Newcomer / Intro FSD Engineering - 101

so if I understand that right, I can get a blueprint for each of those 3 choices - but I can't mix and match, like 2 parts shielded, 3 parts range on the same FSD - is that correct?

You can only pin one blueprint/modification per engineer, and only apply one modification per module.
You can add an experimental effect on top of a modification.
So you have to choose shielded or increased range.
Some of the experimental effects can add similar effects to the main mods.
Eg you can increase the range on a shielded FSD by adding mass manager, or you can toughen up an increased range FSD with double braced.

That said, range is your best friend, especially early in the game.
I only use shielded FSDs on my PVP combat ships.
NPCs aren't going to snipe your FSD out.
Use an armored or thermal powerplant if you want to run cool.
 
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Quite disappointing - this could have been a great feature with mix and match to create really interesting modules - what a wasted design opportunity.
 
Perhaps, but that's sort of what the experimentals do as I mentioned.
You can typically increase integrity, lower mass or power draw etc.
Also if you want, for example, a tougher and heavier FSD with less range that is not a problem. Just use a B class.
 
Just found the articles about egineering in the FD wikia - will study it to get a better idea how this works - thanks a lot for your replies though - eventually it is still interesting to do, I just expected a whole lot more and so it is underwhelming.

Edit: I don't mean with it, it is bad, it is just not what I expected it to be. A far more powerful feature was in my mind and now it is just a so-so.
 
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Just found the articles about egineering in the FD wikia - will study it to get a better idea how this works - thanks a lot for your replies though - eventually it is still interesting to do, I just expected a whole lot more and so it is underwhelming.

Sure no problem.
In some respects I agree but a lot of people are already overwhelmed.
It's fairly time consuming to do just one competitive ship for open PVP play for example.
Some players avoid engineering altogether, it being too involved commonly being cited as a reason.

I don't envy the decision makers.

This is my go to resource:
https://inara.cz/galaxy-blueprints/

Just know the numbers are misleading.
Some things don't matter nearly as much as they might appear to, and vice versa.
Get back to me when you've unlocked the main 20 and have balanced an entire ship.
:)
 
Sure no problem.
In some respects I agree but a lot of people are already overwhelmed.
It's fairly time consuming to do just one competitive ship for open PVP play for example.
Some players avoid engineering altogether, it being too involved commonly being cited as a reason.

I don't envy the decision makers.

This is my go to resource:
https://inara.cz/galaxy-blueprints/

Just know the numbers are misleading.
Some things don't matter nearly as much as they might appear to, and vice versa.
Get back to me when you've unlocked the main 20 and have balanced an entire ship.
:)

I will definitely do it, it is as well giving exploration a purpose and when I will be out there and need some break, I can land on a planet and look for materials, whilst I enjoy myself driving the SRV. You know, to hear that I can put just one modification on an item and one special effect, when I expected to be able to put 5 modifications (one of each grade) on an items plus an experimental effect, then it gets clear, that it is disappointing. It could have been more, but isn't. I will get over it though.

But then again there are by far more engineers than I expected what is raising my mood.
 
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................

Edit: I don't mean with it, it is bad, it is just not what I expected it to be. A far more powerful feature was in my mind and now it is just a so-so.

Originally the modifications that an elusive and secretive engineer might be cajoled into cobbling-together for you was supposed to be marginal gain but with significant risk / drawback (the example given was a mod to Huey engines in Vietnam that gave temp power capability but with risk of failure and certainty of reduced life). During the beta some powerful stuff was unleashed and the hue and cry when it was proposed to dial-back was deafening. F D showed a complete lack of back-bone by capitulating and really unbalancing the game hugely between people who could put time and effort into modifications and people who couldn't / wouldn't. (BTW - naturally Open Play suffered and so there is a constant stream of threads proposing things to force / cajole / entice people into Open - to be their "content" I suppose).

So you may think it is lacklustre but your alternative would be catastrophic - overcharged, efficient, long-range, sturdy, focussed pulse lasers with increased rate of fire, flow control, phasing sequence, scramble spectrum and thermal shock - LOL.

P.S. Notice how many weapon mods there are compared to non-offensive equipment? (... and still people say F D are not combat-focused. :rolleyes: )
 
Originally the modifications that an elusive and secretive engineer might be cajoled into cobbling-together for you was supposed to be marginal gain but with significant risk / drawback (the example given was a mod to Huey engines in Vietnam that gave temp power capability but with risk of failure and certainty of reduced life). During the beta some powerful stuff was unleashed and the hue and cry when it was proposed to dial-back was deafening. F D showed a complete lack of back-bone by capitulating and really unbalancing the game hugely between people who could put time and effort into modifications and people who couldn't / wouldn't. (BTW - naturally Open Play suffered and so there is a constant stream of threads proposing things to force / cajole / entice people into Open - to be their "content" I suppose).

So you may think it is lacklustre but your alternative would be catastrophic - overcharged, efficient, long-range, sturdy, focussed pulse lasers with increased rate of fire, flow control, phasing sequence, scramble spectrum and thermal shock - LOL.

P.S. Notice how many weapon mods there are compared to non-offensive equipment? (... and still people say F D are not combat-focused. :rolleyes: )

Open certainly is, because having pretty much no rules outside the immediate station area is attracting the PvP player type, who is pretty much solely interested into somewhat competitive content - and not much else. You know, the "end game" type of players, for whom all the rest of the game is just prelude for "their game". This type has never heard of "it's the journey, not the destination" - they rush to "end game", grinding like there would be no tomorrow - and basically most of the game design is wasted on them - at least that is my opinion. Private groups and solo play is certainly different from that, because it attracts a totally different kind of player - and both do not mix well. Any attempt to force people into "open" by players playing in open, is just a request for easy prey - because they say they want to be competitive, but in fact all they want is to prey on weaker players or those with no intention to fight back. In my eyes they are not "1337", a real elite player does not prey on weaker players IMO.
 
Ok, with this another question comes to mind - I was of the opinion that I can use different "traits" on different FSD. Now I'm in doubt if this holds true. If I have to put the same traits on any FSD, then I would go for range - but if I have a choice with every FSD I want to upgrade, then I will vary traits. So what is it?

OH Yes you can engineer any number of FSDs you have available to any blueprint and special effect that you wish while you are at an appropriate engineer, but any one FSD will only have the properties produced by the last blueprint and special applied to it.
 
Well, let me describe what my idea with this shielded FSD is. It has 3 advantages: produces less heat, boots up faster and has a slight range increase. IMO this is good for a stealthy ship, which operates in the grey area - like transporting criminals - less heat signature is stealth basically, boost up faster is a chance to escape in case the attempt failed and a bit more range is included as well. And if a decent stealthiness could be achieved without to run in silent mode or to run in silent mode for a longer time, due to less heat produced, then this upgrade has value for me. But I would just go for it, if I can have both on different FSDs - one for stealth, another one for range and so on.

Keep in mind Boot Time is how long an FSD takes to power up from having been switched off or a power failure, the time to charge for a Jump or to enter Cruise is not changed by engineering.
 
OH Yes you can engineer any number of FSDs you have available to any blueprint and special effect that you wish while you are at an appropriate engineer, but any one FSD will only have the properties produced by the last blueprint and special applied to it.


I missed that bit, agreed.
I have multiple FSDs for a couple of my ships.
 
Keep in mind Boot Time is how long an FSD takes to power up from having been switched off or a power failure, the time to charge for a Jump or to enter Cruise is not changed by engineering.

Just good, that I asked then - i really thought it would be the time to charge up, what is meant with "boot time".
 
Just good, that I asked then - i really thought it would be the time to charge up, what is meant with "boot time".

Boot Time is the time it takes a device to get to a functioning condition from when the power is switched on.

Boot in this instance is the computing term for getting a computer started, it comes from bootstrap these where straps built into the tops of leather boots that allowed the wearer to get a better grip and so draw them on more easily.
 
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