Engineers Multiple multicannons. How can i tell which one im upgrading?

Sorry if this is super obvious, but i have 3 multicannons that im about to upgrade on my python.

I'd quite like the center one under the nose to be the one with Corrosive Shell but how can I tell which one im modifying when Ive got 3 of them? There doesnt seem to be any way to tell them apart on the engineer screen
 
Sorry if this is super obvious, but i have 3 multicannons that im about to upgrade on my python.

I'd quite like the center one under the nose to be the one with Corrosive Shell but how can I tell which one im modifying when Ive got 3 of them? There doesnt seem to be any way to tell them apart on the engineer screen

It seems there is no easy way!

You can't even differentiate a turret from a fixed or gimballed.

Also annoyingly, the order in outfitting is completely jumbled from that in our modules tab.

Pretty shabby.

Have you tried disabling them, or more time consuming, store all but one.
 
they have the same succession as in in outfitting/hardpoints.

you can also swap them around later (you can see the modification in outfitting).

but both are only workarounds. one should be able to see which one is the one modifying, but isn't. even more a problem, when you have the same mod on several of the same.
 
Its ok, got it sorted. I just put all bar 1 into storage so only the one i want to modify appears in the engineer list :)

Glad I wasnt being a moron but yeah, they should probably add some way to tell them apart there
 
... and that order isn't the same as in firegroups ... weird!

Hmm, it's because modules is in order of power consumption.. Which is often quite useful when trying to mess with module priorities etc.. but I do take the point, in an ideal world it'd be nice to alter the sort order.
 
Sorry, but... are you serious?
Are all the cannons of the same Class? Then... well just upgrade any and the from the outfitting you swap them.
Is it of a different class? The Engineer Workshop differentiate between classes so, again, you can easily choose it.

You're welcome.
 
Hmm, it's because modules is in order of power consumption.. Which is often quite useful when trying to mess with module priorities etc.. but I do take the point, in an ideal world it'd be nice to alter the sort order.

yes, right.

my main point with it, is that you have no chance to set up your firegroups by further info ... let's say you want to have your corrosive MC only fire after shields are down ... but you have more than one multicanonn. so basically you need to deploy hardpoints, and target a ship, to see the ammo count, to get the right MC into the fire group... the same isn't even possible for modications which don't reduce ammo ... on my all MC trading cutter i needed to deactivate MCs, fire those i wanted to have in one firegroup, target a ship, and adjust firegroups by ammo count then.
 
yes, right.

my main point with it, is that you have no chance to set up your firegroups by further info ... let's say you want to have your corrosive MC only fire after shields are down ... but you have more than one multicanonn. so basically you need to deploy hardpoints, and target a ship, to see the ammo count, to get the right MC into the fire group... the same isn't even possible for modications which don't reduce ammo ... on my all MC trading cutter i needed to deactivate MCs, fire those i wanted to have in one firegroup, target a ship, and adjust firegroups by ammo count then.

You could just put the high capacity mod on the one with corrosive, that's what I do (on ships that don't have a huge, and therefore a lot of ammo anyway on that hard point). I tend to have all overcharged and one hi-cap corrosive. Although I sometimes like to use long range/rapid fire too...
 
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