Engineers How do Engineer mods affect ship handling..?

Just wondering if mods can affect turn rate of ships?
I'd be really interested in tweaking the turn rate of a Viper MkIV and a DBE.
Just wondering if it's possible or do thruster mods only affect straight line speed?
 
In beta I fully modded an FDL, and the handling was pretty bad afterwards due to detrimental +mass effects from some mods which can get quite significant after a while. Keep an eye on your total ship mass compared to your thruster's optimal mass. Ideally try to stay under 50% optimal thruster. Saying that though when you are fully modded with high grade mods things die much faster, your speed is faster and shields are stronger, so worth the trade off.
 
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Yeah I kinda wish it would show manouverabilty rating before and the possible range of the effect after.
It's all a bit number crunchy, not my strong suit. I'd prefer a visual depiction.
Thanks for the reply!
 
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Yeah I kinda wish it would show manouverabilty rating before and the possible range of the effect after.
It's all a bit number crunchy, not my strong suit. I'd prefer a visual depiction.
Thanks for the reply!

Yeah some of the screens show yaw, pitch, and roll but anything that effects mass should indicate changes in the 3 every time.
 
When you buy a ship from the shipyard your given a screen to help compare against your current ship. I hope they add this in future to engineering results.
 
That's what the results screen is. The %s are comparisons to your current ship
I've had minimal tinker time so I could just be missing something obvious, likely as I've been doing a lot of night shifts lately. Hopefully with a clear head I'll understand the given info better.
 
Actually it would be nice to see the relevant stats when you're at the engineer's modding equipment, because it is quite possible to over mod your ship to the point of going way over your power plant limit if you haven't modded that first. Other detrimental effects such as decreased module integrity, increased mass, weapon overcharge jitter, increased thermal load etc. can add up to the point of having a much less efficient ship, and if done to a extreme make it unusable.
 
Engineer mods for thrusters effect optimal mass multiplier which is a flat bonus on all its attributes essentially, so if you get engines with 25% additional multiplier (which i think is the best available) you'll turn considerably faster than you did originally, basically your turn/pitch/roll/topspeed/acceleration etc will all be boosted 25%.
 
In beta I fully modded an FDL, and the handling was pretty bad afterwards due to detrimental +mass effects from some mods which can get quite significant after a while. Keep an eye on your total ship mass compared to your thruster's optimal mass. Ideally try to stay under 50% optimal thruster. Saying that though when you are fully modded with high grade mods things die much faster, your speed is faster and shields are stronger, so worth the trade off.

It all depends what you mod, I put the dirty drives enhancement on my FDL and deliberately kept the weight down, I had an FDL that boosted to 500 and was ridiculously manouverable. There's a full range of things you can do so you have to target your enhancements. Having a low mass on your FDL to begin with is a smart move, I'd say putting B SCBs in for example is no longer a good move. In my courier I don't bother with SCBs any more at all because it's so weight sensitive. However the immense speed you can now get means you can avoid so much fire you don't really need them any more.. it's all down to how you fight.
 
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