Module Storage: Cannot Store Power Plant, Power Distributor, and Sensors

Status
Thread Closed: Not open for further replies.
Usually when I buy a new module I get the option to exchange or store the existing module. If the existing module is engineered, I prefer to store it so I can reuse it on other ships. Last night I was trying to swap an engineered power distributor with a new, un-engineered power distributor, but under BUYING OPTION the only option was BUY. I thought it was a bug of some sort so I figured I would revisit it today to see if anything changed but it hasn't. The buying options window shows the little graphic of the module with the cost of the new module and the value of the existing module subtracted beneath it, but instead of showing EXCHANGE and STORE, the only option is BUY at the cost of the new module, and this is the case with the power plant, the power distributor, and the sensors. The other core internal modules can be stored or exchanged like I'm accustomed to. I tried the STORE MULTIPLE option under STORED MODULES but when I confirm, it doesn't store the module or replace it with the factory default like the caution message that comes up says it should.

Am I missing something? I thought it might have something to do with the factory defaults (in the Anaconda, I think the power plant, power distributor, sensors are all 8E) exceeding maximum mass, but I don't know why that would be a problem if I'm replacing the existing modules that don't exceed maximum mass with new modules that also don't exceed maximum mass.

One reason I suspect it may be a bug is that I have already successfully stored and replaced the engineered power plant that I was using before with a new, un-engineered substitute.

Other observations which may or may not be relevant:
The power distributor and the sensor are both engineered, but the power plant is not.
The engineered power distributor that I'm trying to store is the only core internal module, or any module for that matter, to have depreciated. Conceptually, that made some sense (despite my indignation that the value-added from the engineering effort was ignored) because it has the stripped down experimental effect, but the engineered thrusters, which are also stripped down, have not depreciated compared to a new, un-engineered set of thrusters of the same class.
I'm at the Strekalov Gateway station in the Ross 733 system. It's 9 December 3304; the time is 19:04:40.
 
Can't figure out how to edit my original post

Also, I only have two modules stored, so the issue is not storage capacity. I've seen other posts from a year or so ago that suggest trial and error in disassembling and re-assembling the ship might yield a solution. I was hoping to avoid that but I'll obviously give it a go. This, I think, points to something like the maximum mass theory posited above, which, in my opinion, is not very intuitive. Let the record show that I don't like that.
 
Also, I only have two modules stored, so the issue is not storage capacity. I've seen other posts from a year or so ago that suggest trial and error in disassembling and re-assembling the ship might yield a solution. I was hoping to avoid that but I'll obviously give it a go. This, I think, points to something like the maximum mass theory posited above, which, in my opinion, is not very intuitive. Let the record show that I don't like that.

contact frontier support
 
Try buying something else, such as a shield booster E rated and then store it see if that solves the problem.

A similar thing happened to me at an engineers base, Hera Tani, I could not buy another power plant and store the current one because the store option wasn't available. The solution, in my case, was to drag a stored item to the base and when it arrived, local storage now contained something, so the option to store the current item became available. And I had 80+ items in storage in various stations.
 
One can exchange any or all the other mods but not the cores. Should one want or need to replace core mods for any reason, one must simply purcahse the new one, instill it. The process will automatically place the previous one in storage. Should one want or need to sell a core mod, they must do so from the storage area.

If and when one doesn't strip replaced mods when selling a ship, all the original mods that the ship had previously to any upgrades will automatcally be replaced by the games dynamic to what they were prior to any and all upgrades. The difference in price minus the 5 percent fee as selling just the ship has will be applied to one account. Thus taking the time when selling a ship with upgraded mods and removing them ones self can save one 5 percent. Any and all mods in a ship when sold will be be subjected to the 5 percent fee charged for selling a ship. Unless one removes items via outfitting, prior to selling a ship, any and all after market items such as paint schemes, bobble heads etc. will remain with the ship. And should one repurchase the same ship at a latter date. All previous items mentione will be back in the ship upon receiveing it. Example, selling a red ship, repurchase it later, it will be red. Unless as I stated one has removed the paint scheme via outfitting prior to selling it.

All mods will be replaced with the standard mods ones that come with the original ship. Which are generally all "E's".
 
Problem Solved but Questions Remain

I appreciate everyone's input. I was able to store and replace the engineered power distributor with a virgin power distributor after storing and replacing the engineered 5D thrusters with 6E thrusters. Afterwards I put the 5D thrusters back with no problem. It strikes me as a dumb fix, but a fix nonetheless.

The 6E thrusters increased the maximum from 850.5 to 1440 - this seems to have played a role but I don't fully understand that role. I guess the 6E's brought the optimal mass much closer to the actual, but I don't really know what that means other than that "optimal" is generally a good thing. Before trying the thrusters, I played around with subtracting heavier optional internals and hardpoints, thinking that the old power distributor only fit because it was stripped down for less mass and the new one could not be swapped in because it would exceed maximum mass. This didn't work. For one, if a module will exceed maximum mass, the game is pretty clear about it and won't let you put it on the ship. For another, the 4D power distributor has 4 tonnes, the stripped down 4D comes in at 3.6 T, and my current mass was around 700 T, so the effect of swapping them would've been negligible and it certainly wouldn't have put me over the max. This anaconda was optimized for exploration and then I jury-rigged it to protect the scan data I got from circumnavigating the galaxy but with a mind to changing as little as possible to make the conversion back to exploration as hassle-free as possible. With that in mind, there could have been any number of off-setting or undesirable effects at play that elude me.
 
I appreciate everyone's input. I was able to store and replace the engineered power distributor with a virgin power distributor after storing and replacing the engineered 5D thrusters with 6E thrusters. Afterwards I put the 5D thrusters back with no problem. It strikes me as a dumb fix, but a fix nonetheless.

The 6E thrusters increased the maximum from 850.5 to 1440 - this seems to have played a role but I don't fully understand that role. I guess the 6E's brought the optimal mass much closer to the actual, but I don't really know what that means other than that "optimal" is generally a good thing. Before trying the thrusters, I played around with subtracting heavier optional internals and hardpoints, thinking that the old power distributor only fit because it was stripped down for less mass and the new one could not be swapped in because it would exceed maximum mass. This didn't work. For one, if a module will exceed maximum mass, the game is pretty clear about it and won't let you put it on the ship. For another, the 4D power distributor has 4 tonnes, the stripped down 4D comes in at 3.6 T, and my current mass was around 700 T, so the effect of swapping them would've been negligible and it certainly wouldn't have put me over the max. This anaconda was optimized for exploration and then I jury-rigged it to protect the scan data I got from circumnavigating the galaxy but with a mind to changing as little as possible to make the conversion back to exploration as hassle-free as possible. With that in mind, there could have been any number of off-setting or undesirable effects at play that elude me.

Core mods are simular to automobile engines. Where as one can install a bigger better engine, but then the radiator needs to be increased or the engine won't have sufficent cooling. Because the engine is bigger, the previous fuel pump will be inefficent to supply enought gas to the motor, yes it will run, but won't go fast. The electric generator, coil, and battery will more than likely need to be improved upon also. Then there's the old smaller drive train that was matched to the smaller motor that has to be increase to handle the new tork, etc etc etc.

So yes, one mod can effect the overall size of a different mod, in which unlike in the real world a mechanic will install the right componets, the games mechanic or dynamics basically does the same by not allowing some combintions of core mods to be utilized with other combinations.
 
Problem Solved but Questions Remain

I appreciate everyone's input. I was able to store and replace the engineered power distributor with a virgin power distributor after storing and replacing the engineered 5D thrusters with 6E thrusters. Afterwards I put the 5D thrusters back with no problem. It strikes me as a dumb fix, but a fix nonetheless.

The 6E thrusters increased the maximum from 850.5 to 1440 - this seems to have played a role but I don't fully understand that role. I guess the 6E's brought the optimal mass much closer to the actual, but I don't really know what that means other than that "optimal" is generally a good thing. Before trying the thrusters, I played around with subtracting heavier optional internals and hardpoints, thinking that the old power distributor only fit because it was stripped down for less mass and the new one could not be swapped in because it would exceed maximum mass. This didn't work. For one, if a module will exceed maximum mass, the game is pretty clear about it and won't let you put it on the ship. For another, the 4D power distributor has 4 tonnes, the stripped down 4D comes in at 3.6 T, and my current mass was around 700 T, so the effect of swapping them would've been negligible and it certainly wouldn't have put me over the max. This anaconda was optimized for exploration and then I jury-rigged it to protect the scan data I got from circumnavigating the galaxy but with a mind to changing as little as possible to make the conversion back to exploration as hassle-free as possible. With that in mind, there could have been any number of off-setting or undesirable effects at play that elude me.


I am having the same problem with a Power Plant. I have an engineered 3A plant in my Krait Phantom and I want to replace it with a Guardian Hybrid Power Plant but I don't have the option to store when I purchase the new one. No amount of futzing around seems to allow me to store the module. I don't want to lose it, of course. What should I do?

thanks,
CMDR Soifua
 
I am having the same problem with a Power Plant. I have an engineered 3A plant in my Krait Phantom and I want to replace it with a Guardian Hybrid Power Plant but I don't have the option to store when I purchase the new one. No amount of futzing around seems to allow me to store the module. I don't want to lose it, of course. What should I do?

thanks,
CMDR Soifua
things have changed in a year we have web sitse that can show flaws in ship builds now and full support for swaping data with those sites..
Export the Ship build to edsy.org from inara fleet page and see if it tells you WERE your going wrong. the GPP may be to heavy to direct install... breaking shield max mass usage as example...
And putting in a 3E PP may not have enough power so PP can not be replaced with any thing too low in power...
 
@Soifua

Could you make a new thread rather than resurrect an old one, please?
It helps to keep info up to date for people looking for help.
Old threads aren't automatically locked which is a pain, so apologies for that.
Closing as a necro.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom