Newcomer / Intro Help for an old player, hoping to help a new player...

Got a question about engineering...

When you go to Farseer to engineer your FSD (or whatever you’re engineering) does it give you the ability to engineer any ship you get, or only the specific one that you’re in at the time of visiting?

Yes,but you need to store the blueprints... And if I am not mistaken, you can only store one blueprint per engineered part... Also, you cannot store experimental effects... Only the basic engineering... But once you store the blueprints, you can engineer any ship on any station that has appropriate service...
 
And if I am not mistaken, you can only store one blueprint per engineered part
I think it might be better to say that you can only pin one blueprint per engineer. And because there are different engineers working on the same modules, you can have multiple pinned blueprints for a single module, such as pinning Reinforced and Thermal Resist Shields.
 
I think it might be better to say that you can only pin one blueprint per engineer. And because there are different engineers working on the same modules, you can have multiple pinned blueprints for a single module, such as pinning Reinforced and Thermal Resist Shields.

Not sure if better, but probably more true... I was not engineering for a while, so I do not remember exaclty...Thanks for correcting me... (y)
 
Got a question about engineering...

When you go to Farseer to engineer your FSD (or whatever you’re engineering) does it give you the ability to engineer any ship you get, or only the specific one that you’re in at the time of visiting?
You can only engineer a module that is fitted in the ship you are in at that time. Once you have unlocked an engineer, that engineer can work on any (relevant) module you have - ie Felicity can Engineer any of your FSDs (when they are fitted in the ship you are in).

So...
1. Unlock an Engineer.
2. Do enough upgrades at the Engineer base to max out your reputation / rank with that Engineer. There is a bar on the top left of the Engineer page that shows this progress.
3. Pin the blueprint you want to always have access to (ie Long Range FSD).
4. You can now use this Engineer blueprint at any station through Remote Engineering (option by Outfitting).

Note: You do not gain Engineer rank when using Remote Engineering, so max out your Rank before leaving (if possible).

Note: You can only add experimental effects at the Engineer Base, not through Remote Engineering.
 
Got a question about engineering...

When you go to Farseer to engineer your FSD (or whatever you’re engineering) does it give you the ability to engineer any ship you get, or only the specific one that you’re in at the time of visiting?
You can engineer only the modules in the ship at the time.
You can pin one blueprint at each engineer which will enable you to engineer those blueprints at any station.
While at an engineers you can add an experimental effect, you cannot do this remotely.
To get access to higher grades of the blueprint you have to do sufficient work at the engineers to increase your access, this cannot be done remotely.
 
Ahh, seems like I've entered a world of pain...:ROFLMAO: but that /\ /\ /\ all gives me a better idea.

We landed at Farseer Inc this evening. I was able to choose an option of the first level. The young Commander was not, but only because he didn't have the right materials. I suppose going shopping for galactic herbs and spices will be our next mission. My main concern was that if he chooses something from Felicity now, in his Cobra, he wouldn't be able to engineer another ship when he buys a better one. If I've understood you all correctly, thats not an issue.

Time and experience will help on this one, I think.
 
Would you ideally only engineer A rated modules?
You engineer the best module for the task, usually that is likely to be the largest A rated module that will fit but if you are wanting to boost the jump range of a cargo ship or explorer you will probably want to engineer D rated modules to keep the mass down. The only grades of modules not likely to be engineered are E rated or possibly C.


Engineered modules can be transferred to storage and then installed in a different ship as long as they will fit.
 
You engineer the best module for the task, usually that is likely to be the largest A rated module that will fit but if you are wanting to boost the jump range of a cargo ship or explorer you will probably want to engineer D rated modules to keep the mass down. The only grades of modules not likely to be engineered are E rated or possibly C.


Engineered modules can be transferred to storage and then installed in a different ship as long as they will fit.
Ok, this is making a bit more sense now. I’ve probably been over thinking it.
 
Would you ideally only engineer A rated modules?
Depends on what you want. Sometimes, different recipes give near similar results on A and D rated modules (sensors A rated lightweight vs. D rated long range) while keeping the lower power consumption of the D module. I also use occasionally E rated shield boosters for the resistance while keeping mass and power low. For a ramming build, it might (haven't tried myself) be interesting to use mass increasing mods on B rated modules.
 
Ship building, which includes engineering and selecting experimental effects, is a science of its own if you want perfect results.
You'll get the hang of it over time, but it is not something that can be fully explained in a few lines of text.

My suggestion at this point would be, state what type of ship you are building for which purpose, and pull in advice from veteran players. It may save you a lot of wasted effort. We also have a number of sample builds ready as a starting point to work from ;)
 
What was common in the past was to go with your biggest ship and buy modules that fit all your ships.
Then at the engineers you would engineer your biggest module, swap it out for each of the others and go for G1 +experimental on each. Then you can call for the modules for your other ships as soon as you had mats and remote engineer them.

o7
 
You engineer the best module for the task, usually that is likely to be the largest A rated module that will fit but if you are wanting to boost the jump range of a cargo ship or explorer you will probably want to engineer D rated modules to keep the mass down. The only grades of modules not likely to be engineered are E rated or possibly C.


Engineered modules can be transferred to storage and then installed in a different ship as long as they will fit.
Small addendum: shield boosters are often used in E-class to keep weight down on small lightweight ships: it is one of the few (only?) modules where E is lighter than D rated versions.
 
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