Engineers I must be thick or something?

Greetings

I have been absent from the game for a long time and came back to find engineers and upgrades galour.Now the problem ,no matter how many video tutorials etc I watch I still cannot grasp wth is going on.

Gathering the stuff is easy enough but the actual engineering part I don't understand.

What I have grasped is that you can do basic upgrades to build up your rank with a particular engineer ,apparently 300 "rolls" gets you to rank 5 or something then you apply your upgrade.

Then there is experimental effects which you can also add if you are lucky.

And something about blue prints.

My questions are:

Do I have to apply each roll to whatever it is I'm upgrading?

How many experimental effects can I apply to one thing?

What are the blueprints for and why can I "pin" them?

Does it cost materials every time I roll or only when I apply the upgrade?

How do I know when I should apply an upgrade? The blue/red lines with the moving arrows are confusing as in what is a good outcome when the arrows stop?

I know I should just try it and see but I don't want to waste a shed load of stuff on a stupid mistake.

Thanks for any and all help.
 
This should answer most of your questions: http://www.elite-dangerous-blog.co.uk/post/Engineering-30

From the sounds of it, you're used to the pre-3.0 engineering, which was fairly random. With post-3.0, engineering gives a predetermined set of advantages/disadvantages at maximum, it might take some rolls to get to the maximum. Special effects can be purchased for a set price, nothing random.

Each module/weapon can have one special effect each.

Blueprints can be pinned so you can used the 'remote engineering' selection in the lower right menu when docked at stations so as to do engineering without visiting the actual engineer's base.

Each roll costs materials regardless. In pre-3.0 you could choose whether or not to apply the roll, post-3.0 all rolls are applied.

With 3.0, each roll improves your chosen module. See https://inara.cz/galaxy-blueprints for an overview of what modules can use which upgrades.
 
Before you do any engineering, store any modules that you have previously upgraded using the old system. At least until you understand how it works. Some of the legacy upgrades are better than the upgrades that we can do now.

But the way we do it now is far less random, so it is a huge improvement over the old system.

As for pinning blueprints. The main use of this is applying upgrades when not at an engineer. It's well worth using.
 
Yeah, inara has a full list of everything possible, along with what it requires, and a quick and easy search function to locate things like material traders nearby.
 
You cannot apply secondary effects such as 'Drag Drives' to thrusters using a Pinned Blue Print with remote engineering (any old space station), the only place you can get secondary effects added is at an engineer who modifies that module. It is independent of the Engineers max ability level for the module. e.g. Felicity can apply any of the secondary effects to thrusters that have been level 5'd by Palin(or remote engineer) even though she is limited to G3 for them herself.
 
You cannot apply secondary effects with remote engineering, the only place you can get secondary effects added is at an engineer who modifies that module.
Also note that the recently added Colonia engineers are specifically able to modify all of these secondary effects, so that they're all available even while those engineers themselves can currently only modify modules at grade 1. The intent being to ensure people moving there have access to all their pinned blueprints from the bubble, plus the secondary effects which require a direct engineer visit.
 
Not sure if OP question as to can materials be reused. But the answer is a: NO! For what ever reason you find your self without money to buy an unengineered mod, you can if you wish, unengineer the mod you have. If you sell an engineered mod, the mod and all materials utilzed in making the mod are gone. Being able to keep them would be a nice feature, but I don't think its gonna happen any time soon or later.
 
You cannot apply secondary effects such as 'Drag Drives' to thrusters using a Pinned Blue Print with remote engineering (any old space station), the only place you can get secondary effects added is at an engineer who modifies that module. It is independent of the Engineers max ability level for the module. e.g. Felicity can apply any of the secondary effects to thrusters that have been level 5'd by Palin(or remote engineer) even though she is limited to G3 for them herself.



I am under the impression that is only true to the point they are able to mod to,
ie Farseer cannot apply drag drives to a set of G5 dirties.
 
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