Newcomer / Intro Engineering - One Ship, Whole Fleet, All Future Ships?

Just getting started with my farseer engineering. Am curious about what exactly I'll be getting. Do I acquire upgrades to only the ship I'm in or do I acquire the knowledge/materials to apply this upgrade to my whole fleet and all future ships?

Asking because if it applies only to one ship then I'll need to make sure I'm taking the right boat.
 
As metatheurgist said, engineering applies to the module. Some modules fit more than one ship type, so you can swap 'em around. You do need to consider power requirements, weight, and such. Each ship will actually be a whole project, to make sure everything works as you like.

Use coriolis or EDSY to pre-plan your engineering and ship load out. Coriolis is easier to use but less accurate.

 
Just getting started with my farseer engineering. Am curious about what exactly I'll be getting. Do I acquire upgrades to only the ship I'm in or do I acquire the knowledge/materials to apply this upgrade to my whole fleet and all future ships?

Asking because if it applies only to one ship then I'll need to make sure I'm taking the right boat.
You are upgrading the module and you need more materials to engineer more modules.
My go to reference for finding materials the quickest way:
Source: https://youtu.be/iHl-SsKQfe4


Fitting a collector or operations limpet controller to your combat ship and carrying some limpets means you can salvage useful materials from the wreckage of the ships you destroy. This will reduce time spent seeking materials by other methods.

I always recommend getting the class 5 engineered FSD V1 for a Diamondback Explorer, ASP Explorer or Krait Phantom and using this as your materials gathering and exploration ship. Farseer can add mass manager effect to it for a bit more range. It's much be enter than engineering a class 5 FSD. Cutting your travel time like this makes your whole game play more time efficienct.
 
Once you've unlocked the engineer - and each one goes up to level 5 - you have the knowledge to upgrade all module modifications they support.

This is of particular use in "remote engineering" where you don't need to take the module to the engineer. However, one must pin a blueprint for this to work and experimental mods cannot be applied remotely.
 
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