Engineers How to efficiently approach engineering

Can please somebody tell me. Do I have to max out every grade of a module to get the maximum at g5, or is it enough to get access to the next grade, without completing the circle on the former ones, and max out g5 in the end with the same result?
 
Can please somebody tell me. Do I have to max out every grade of a module to get the maximum at g5, or is it enough to get access to the next grade, without completing the circle on the former ones, and max out g5 in the end with the same result?
You can use the new level ASAP, it doesn't impact the final result
 
It's kinda outdated though.
True. I'm really trying to care enough to come back, learn what's change and update. On the other hand it appears, from what little I can gather, that things have changed or will change soon such that a guide like this isn't all that useful even if updated.

I hopped in last night, fiddle with buttons for a bit trying to remember my HOTAS config and just logged out and had a beer instead.
 
So I finally started with the whole engineering thing, only because I keep seeing that two engineers tell me to come visit. Cool. So I go and start it. I notice that once I unlock a mod the other options are unavailable unless I undo the current mod.

For instance, let's take the three scanner mods:
  • to scan at longer range
  • shorten the time of scan
  • widen the angle at which the scanner will start scanning
If I chose to unlock for the one for the longer range, will the other two not ever be unavailable to me (or any of my ships) unless I undo my current mod? Particularly with the FSD mod, I can see all three mods being of value for different ships in my fleet, but if I can only unlock one type of mod for all ships then all this headache is pretty pointless.
 
If I chose to unlock for the one for the longer range, will the other two not ever be unavailable to me (or any of my ships) unless I undo my current mod? Particularly with the FSD mod, I can see all three mods being of value for different ships in my fleet, but if I can only unlock one type of mod for all ships then all this headache is pretty pointless.
The mod applies only to that specific module. At an engineer's workshop, any mod is available assuming all other criteria has been met (enough rep with the engineer, sufficient materials etc.). One restriction is that you can only pin one blueprint per engineer, which means that when you go to a remote workshop you can only apply the mod belonging to that blueprint. I hope that one day FD considers adding two blueprints per engineer (seeing as most engineers have two specialisations).
 
Isn't it about time that the hopelessly outdated OP has the "sticky" tag removed. It is about as useful as the manual. :rolleyes:

Thank you Jenner. :)
 
Last edited:
Top Bottom