Horizons Pleas pleas improve the engineering read out !

Hi all !

I started engineering my FSD on my Python in preparation for my other ships.
But reading the actually stats that you gain ( in my case how jumprange I get ) is nowhere to be seen.

Can't the engineering screen just say "this the X amount of jumprange you gain in comparison to your old 26 LY " .
And not only for the FSD but also for all the other things like engines,weapons etc...

This would make it easier to read it . I need to use my laptop while engineering just to make any sense what pops up on my TV screen.

Maybe I'm the only one who thinks this if so pleas ignore this and close the thread.

Thanks for reading !

Be safe out there fellow commanders :)
 
It can't actually. There are too many variables on your ship.

That being said, though, what's stopping you from looking right and checking the actual jump range in the Functions tab and the other stats in the stat screen?
 
I know what OP means, and I have complained about it myself, but yes, it is easy to switch to the right hand panel and look at what you have achieved.

But you don't get a display of "this is your jump range if you accept this mod," which I think is a QOL feature that is lacking in Engineers, as jump range is so critical for many applications. Boost speed also. I don't want to escalate this to a whole load of paramaters :D
 
I know what OP means, and I have complained about it myself, but yes, it is easy to switch to the right hand panel and look at what you have achieved.

But you don't get a display of "this is your jump range if you accept this mod," which I think is a QOL feature that is lacking in Engineers, as jump range is so critical for many applications. Boost speed also. I don't want to escalate this to a whole load of paramaters :D

I think the trouble is that until all the positives and negatives are applied to your ship, the system simply doesn't know the result.
But yeah, it's a QoL, like you said. As the discarded mod eats the mats anyway, there is no reason why not to apply and take a look.
 
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It can't actually. There are too many variables on your ship.

That being said, though, what's stopping you from looking right and checking the actual jump range in the Functions tab and the other stats in the stat screen?

That doesn't make sense, if it can be calculated after being applied to your current ship then it can just be calculated to show what applying it to your current ship will achieve without the need to apply before looking.

For me this is faster and if you already have reasonable modded FSD then you could compare current range to what the range will be once you accept it, it just saves time and makes the engineers UI clearer and save potentially taking a hit and ending up with a worse drive.
 
I think the trouble is that until all the positives and negatives are applied to your ship, the system simply doesn't know the result.
But yeah, it's a QoL, like you said. As the discarded mod eats the mats anyway, there is no reason why not to apply and take a look.

If it's available in the right screen function tab then it is a line added in the results screen that references the line in the right screen. This is that it can't be added. The calculation that does it for your functions tab could be added to the results. It's just laziness on the part of the dev. Sorry, but there is no excuse.

*added*

Beyond that, I'm pretty much tired of having to go out of the engineers tab to see what effect a mod has done to my ship. I've done some mods (2 or 3 in a row to different components) and went out to fly ship to suddenly find out that it no longer handles the same and sometimes turns into a real dog. I would love to see what a mod does not only to jump range but to the speed, maneuverability and other things. It gets old sometimes trying to find out which mod over a couple of mods has degraded my ships abilities. It's hard to track that with the garbage that the "Results" screen shows you. Trying to correct for lost abilities is sometimes very hard without removing several mods.

It gets a bit tedious that EVERY mod (except for lightweight) seem s to add mass and sucks the performance out of the thrusters.
 
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If it's available in the right screen function tab then it is a line added in the results screen that references the line in the right screen. This is that it can't be added. The calculation that does it for your functions tab could be added to the results. It's just laziness on the part of the dev. Sorry, but there is no excuse.

What about the excuse that takes devs' time and priorities into account? :)

Yes, it's a line of code (or fifteen). The whole game is a line of code and everything can be done, if you have time and resources.
 
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What about the excuse that takes devs' time and priorities into account? :)

Yes, it's a line of code (or fifteen). The whole game is a line of code and everything can be done, if you have time and resources.

That's true but they already have the code that does the calculation, if they've been smart they can just call the function to return the value for that module but not apply it. Even if they haven't it'd be child's play to add that as a function of the code (as in return value but not apply).
 
That's true but they already have the code that does the calculation, if they've been smart they can just call the function to return the value for that module but not apply it. Even if they haven't it'd be child's play to add that as a function of the code (as in return value but not apply).

I think the implementation or the lack thereof isn't as much the matter of copy-pasting a piece of code as it is the matter of, well, implementation. GUI design, for example.
Anyway, I'll stop with excuses. I do agree that it would be a nice thing to have, I just wanted to say - don't expect it to appear soon...
 
That's true but they already have the code that does the calculation, if they've been smart they can just call the function to return the value for that module but not apply it. Even if they haven't it'd be child's play to add that as a function of the code (as in return value but not apply).

Chris... See above. It's just not that hard nor is it very time consuming.

I would love to have an actual readout of my ships abilities that the game uses to calculate things like thrust, maneuverability, jump range, capacitor storage, ect... and have this displayed along with the results, even if in another tab (preferably with the original or starting setting in a comparison format). This would allow you to sensibly apply mods because you are informed. Sometimes you get what you think is a good result, but you don't really know what the impact across the ships systems/components are because the result don't tell the whole story in a way that is easily read and understood. This would be time consuming to add in initially, but it wouldn't need to be maintained because these things are known to the game and already exist... They just have to be quantified and added to the results page. This would be a HUGE QOL for those of us who engineer are ships.

BTW... You do see some of these things in the outfitting screen already. Some things, like maneuverability just need to be quantified and added into the game in a way that is somewhat meaningful to the player.
 
Yes, though you can't compare the modules in outfitting with given stats and qualities with the RNG stats of a mod, imho.
I see it as a kind of wave-particle duality in quantum physics - you can't really see the results unless you apply them. Just like mission on mission board don't exist unless you look at them.

dunno *shruggs*
 
Yes, though you can't compare the modules in outfitting with given stats and qualities with the RNG stats of a mod, imho.
I see it as a kind of wave-particle duality in quantum physics - you can't really see the results unless you apply them. Just like mission on mission board don't exist unless you look at them.

dunno *shruggs*

If your ships computer can tell you the result once added then a specialist engineer should be able to take the hookup from your docked ship and run their settings and your ships build through their computer to show you that actual outcome.

I was really surprised when I first tried the engineers that it didn't have that as a feature, it seems almost deliberately obscured.

With you on GUI work being needed but as Pville_Piper say's it's only an additional tab away.
 
They do tell you that. Your non engineered jump range is multiplied by your optimal multiplier. If it goes up your jump range goes up. There is no need to clutter the screen with the exact LY that your ship will have. You only need to know if it improves or not. You can check LY after, the engineer screen its already cluttered enough as it is.
 
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Gotta add this is something I have wanted as well.
It seems, reading the above, that many people understand much of game technology. I don't.
The simple comparisons of most other games make me think that FD has obscured what we would like. Many complaints (for want of a better word) have caused simple upgrades to our game. Most have made it better.
 
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