Need clearer way to display Engineer Mod effects before applying

Yep , What Ive done ( have tablet setup, with the PC) is snap the page of the module I'm upgrading , and then view it in the tablet, as I playing the pokies
 
Yep , What Ive done ( have tablet setup, with the PC) is snap the page of the module I'm upgrading , and then view it in the tablet, as I playing the pokies

This doesn't help as much with Drives though as it doesn't tell you actual speed and boost.
 
A vital addition, due to the unclear process of upgrading. e.g. (optimal this, optimal that, tripe)

I have downgraded modules accidentally 3 times, because of my limited understanding. probably lost 10 hours of grinding mats/components.

A schoolboy oversight? or a deliberate act to prolong the grind?

Pull your finger out FDev.
 
Agreed, you should be able to see all the stats in the preview screen.

That said, an increased optimal multiplier will give you better speed if you are at or below the minimal mass. So Pokemeck's roll is objectively better if he is able and willing to reduce the ship's mass to compensate for the higher optimal mass penalty. In the situation described, the hypothetical improved UI would show that the proposed modification had a negative effect to the ship loadout which was flown to the engineer. If the mod is transferred to a dedicated racing or smuggling ship it might outperform the old one.

Personally I almost never replace mods. I stop by the nearest Li Yong-Rui system to buy a discounted module of the same type and apply the modification to the new part. If one works out clearly better I either sell the inferior one or save it for another ship. Either way I'm protected against losing a better mod because of confusion caused by the UI.

Again though, UI should improve.
 
Agreed, you should be able to see all the stats in the preview screen.

That said, an increased optimal multiplier will give you better speed if you are at or below the minimal mass. So Pokemeck's roll is objectively better if he is able and willing to reduce the ship's mass to compensate for the higher optimal mass penalty. In the situation described, the hypothetical improved UI would show that the proposed modification had a negative effect to the ship loadout which was flown to the engineer. If the mod is transferred to a dedicated racing or smuggling ship it might outperform the old one.

Personally I almost never replace mods. I stop by the nearest Li Yong-Rui system to buy a discounted module of the same type and apply the modification to the new part. If one works out clearly better I either sell the inferior one or save it for another ship. Either way I'm protected against losing a better mod because of confusion caused by the UI.

Again though, UI should improve.

I was with you all the way until ''That said...".
 
Agreed, you should be able to see all the stats in the preview screen.

That said, an increased optimal multiplier will give you better speed if you are at or below the minimal mass. So Pokemeck's roll is objectively better if he is able and willing to reduce the ship's mass to compensate for the higher optimal mass penalty. In the situation described, the hypothetical improved UI would show that the proposed modification had a negative effect to the ship loadout which was flown to the engineer. If the mod is transferred to a dedicated racing or smuggling ship it might outperform the old one.

Personally I almost never replace mods. I stop by the nearest Li Yong-Rui system to buy a discounted module of the same type and apply the modification to the new part. If one works out clearly better I either sell the inferior one or save it for another ship. Either way I'm protected against losing a better mod because of confusion caused by the UI.

Again though, UI should improve.

You can't really buy a spare drive though...unless you're willing to buy another ship that can handle the same size drive. But again, can't compare speed unless that ships has the exact same set up as the first shop down to same specs on all engineered modules.
 
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