Newcomer / Intro Engineers

So how many should I budget for to G5? i.e. G1,2,3,4,5 rolls? I was doing 3,4,5,6,10
So I guess these are the values I mentioned in a different thread. They are what I use and I use them to budget for a row of bad rolls and to avoid having to go out to farm and going back to the material trader all over again. They are high and you will likely not need more than 1,2,3,4 for grades 1 through 4. To fully max out grade 5 takes around 7-8 rolls normally, but some things such as lightweight collector limpets sometimes go up to 11. Having too much materials is also not a problem, if something is left over after you are done it means less grind for your next ship.
 
So how many should I budget for to G5? i.e. G1,2,3,4,5 rolls? I was doing 3,4,5,6,10
Just to show the variability I just engineered two modules with the same blueprint no rolls at G5.
1st module 1; 2; 3; 3; 4.
2nd module 1; 1; 2; 2; 3.
 
whats the difference between clean and dirty thrusters?
Different stat changes. Dirty drives will change the optimal mass variable more, meaning you will get more maneuverability and speed out of your thrusters. Clean drives give you less of a speed and agility boost, but also gives a decreased thermal load (instead of increased as for dirty drives) and slightly different values for the negative effects.
 
Last edited:
I was a long hold-out for clean drives. I had four ships using them, ships I engineered to run cool.

But in the past couple of months all of those have been re-done with dirty drives. I had been under the mistaken impression that dirty drives would make the ship hotter all of the time, something I did not want in my cool ships. What I found was there is some increase in thermal load as Orodruin noted, but only when the thrusters are being used. Makes sense right? But what I failed to consider is that the thrusters are only used when speed is changed or the ship is maneuvered. So as soon as you reach a stable speed and attitude the thrusters stop producing heat and the ship returns to it's cool state.

Even then, the difference was a few percentage points of heat. Where it really shows is chain-boosting, where the additional heat stacks through the boosts. Once I realized this I re-did my ships with dirty drives. They become much faster, and dirty drives actually use less power than clean, meaning some of the heat gain is traded off intrinsically.

My clean drive days are in the past now.
 
what does no rolls at g5 mean? It looks like you did 5 Grades above not 4?
It meant that I didn’t roll on G5 I just noted down the number of rolls at G4 to take me to the point where G5 would become available G4 wasn’t completed at that point, it also means that I am an idiot who should check what I post more carefully. Correct figures below.
1st module 1; 2; 3; 4.
2nd module 1; 1; 2; 3.
 
How many blueprints can you pin per engineer? For example can I get G1 on all the modules offered by an engineer and then pin the blueprints whilst there and then develop the engineering per module remotely?

I believe I cannot engineer more than one improvement to a module as the next one replaces the first one.
 
One blueprint per engineer. That's why it's useful to do the engineers in Colonia - it gets you 4 extra ones, but no point in going there until you've unlocked and got at least grade 4 with Elvira, Todd, The Dweller and Liz.
 
Last edited:
How many blueprints can you pin per engineer? For example can I get G1 on all the modules offered by an engineer and then pin the blueprints whilst there and then develop the engineering per module remotely?

I believe I cannot engineer more than one improvement to a module as the next one replaces the first one.
That is right, 1 upgrade and 1 experimental per module, weapon etc. Starting another on the same module will wipe the initial one if you ignore big red warning!
 
So just to be clear: one blueprint per module but multiple modules per engineer? Or one blueprint per engineer?
Not sure what you are talking about. If it is pinned blueprints then 1 per engineer. You can of course pin different blueprints for the same type of module with 2 different engineers. For example the Prof and Chloe Sedesi both do thrusters to G5 so you could pin dirty with the Prof and clean with Chloe. Once pinned you can remote engineer as many modules with the pinned blueprint as you like as long as you have the mats to do it. You have to visit the engineer for experimentals, but the beauty of remote engineering is you can do it at any engineer that offers it even if they only do the module blueprint to G1. That makes someone like Felicity Farseer useful. You can get experimentals for FSD, thrusters, power plant and shield boosters in 1 trip.
 
In a station choose outfitting select the module on your ship and click modifications, be careful not to hit the remove button.
On your ship in the right hand screen go to the modules tab and click on the module and the show info button.
Quick FYI on this issue - Just tried to remove a power plant modification via CARRIER Outfitting on the account that owns the carrier and it just hangs the game. Exit to main menu and back and the existing modification is still there. Had to move the ship to a nearby Coriolis and use the Outfitting there instead.
 
Back
Top Bottom