modify it again.)
Thank you very much, I have successfully added the experimental effect on the horizon
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What did I miss?
Nothing they are guessing....
With the second release of augmented class 5 FSD in a CG it was added to tech broker...
They are Guessing that with second release at CB phase 3 CG that there guess is that it will add all the other augmented classes to tech broker from class 3 to class 6
This would basically Kill off engineering FSDs beyond adding a SE to them for long range FSD as you just buy them with mats...

Of course NO class 7 augmented FSD shows anaconda and corvette bias of FDEV...
 
Nothing they are guessing....
With the second release of augmented class 5 FSD in a CG it was added to tech broker...
They are Guessing that with second release at CB phase 3 CG that there guess is that it will add all the other augmented classes to tech broker from class 3 to class 6
This would basically Kill off engineering FSDs beyond adding a SE to them for long range FSD as you just buy them with mats...

Of course NO class 7 augmented FSD shows anaconda and corvette bias of FDEV...
The idea is to encourage exploration and long distance travel to Colonia. Even with a pre-engineered FSD, ships like the Cutter (and Corvette) won't make a decent jump range for a fast trip to Colonia. There is at least one ship for FSD sizes 3 to 6 that can make a fair to excellent jump range.
 
again it is impossible to establish an experimental effect to FSD v1. both in the odyssey and in the horizons - 3A
it is not a change of effect, but an attempt to put it for the first time
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But there is a solution
 
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Unfortunately this workaround is not working for me, both in Horizons and Odyssey. I tried again yesterday with a new FSD grade E, going to the main menu and etc but nope, nothing changed and I still cannot apply the experimental effect on the class 4 and class 6, and can't change the one that I already have previous of the Update 9 applied the experimental effect.

With the update 9, devs instead of fixing the bug they chose to changed the error handling in the server code, so the FSDs are now broken again and with no notice to be fixed.
Also, the new CG said a whole nothing about the new modules being locked to apply experimental effect, so it's implied that they will allow experimental effects as they said:

I'd also like to add that we are not stating that all future reward modules will not be able to accommodate applied experimentals.
We just need to be clear with which are able to and which aren't. This is all in heavy discussion and noted.

The source is this thread.
 
Frontier must fix this bug to allow apply experimental effects in pre engineered FSDs before they give the new ones (CGs stage 3 that finished yesterday).
It's gonna be a HUGE MESS. Many players will fill the forum with complains.
And they'll be right!
 
Frontier must fix this bug to allow apply experimental effects in pre engineered FSDs before they give the new ones (CGs stage 3 that finished yesterday).
It's gonna be a HUGE MESS. Many players will fill the forum with complains.
And they'll be right!
They will not and everything is gonna happen again... I have been trying to get @sallymorganmoore attention about this recurring issue for more than a month and no signal of life was given...
 
They will not and everything is gonna happen again... I have been trying to get @sallymorganmoore attention about this recurring issue for more than a month and no signal of life was given...
I do understand they have some issues to fix this (and they're working hard to fix as many as possible), but you know...
We have MANY 'karen bois' here. They'll enter in rage mode.
The community guys in Frontier should receive an extra in theirs salaries to put up with these annoying people.

o7
 
If you are having problems, while you are at the engineer's base, store the fsd then put it back on your ship from storage, it should then allow you to apply the experimental. You should then re-log immediately, as there is still the visual bug where it looks like it is now only engineered to grade 1
Both these need addressing and fixing ASAP. But there is a work around.
 
Frontier must fix this bug to allow apply experimental effects in pre engineered FSDs before they give the new ones (CGs stage 3 that finished yesterday).
It's gonna be a HUGE MESS. Many players will fill the forum with complains.
And they'll be right!
You mean the bug to not allow applying experimental effects, right?

Otherwise, let me quote from Colonia Bridge Project Third Phase - Colonia (Trade):
The module rewards for this initiative are pre-engineered and cannot be modified further, though the active experimental effects can be changed.
Edit: Nevermind, you seem to have not referred to the bug in the description, but what the overall result should actually be, and merely used a reference saying "this bug". The English language is just ambiguous (but a comma could've avoided it in this case).
 
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If you are having problems, while you are at the engineer's base, store the fsd then put it back on your ship from storage, it should then allow you to apply the experimental. You should then re-log immediately, as there is still the visual bug where it looks like it is now only engineered to grade 1
Both these need addressing and fixing ASAP. But there is a work around.
Didn't work for me, just tried... again... 🤦‍♂️
 
Are you on PC? Try on Horizons then, it worked for my alt.
What I did:
1. Store item
2. Relog
3. Reoutfit item
4. Add experimental
5. Relog
Yes, I'm on PC and I have been trying since the update 9 was applied on every new patch both on Horizons and Odyssey without success. I did exactly the way you said but when open the engineer page and select the FSD, the button is greyed out and I can't click on it to go to the mods page, so I can't apply to experimental effect.
Step 1 was ok.
Step 2 was ok.
Step 3 worked fine
Step 4 failed, can't modify pre-engineered modules.
Step 5 was ok too.
 
Yes, I'm on PC and I have been trying since the update 9 was applied on every new patch both on Horizons and Odyssey without success. I did exactly the way you said but when open the engineer page and select the FSD, the button is greyed out and I can't click on it to go to the mods page, so I can't apply to experimental effect.
Step 1 was ok.
Step 2 was ok.
Step 3 worked fine
Step 4 failed, can't modify pre-engineered modules.
Step 5 was ok too.
Weird, I did it after update 9 launched. My results were posted in #338 and confirmed in #341.
 
Weird, I did it after update 9 launched. My results were posted in #338 and confirmed in #341.
It's a bug, so it's weird. I have already applied the experimental effect on the FSD class 6 which is on my jumpconda before the update 9 which was working as expected but I didn't put the experimental effect on my FSD class 3 and 4. Now I can't apply on both FSDs class 3 and 4 but I can't anymore even change the class 6, before I was able to change it as I wanted but now it's locked again. They changed it on update 9 and locked it again.

I have been trying to understand what is the thought behind the decision to make this bad design, what is the explanation lore-wise for an engineer to not be able to modify a pre-engineered module if they are the specialists in modifying module in first place. Modifying a module is something secretive, this is not some stuff everyone tell openly because I understand that modifying modules is somewhat illegal and only engineers have the knowledge to modify modules. This decision to make double engineered modules locked to modify and/or apply experimental effects are breaking the lore and make no sense from a human perspective. The only explanation is to limit the benefits of the modules because with the FSD from the CG and with the experimental effect my jumpconda can jump ~6ly more then a regular full engineered class 6 FSD, which apparently is kind of a game-breaking improvement for explorers who have the heaviest job in the galaxy and the least tools and mechanics to help with the job... :rolleyes:
 
It's a bug, so it's weird. I have already applied the experimental effect on the FSD class 6 which is on my jumpconda before the update 9 which was working as expected but I didn't put the experimental effect on my FSD class 3 and 4. Now I can't apply on both FSDs class 3 and 4 but I can't anymore even change the class 6, before I was able to change it as I wanted but now it's locked again. They changed it on update 9 and locked it again.

I have been trying to understand what is the thought behind the decision to make this bad design, what is the explanation lore-wise for an engineer to not be able to modify a pre-engineered module if they are the specialists in modifying module in first place. Modifying a module is something secretive, this is not some stuff everyone tell openly because I understand that modifying modules is somewhat illegal and only engineers have the knowledge to modify modules. This decision to make double engineered modules locked to modify and/or apply experimental effects are breaking the lore and make no sense from a human perspective. The only explanation is to limit the benefits of the modules because with the FSD from the CG and with the experimental effect my jumpconda can jump ~6ly more then a regular full engineered class 6 FSD, which apparently is kind of a game-breaking improvement for explorers who have the heaviest job in the galaxy and the least tools and mechanics to help with the job... :rolleyes:
Raise a support ticket. So far I only know people for who the workaround actually worked.
 
It's a bug, so it's weird.
No, actually every bug is a logical consequence of the overall code used for the software and its environment (and their compilers), and what software does is well-defined. It just appears weird to us since humans are so limited in their ability to think. I mentioned something like that in #331.

So, in the same system + environment, the same software cannot behave differently. So somehow, our systems / environments must be different. It is just weird, how different:
If the behavior of the same software is being consistently different on two systems that are supposed to be essentially the same, things must be very weird. In fact, I think it is much more likely that you made a mistake or are not telling the truth.
 
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No, actually every bug is a logical consequence of the overall code used for the software and its environment (and their compilers), and what software does is well-defined. It just appears weird to us since humans are so limited in their ability to think. I mentioned something like that in #331.

So, in essentially the same system, the same software cannot behave differently. So somehow, our systems / environments must be different. It is just weird, how different:
If the behavior of the same software is being consistently different on two system, things must be very weird. In fact, I think it is much more likely that you made a mistake or are not telling the truth.
I'm a computer scientist and a developer too and be sure, I understand what you are thinking and what you are trying to explain but this is on a ideal world. I saw too many weird stuff on my life, like, with the same hardware and software, in the same environment with completely different behavior which the cause was way beyond the equipment we had to investigate deeply enough to find what was different between them, at a point that changing the SSD from one machine to another would carry the "problem" with it and checking the code and the files literally bit after bit showed exactly the same data but somehow with very different behavior and behold: doing a 1:1 copy from one SSD to another one, putting in both PCs we had different behavior but with the inverse logic in the same hardware!

Anyway, I am not the only one with the inability to apply the experimental effect, there are another five other of my friends with the same issue and as I told before, there was some other friends which could apply the experimental effect with your workaround but they can't replicate the same workaround into my account on their PCs. So hardware is definitely not the root of the issue here, the game client have no influence because they managed to apply the effect on their accounts with the same game client which they can't manage to apply on my account. So the only variable I can think that could be changing the behavior is in the server side.

After all, this is certainly a bug which has to be addressed by the developers and we users should not be striving to find a workaround for a recurring bad error while begging for attention from the developer. It's their job, not ours. We are not being paid to be begging for them to see we trying to help them. This is wrong! So many times I have been trying to offer solutions and I can't even have a reply saying "no, I won't do what you are suggesting". I'm here trying to show you, other players, what is happening, the problem is not solved and I saw no one complaining the same way when the problem started. Some said "they already have the experimental effect applied, so they don't care anymore" but this is now, imagine how the things would work if the experimental effects change or if a new one is released in the future. It will be too late, the moment to fix the issue is now.

Forgive me if I was too much confuse on explaining my thoughts, English isn't my native language and sometimes I'm very confusing trying to explain complex things in English.
 
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