Newcomer / Intro Question about Engineers

\you don't need to task kill; you just restart the game client in the normal way.

I meant that you have to stop the client running - exit to desktop, close task, kill process, whatever - rather than the exit to main menu and then "continue". The video in post 2 is edited at the 3:55 point to remove the delay in shutting down and starting up again - i.e. you are not just re-logging as you do at Dav's for example as that used to work but doesn't any more. So all I was saying was that to me that is not as acceptable as just relogging - again, just for me, not criticising others doing it.
 
Hi all - I am back again! I am doing somewhat well with my engineering journey, making mistakes too!

Quick question I have - for a particular component, can i apply 2 enhancements to the same component? e.g. for FSD, can i have G5 for both increased boot time and increased range? I tried it yesterday and I got screwed and lost alot of my modifications! :(

Also, what components are typically engineered by CMDRs?

I am thinking of engineering my power plant and distributors apart from my FSD.

Any tips greatly appreciated.
 
Hi all - I am back again! I am doing somewhat well with my engineering journey, making mistakes too!

Quick question I have - for a particular component, can i apply 2 enhancements to the same component? e.g. for FSD, can i have G5 for both increased boot time and increased range? I tried it yesterday and I got screwed and lost alot of my modifications! :(

Also, what components are typically engineered by CMDRs?

I am thinking of engineering my power plant and distributors apart from my FSD.

Any tips greatly appreciated.
You can only have one blueprint applied to a module at one time using a different blueprint on it will lose all the previous engineering work done to it, there should be lots of words in red warning you about this if you try it.

Almost all components get engineered, a lot just to reduce mass, probably the module least frequently engineered is the fuel scoop.
 
No, you can only have 1 mod with 1 special on a module. If you change to a different mod, old one is wiped.

I have EVERYTHING engineered, on all of my ships (10 or so) and never had to do silly stuff like Davs Hope grinding. Collect as I go.
 
You can only have one blueprint applied to a module at one time using a different blueprint on it will lose all the previous engineering work done to it, there should be lots of words in red warning you about this if you try it.

Almost all components get engineered, a lot just to reduce mass, probably the module least frequently engineered is the fuel scoop.

I used to think it would be useful mod to have an increased suck rate. Now, I'm not so sure it would be worth it.
 
You can only have one blueprint applied to a module at one time using a different blueprint on it will lose all the previous engineering work done to it, there should be lots of words in red warning you about this if you try it.

Almost all components get engineered, a lot just to reduce mass, probably the module least frequently engineered is the fuel scoop.

Yes, i figured after a while that you can only engineer one feature for each module! Thanks for all the feedback gonna start engaging in some engineering
 
Look up D2EA (Down to Earth Astronomy) on YT, hes done a few vids on engineering, which ones to pin etc

Also Coriolis for online ship building and stats about builds, useful for trying different weapon builds

Generally and its in my experience so probably not meta::

FSD - Greater Range + Deep Charge (small ships) or Mass Manager (M/L Ships)
Power plant - maybe a smaller one for weight Oversized if possible, I usually end up oversizing for weapons build anyway and run real hot
Power Distributor - ship dependent for me can be focussed or just have more raw power
Engines - Dirty Drives + Drag (this is the norm unless for explo or smuggling when lightweight or clean + vents but I still prefer the DD & Drag even then even with the heat)
Lasers - Efficient/Focussed/Long Range/Rapid + Your choice depending on lasers - rapid, phasing, scrambler, heat vents are good if that's an issue
Rail Guns - Long Range + Feedback Cascade (+ Super Penetrator or 2 of either really)
Multi Cannon - depends on ship/build - efficient / oversized + choice of range
Plasma - Efficient + Slugs seem quite popular but never had that one
Utilities - for me 99% lightweight, Heatsinks maybe extra ammo
Frag Cannons - Havent used as much but think Double Shot + Screening Shell (or Drag if that exists for Frags)

Some like target lock breakers, heat lasers..

If you can afford it try a few out :) I have approx. 100 weapons stored of various effects and experimentals coz I don't like to undo anything using mats where possible, Ill just buy another and do that one. Most of my ships have full loadouts too.

Its fun just to put a different one in and see the effects, how it handles, what the pros and cons are, where I need the power, do I run out of ammo too much, do I bloody hate it? (I did a short range blaster rail gun & frag build once, eurgh never again, kudos to anyone who can pull that one off)
 
Hi all, so I finally managed to engineer my FSD all the way up to G5 thanks to Farseer. Right now I have a range of 47.38 but I am still not satisfied as I would like to hit the sweet spot of 50 LY before I embark on my Road 2 Riches tour (I am using Alpha Orbital's list). I am using an AspX and the ship is currently designed for deep exploration.

I did engineer my engines to dirty but I suppose since it's for exploration I should keep it clean?

Also, should I engineer my sensors to lightweight to reduce my mass?

Finally, should I consider experimental engineering for my FSD? Thinking of going stripped down.

Any thoughts?
 
You should always consider the experimental options for any module, it is sometimes worth just using a G1 blueprint on something just for the experimental.

In the case of the FSD there are two good experimentals Mass Manager which does clever things that increase your jump range it works best on size 5 or larger, the other is Deep Charge which works best on size 4 and lower it works in a similar way to an afterburner on a jet and gets more performance by burning more fuel per jump.

Beware of trying to engineer more range by using the Stripped Down on everything you can as the range improvements might not be worth the effort, using smaller D rated modules could well get you more range but at the cost of poorer performance, as with so much it is a compromise prototyping your build in Coriolis can give you a good indication as to what might work or not.
 
Thanks for the feedback arJay and metatheurgist! Fortunately I had enough mats to engineer the Mass Manager effect and I am now standing at 49.7 LY! Will probably reduce my power plant from 4B to 4C to reduce my overall ship mass and increase the jump range. Not sure what else can be done but it's very now to my 50 LY target mod!
 
A 4A power plant is fine - and has the best thermal efficiency, which is useful while scooping. Otherwise, "D" rated modules have the least mass.
I've plugged together a minimal exploration AspX in Coriolis - 50 ly is not a problem if you are willing to make do without e.g. a vehicle hangar.

You could save another 16 tons and gain the corresponding jump range by switching to a smaller fuel tank (or, if the paper numbers are less important to you than real world performance, just fill your tank only halfway - in that case, though, the route plotter will still calculate with the full tank).

----

Edit: and if I ever again were to take a AspX out for a long distance trip, it would be something more like this. But since I don't like the AspX, my current idea of my ideal explorer is a Krait Mk.II :).
 
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haha thanks for sharing Ashnak - i think i cant live without a hangar - that's what makes exploring fun too! But yea eliminating the hangar probably will make the load lighter and improve the Jump Range
 
Edit: and if I ever again were to take a AspX out for a long distance trip, it would be something more like this. But since I don't like the AspX, my current idea of my ideal explorer is a Krait Mk.II :).

Heresy! Now go and sit in the corner and think about what you have said :)

I would go with the 4A Power plant as Ashnak says though, better all round unless you go for a D purely for weight. Power plants are usually added last of all to min meet the power reuirements (with oversized if needed) so you can go the lightest and smallest you can get away with, sometimes can drop to a 3A if all your modules are efficient for example.
 
Never use a non-A powerplant for exploration. They have the best heat efficiency. If you must move down to a lower class A, if you can power your exploration with that.
 
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