Engineers Late to the party and need advice please!

Greetings and salutations commanders! :)

Ok so as my title states I am just starting to dabble and unlock my engineers. Fear not I dont want to know everything... ;) I have been doing much reading and learning however a few points I would like someone to clarify for me please as I just cant get my head round how to do the below... :)

Here is what I do know so far...

I have read the fantastic an approach to engineering thread.. superb work!

I am aware of the Inara guide to all the parts unlocking and more... also amazeballs!

I have seen the swap shop also love this idea the community rocks..

I know that once the upgrade has been done I can then store that module and swap it to the required ship (great stuff)

I understand the need for a dedicated parts holder due to storage issues #fdev, due to storage restrictions issue, I am using my python with 160t of cargo for my engineer parts from mission rewards.

I also have a secondary python dedicated to a mining setup to get the mats required for recipes.. so my queries are as follows..


Q1 -Will the python be able fit all size mods possible for engineers upgrades?

Q2 - will the engineers bases have the low grade items available to purchase so that I can do the easy recipes (junk recipes) for ranking up? Or do I need to put them on python before running to Engineer base.

Q3 -As mentioned above I have a separate python fitted for dedicated Mining materials.. How will I transfer/combine the mining mats with the other python’s mission loot? Or am I not understanding over complicating matters?

Q4 - The swap shop operates by 2 players meeting up in wing then abandoning cargo so the other player can claim it is this correct?

Thats the bits I need to know for now, I am hoping you can shed some light on these points for me many thanks o7

Motarasu out!
 
Q1 you are engineering moduls. every modul you can fit on a python can be engieered. a python can fit many, but not for exampel a class 6 FSD or class 7 or class 3 thrusters.

Q2 don't get the question. nothing you can use for engineering blueprints can be bought at a engineer base. they have outfitting, and in some cases even the one you want to mod (let's say: a medium railgun). anyway, you can transfer moduls to an engineer, but the ship you are taking to them needs to be able to fit those (python for exampel can't fit a class 2 shield...)

Q3 when you swap ships, cargo is autmatically transfered, if you have sufficient cargospace on the next ship - otherwise you can't swap. pro-tip: put at least one cargo rack on all ships you have in hangar.

Q4 works without winging up, and yes, need to be abandoned.

___

it is a really bad idea to store engineer commodities (like nanobreakers), before you have everything else for the upgrades and have unlocked the engineer.
 
Q1 -Will the python be able fit all size mods possible for engineers upgrades?

I'm guessing you mean fitting a lower class module to a higher class slot so yes you can but be careful with thrusters, shields and FSD's as fitting lower class modules will impact performance in some cases significantly, it shouldn't be a problem as the engineers can store the lower class modded module.

Q2 - will the engineers bases have the low grade items available to purchase so that I can do the easy recipes (junk recipes) for ranking up? Or do I need to put them on python before running to Engineer base.

I've found they tend to have the lower class ones and sometimes not the highest class or grade but there's usually enough for "burner/throwaway/ranking" mods

Q3 -As mentioned above I have a separate python fitted for dedicated Mining materials.. How will I transfer/combine the mining mats with the other python’s mission loot? Or am I not understanding over complicating matters?

The mats (carbon, iron, sulphur etc) are carried with your commander and take up little or no space, however you'll only be able to transfer to another ship if it has enough cargo space for the commodities, not really an issue Python to Python but with a Viper 3 your cargo space is very limited so you'd need to have less than 12 units in the larger ship for it to work.

Q4 - The swap shop operates by 2 players meeting up in wing then abandoning cargo so the other player can claim it is this correct?

I believe so I've never tried it but it only applies to commodities and most of those can be bought from stations try using this site

https://eddb.io/commodity
 
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To answer Q1 - I found it better using a Conda as then that can take all the module sizes for the ships smaller than it... well, at least all the ships I own that I plan/planned to modify (Vulture, FAS, FdL, Python). Python doesn't have a Huge Hardpoint for example, which the FdL does.

Plus it can be outfit to mine and haul, rather than having a specific Python for each. Oh and the jump range is better too. I still much prefer the Python in general, but the Conda seemed the better choice for my Engineers Workhorse.
 
This video might help when you get to actually doing your upgrades. It tries to answer some questions you haven't asked yet :)

[video=youtube_share;sXZLgaG72mM]https://youtu.be/sXZLgaG72mM[/video]
 
Thanks all for the responses and the video from commander AR :) has helped to demystify indeed and I did not realise cargo just swapped from ship to ship..

I hadnt bought my secondary python yet glad i didnt would have been an awful waste of time and money cheers cmdrs. o7

This just really pushes the need for storage so bad, so if i want to go bounty hunting i run the risk of losing any unused parts that sucks! so when i go on a mod trip i do it all at once at least for the commodity goods anyway..

Ok this has given me a further two questions if I may..

Q1 -When I am at the base and I choose to create a module is it a brand new module that is created from the parts i have collected? (which as i understand I can apply/burn/store) or is the mod created from the module on my ship that i brought with me and then i again burn/apply/store?

Q2 - If that is the case and the module is created a new, I assume I could create a module that would not fit on the python per say.. class 2 shield as exampled above, could i create it and store it for transfer so i can fit to smaller class ship when i get back to home-port?

Thanks again for the support peeps o7
 
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To answer Q1 - I found it better using a Conda as then that can take all the module sizes for the ships smaller than it... well, at least all the ships I own that I plan/planned to modify (Vulture, FAS, FdL, Python). Python doesn't have a Huge Hardpoint for example, which the FdL does.

Plus it can be outfit to mine and haul, rather than having a specific Python for each. Oh and the jump range is better too. I still much prefer the Python in general, but the Conda seemed the better choice for my Engineers Workhorse.

Yeah now you mention it given the restrictions I face with cargo, i will go with the conda as the workhorse and keep python for other suited ventures..
 
B Q 1+2

you engineer moduls fitted on your ship, nothing is created. so you have to bring them or transfer them (in most cases the engineer won't have them in stock), but you need a ship which can fit those moduls (see my exampel above. no shield 2A modding with a python).

the ships which i mainly use for going to an engineer and mod some moduls are a) anaconda - can fit an awfull lot of different size thrusters, shields etc. b) AspE lot of small hardpoints, also two medium, can fit thrusters class 4, which many of my smaller ships use c) adder, for that class 3 and 2 thrusters and class 2 shields - also has 1 medium hardpoint
 
B Q 1+2

you engineer moduls fitted on your ship, nothing is created. so you have to bring them or transfer them (in most cases the engineer won't have them in stock), but you need a ship which can fit those moduls (see my exampel above. no shield 2A modding with a python).

the ships which i mainly use for going to an engineer and mod some moduls are a) anaconda - can fit an awfull lot of different size thrusters, shields etc. b) AspE lot of small hardpoints, also two medium, can fit thrusters class 4, which many of my smaller ships use c) adder, for that class 3 and 2 thrusters and class 2 shields - also has 1 medium hardpoint

Perfect my friend thats the magic answer I was looking for! :) now I have things to collect and mods to build!! fly safe and best wishes o7 :cool:
 
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