Engineers My forehead hurts......

From banging it on the desk after this mistake. Just hauled my Vulture out to see Palin for grade 5 dirty drive tuning....26 jumps (and that is with a grade 5 FSD increased range). Did the upgrade and took it out for a test spin....was getting 470 boost...not bad, but I expected more after getting a 30% roll. Shrugged it off and slogged all the way back to Wyrd as the distributor upgrade was next on my list. Finished that and started poking around in outfitting at which point I noticed I had left the 5C thrusters in the whole time. 5C thrusters used to be about all you could manage in the Vulture before overcharged power plants...something I had also just completed. So I trudged all the way out and back to Maia to get a grade 5 upgrade on 5C thrusters.

Word of advice....always triple check your stuff before jumping in the deep end.
 
Last edited:
Oh God, that hurts. Good luck for your next visit to Maia.

Btw you could use module transfer so you can jump there with a ship with a better jump range. Just make sure it can fit an size 5 thrusters.
 
Wahahahahaha! I'm not the only one who's done something stupid! I feel a lot less alone in the universe!

Bit of advise - especially on thrusters - Buy Several units of the same upgrade at the station closest to Maia... when you get to Palin, transport all the modules to him. Wait for them to arrive and upgrade each one individually (rather than upgrading a thruster that already as a mod on it). You will a) get better results (it seems) and b) be able to compare each upgrade and pick the best one. After which ones you dont need, you sell (and lose no money).

I do this with all modules - for example, I had gathered enough mats for 30 Grade 5 Resistance Augmented Shield Boosters, so I bought 15 A's and 15 E's. Sent them all to Didi Vatermann and upgraded each one individually (I use E's on my smaller ships).

Now I have loads to choose from and ended up binning the worst. I then flew back to my base and transported them all back from Didi... result
 
Thanks for the tips on module transfer....totally forgot about that. I was focused on ship transfer, but there aren't any shipyards in Maia. I have an engineered Asp X which will be handling that task for me. Except I ran out of crack (cracked industrial firmware, that is) on the Vulture run, so have to go get me some of that first. At least that is relatively easy now with the really good instructional thread out there.
 
This one is just a derivate of Mystweaver suggestion (as it doesn't include mass-upgrading):

It is absolutely possible to upgrade a module in one ship (with enough cargo space to transport all sorts of engineer commodities) and then transfer it to another as long as the traveling ship can outfit the appropriate module size.
I did my 5A thruster upgrade at Palin with my Asp-E (12 jumps) and then stored the thruster where my Vulture (26 jumps or so) lives.
Same for my class 2 rapid fire multi cannon (now outfitted in my Python).

Obviously, I won't be able to do the same for the Python's class 3 weapons. (But then, the Python's jump range isn't that bad anyway and it can do the trip itself. But you get the general idea.)

@Mystweaver: Having upgraded a module or not doesn't influence the RNG roll at all! It's just a illusion of control (which is what we as humans are all prone to.)
With the already upgraded values, it's even easier to compare rolls. However, your suggestion is still worthwhile, as it is possible to upgrade modules for many ships in one go and even if one roll isn't as good as you might want it to be, it could be still worth keeping - which obviously isn't possible when upgrading an already enhanced module without overwriting the existing upgrade.
 
Last edited:
This one is just a derivate of Mystweaver suggestion (as it doesn't include mass-upgrading):

It is absolutely possible to upgrade a module in one ship (with enough cargo space to transport all sorts of engineer commodities) and then transfer it to another as long as the traveling ship can outfit the appropriate module size.
I did my 5A thruster upgrade at Palin with my Asp-E (12 jumps) and then stored the thruster where my Vulture (26 jumps or so) lives.
Same for my class 2 rapid fire multi cannon (now outfitted in my Python).

Obviously, I won't be able to do the same for the Python's class 3 weapons. (But then, the Python's jump range isn't that bad anyway and it can do the trip itself. But you get the general idea.)

@Mystweaver: Having upgraded a module or not doesn't influence the RNG roll at all! It's just a illusion of control (which is what we as humans are all prone to.)
With the already upgraded values, it's even easier to compare rolls. However, your suggestion is still worthwhile, as it is possible to upgrade modules for many ships in one go and even if one roll isn't as good as you might want it to be, it could be still worth keeping - which obvuously isn't possible when upgrading an already enhanced module without overwriting the existing upgrade.

Funny...you have the same inventory of ships that I do. I have finished upgrading the Python and Asp. What I will do know is just swap the upgraded 5A thrusters from the Asp over to the Vulture and take a new set of thrusters in the Asp out to Palin again.
 
I feel your pain OP :

Last week I did x4 G5 rolls on Class 3 Multi-Cannons, using favours for each to get the special effect of my choosing, which as you will know means you drop back down to Level 3 and have to do a bunch of G3 and G4 rolls to get back up to Level 5... for each damn weapon! Anyway, pleased with the results for my time and effort, I then flew back to where my FdL was docked and transferred the modded MCs over, only to find the FdL has Class 2 hardpoints! – what an idiot, I fly this ship every day so should have known! So this week has been spend grinding the materials all over again so I could do x4 G5 MCs with specials effects. At least I have Class 3s for my Python and Conda now too.

As for actually doing the material gathering and upgrading, I just fly my Conda everywhere and fit the parts I want to mod to that. The Conda can fit just about every module used by the ships smaller than it so it’s much easier and time efficient than flying around in a combat ship with limited/no cargo and small jump range. Then I just store the modules and transfer them home. Means you can also carry all the stuff you need for G2-G4 level up rolls too, as well as the G5 materials and commodities.
 
From banging it on the desk after this mistake. Just hauled my Vulture out to see Palin for grade 5 dirty drive tuning....26 jumps (and that is with a grade 5 FSD increased range). Did the upgrade and took it out for a test spin....was getting 470 boost...not bad, but I expected more after getting a 30% roll. Shrugged it off and slogged all the way back to Wyrd as the distributor upgrade was next on my list. Finished that and started poking around in outfitting at which point I noticed I had left the 5C thrusters in the whole time. 5C thrusters used to be about all you could manage in the Vulture before overcharged power plants...something I had also just completed. So I trudged all the way out and back to Maia to get a grade 5 upgrade on 5C thrusters.

Word of advice....always triple check your stuff before jumping in the deep end.

What you can do is fit the modules you want to upgrade in a long range ship like an ASP. do the upgrade and go back to where the vulture is and store it and transfer it back to the vulture. An upgraded module will work in any ship you put it in......
 
Just finished this up. Swapped the upgraded thrusters in my Asp over to the Vulture which got it to a 501 m/s max boost....fine by me. Took a new set of 5A thrusters in the Asp out to Maia and got a 34% roll, giving me a 515 m/s max boost. That's good, because my Asp has no weapons and always runs from fights.
 
Exactly :)

I've got about 20 shield boosters sitting at Didi's at the moment. When I get the materials around, I'll head there with them in the ASP (40+ly jumps, too tedious in anything else, so long as what you're modding fits on the ASP...)
 
Yeah, I remember saying screw that when I wanted to upgrade my vulture. I took a stripped ASPE out instead, mailed in a few size 4A 5A 6A and 7A thrusters that I had in storage, did homework for a few hours, upgraded two 5As, flew back, mailed one of the upgraded 5s back, did some more homework, and then transfered it to the vulture. I did the same with a stripped DBX, Courier and Anaconda for all the other sizes. Huge time saver.

I'm wondering if I could have skipped the DBX and courier swap with a DBS. Not sure if the DBS can hold the 3AE or not.
 
Last edited:
I almost did the exact same thing. Fortunately, I looked at at my outfitting at the station before heading out.
 
[haha]

Did the something similar with my Clipper, forgot to upgrade the power distributor to a 6A since I first bought it, couldn't figure out why the damn thing would run out of juice so quickly when boosting. I did use it for a bit before I decided to check my outfitting, turns out I was using a 6D, terrible waste of a grade 5 charge enhanced mod...
 
Just a note that this trick doesn't appear to work with lightweight armour (or any armour?). I couldn't even transfer modded armour from one ship to another of the same type. On the upside, if you favour lightweight armour, the engineer's outfitting will give you a never-ending supply to mod.

Have a feeling I may have had the same issue with life support, but my memory fails me.
 
@Mystweaver: Having upgraded a module or not doesn't influence the RNG roll at all! It's just a illusion of control (which is what we as humans are all prone to.)
With the already upgraded values, it's even easier to compare rolls. However, your suggestion is still worthwhile, as it is possible to upgrade modules for many ships in one go and even if one roll isn't as good as you might want it to be, it could be still worth keeping - which obviously isn't possible when upgrading an already enhanced module without overwriting the existing upgrade.

Yeah I had a feeling it was an illusion too... but it is still particularly useful on thrusters (especially on smaller ships) as it is quite difficult to tell whether the differential between Optimal Mass and Optimal Multiplier will net you a better or worse result - Modding new modules means you can compare them directly in outfitting.
 
Back
Top Bottom