Engineering caveats for Exploration builds

I ran into some problems while Engineering a new Anaconda and I thought I would share what went wrong for the sake of new explorers or those new to engineering exploration ships like I was.

The problem I had was starting with a low margin lightweight build and then engineering some modules on top of that. I lost my shields and at one point almost didn't have enough power to take off from the Engineer base.
For reference, You can see the build here ... https://eddp.co/u/em6ygog7

TLDR; Lesson Learned, higher level engineering mods are not always better. Particularly for smaller modules.

1. Enhanced Low power shields.
This mod reduces the power usage and weight of your shields at a cost of decreasing integrity and the maximum mass the shields will cover.
I had 3D shields on an Anaconda which barely covered the maximum hull mass. Doing a level 3 Enhanced Low Power Shields, reduced the optimal hull mass by 8% which reduced the Maximum hull mass.
I didn't notice any problem right away though. The shields were working and everything was fine until I moved those shields into storage and then tried to re-equip them later and I couldn't. The game would not let me re-install them and I couldn't remove the modification on the module while it was in storage. So I had leave without shields to go buy some new shields.
I did the math and found that I could only afford to lose 3% off the maximum hull mass, so I went back and did a Level 2 mod on them. Ended up with a loss of only 0.84% from optimum hull mass with a mass reduction of 11% and a power reduction of ~20%. Good enough, and still lighter than modded 4D shields.

Lesson Learned: Check your margin on Maximum hull mass before you mod your shields and reject rolls that drop your optimum hull mass too far.
On the subject, does anyone know the math relationship between optimum hull mass and maximum hull mass? I'm not clear on how much a change to optimum mass will affect maximum mass.

2. Low Emissions Power Plant.
This mod improves the heat efficiency of your power plant so your ship runs cooler, at a cost of increased weight and decreased power output.
I had a 3A power plant which had just barely more than enough power to run things comfortably. When I ran a low emissions grade 3 on it, I lost some power and had to re-arrange priorities but I still had enough to run things. After all, you don't need to have your PVH powered while thrusters are powered. Little did I realize at the time that I was gonna need some of that power back after doing a Clean Drive Tuning on my thrusters.

Lesson Learned: Check your power margin and make sure you don't drop your output by more than you can afford. Include the potential increased power cost of additional modifications.

3. Clean Drive Tuning.
This mod increases thruster speed, reduces the heat output and the mass as well, at a cost of increased power draw and reduced lifting capacity.
I had the minimum 5D thrusters fitted. Running Clean drive tuning level 3, increased my speed to 200 and increased my power draw to 5.11MW or 47%. Suddenly ice started forming on my canopy because I no longer had enough power to run all level 1 priorities. My priorities were already optimized for a very tight margin so everything non essential was already powered off.
I was forced to shut off shields before I could take off. This is the point when I went back and ran a grade 2 on my power plant instead of the grade 3 so I could get a bit of that power back.

Later I ran into another problem caused by the reduction to optimal mass. I had cargo racks equipped in un-used slots but I had removed them and left the slots empty for a while. When I tried to re-add them I was unable to equip the last one. Outfitting would not let me add enough cargo space that I would be unable to take off when it was full. They were there when I modded the thrusters, but like the shields, once removed, could not be re-added.

Lessons Learned: Again, check your margins on power usage and maximum mass to make sure you're not reducing your thrusters so far you won't be able to take off.

Needless to say this all resulted in a lot of jumping back and forth between engineers and a waste of a lot of engineering materials.
Now that I know what to watch out for, I should be able to do it much more efficiently next time.
 
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Good tips.

My first encounter with engineering was similar. I did the low emission pp and i can't remember if it was a clean or dirty drive. I launched ok iirc but as soon as I hit the gas the shields went offline. Another mod saw my ship over heating everytime I entered SC!
 
Good things to be aware of. To be honest, aside from the FSD range and engine focused power distributor I haven't found any other mod to be noticeably beneficial. (assuming no weapons) I tried armored powerplant but that did nothing against heat related damage. I've tried different shield/mod combo's and nothing made my ship noticeably more heat efficient, power efficient or durable for whatever weight/heat/power cost(s) I was paying. It's till fun to do them and since I don't min/max my jump range I still mod everything but I do so knowing I'm probably better off leaving some of the components stock.
 
For me the Low Emissions Power Plant mod makes a very noticeable difference.
Heat levels are lower when scooping, when idle and when charging FSD. Perhaps not much lower but noticeably lower.

With that build and a roll of 25% increase in heat efficiency, my idle heat is down to 15%, FSD charge tops out at 51% and fuel scooping at max rate I'm stable at 61-62%
The clean drive tuning also made a big difference in my maximum speed and the Enhanced Low power shields dropped the power requirement of my shields enough that I could make the size 3 power plant work.
The weight reductions (if you get any) are just icing on the cake.
 
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great thread, and thanks for sharing!

i generally mod the powerplant last, after all others engineering is done.

also you can let others do the math, if you have elite market connector installed - it exports your current build to edshipyard or coriolis, including enginnered stats of your moduls.

concerning your question: the % change at optimum hull mass and maximum hull mass of a shieldgenerator is always the same.

you need to exceed hullmass with your maximum hullmass to equip a shieldgenerator.

if you are above optimal hull mass with your actual hullmass, you'll loose some MJ shielding.

generally i tend to fit d-class shieldgenerators on my explorers, which have optimum hullmass at my actual hullmass. those shields are generally strong enough to survive my usual "worst" mistakes during landing. the jumprange difference on a conda is very, very minor (0,28 ly between a low power enhanced 3D and a low power enhanced 5D on a non modded FSD, so maximum of 0,4-0,5 ly after FSD modding).
 
A word of warning regarding grade 5 increased FSD range.
I had a 50% increase on optimised mass which gave my stripped down Anaconda just over 60 ly range.
I rolled a new mod and got 51.9% optimised mass and so applied, but my overall jump range decreased to just below 60 ly.
It seems optimised mass shouldn't be considered alone (as I was doing).
 
A word of warning regarding grade 5 increased FSD range.
I had a 50% increase on optimised mass which gave my stripped down Anaconda just over 60 ly range.
I rolled a new mod and got 51.9% optimised mass and so applied, but my overall jump range decreased to just below 60 ly.
It seems optimised mass shouldn't be considered alone (as I was doing).
The other important number is Max fuel use per jump. An increase to Max fuel use will yield a relatively large boost to jump range.
This allows your FSD to use more fuel on a single jump than it could normally.

If you have a jump range of 60 light years and a max fuel use per jump of 5 tons, that equates to 12 light years per ton of fuel.
If, for example, if you get a 3% increase to max fuel, you can now use 5.15 tons on a single jump. At 12 LY per ton that works out to 61.8ly now or a boost of 1.8Ly.
That's just an example though. I don't think it's that simple since fuel use is not linear, you may get more or less of an increase than that depending on your build.

I'm curious now how much of a change to optimized mass you would need to equal 1% to max fuel but I don't think it's linear.
You can play with the sliders on coriolis to work out the difference. On my build a 1% increase to max fuel use, changed my jump range from 57.83 to 58.05. 3% took it to 58.49
 
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A word of warning regarding grade 5 increased FSD range.
I had a 50% increase on optimised mass which gave my stripped down Anaconda just over 60 ly range.
I rolled a new mod and got 51.9% optimised mass and so applied, but my overall jump range decreased to just below 60 ly.
It seems optimised mass shouldn't be considered alone (as I was doing).

yes, optimised mass is one stat but the other important two are

- Mass of the FSD drive itself, a 20% increase (or less with secondary's is awesome) vs a 40%+ obviously can add more weight, and effects the likes of the anaconda even more so. i.e you fsd could weigh 48T or 56T

- Maximum fuel per jump, a 5% increase in this can add as much as 1 - 2 ly on some ships so its not to be sniffed at

a 50% optimised mass with 5% extra fuel will be equivalent to a ~52% drive without it (mass depending) - always stick it in Coriolis before applying!

also lets not forget grade one mods all have the chance to add secondary's of -10% mass use it to your advantage!
 
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Learning another lesson this weekend.
I usually re-fit my ships for the bubble with a bit heavier thrusters and shields so I can do missions or cargo runs and carry some weapons just in case.

After engineering a couple of different ships with a couple of different loadouts for each one, somehow I ended up with extra engineered modules in storage that I don't remember modifying or what ship they were for.
I've accounted for all of the loadouts for all of my ships that I had planned, and still I have a few extra power plants, power distributors and thrusters with low level mods on them.
I must have forgotten about those and bought new ones to take to the engineers.

I also had that extra 3D Shield generator that I could not re-equip on the Anaconda. I could have used that on my Asp but but I forgot about it and bought and engineered a new one.

So, keep notes and an inventory of all modules. Especially any modules that you put into storage.
 
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