Engineers Question - engineering multiple ships

Hello @ All
I have now fully engineered my beloved Python. It has taken ages to balance everything between performance, energy and heat and now i have a superior multipurpose ship that i really love much more to fly than ever before.

But...

I own 25 ships at the moment. Each ship has it's own purpose.
I was thinking about engineering another ship, for example one for combat.
But just by thinking to make this hole grind again smashes all my ambitions to dust. Flying my Corvette and realising that her shields are popping faster than the Bi-Weaves from my Python makes me sad. I don't want to fly her un-engineered anymore but i can't make up for another grind-session to make her superior.
Now all other ships except the freighters and miners are just collecting dust.

What do you people make with your other ships?
Do you grind until every ship is capable for your tasks or do you simple fly along with them unengineered?
Or are your other ships are just dust-collectors like it is in my situation? :)
 
Use the Python to just play the game and acquire the materials needed for doing mods.

Use an Anaconda with G5 FSD mod to use as a shuttle for getting things modded and then when you get back to home base, transfer modules to other ships.

You can do a whole set of 8 shield boosters on one trip this way, as an example.

I also used an Asp in a similar way

Don't do re-rolls unless you get a really bad one. Even a not so good eng mod will probably be better thas a stock module, so don't waste it. Transfer to a ship that has unmodded stuff and then use materials for another roll on a new unmodded module.

Many modules can be used on multiple ships, such as Power Plants, FSD, thrusters, and shields and can be shared by just swapping them around.

Eventually your whole fleet has some level of mods, and then it's time to start re-rolling and replacing the mods that need to be upgraded.

It really gets to a point where you just play the game the way you want to and just collect things you know will bee needed for G5 mods and you then do occasional re-rolls and additions when you feel like it.

I've got all my G5 rolls in the bank waiting for a Beluga.
 
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Well, we all engineer the modules, not the ships.
Wait for the next patch, when module storage is added, and you can shift the modules between vessels at no risk.
Over time, you'll amass a set of guns of various sizes & Shield Boosters which can go on any ship. After that, you just need a couple drives, a couple shield generators, and a couple power distributors. No need to do the FSDs with transfers, unless you want to.

And the whole fleet is good to go.
 
25 ships?

i own 10, and i use 6-7. the other 3-4 have moduls with "bad rolls" on them, and are either traders, miners, or an adder.

also, i refused engineering any modul i swap. which will change with 2.2.

i suggest a) sell some ships b) make a list which uogrades you really want c) enjoy L3/L4 upgrades ... some ships really do not need more for impressive performanc d) refuse to fly a python if you don't need to. an engineered python is hard to beat...
 
[snip]
It really get to a point where you just play the game the way you want to and just collect things you know will bee needed for G5 mods and you then do occasional re-rolls and additions when you feel like it.

This is really how FD envisioned engineers being used I think, not as a grind to 'achieve super ships' but as an ongoing thing, accumulating resources to do occasional modifications as you play the game.

Now, if they'd just give a way to store or bank the commodities required... :)
 
I have a Cutter, a Corvette, an Anaconda, two Pythons, A FDL, a FAS, an ASP, A Clipper, three iCouriers, two Vulutes, a T6, an iEagle and a Hauler.
All engineered.
I love flying around optimizing my ships. There's always something to improve. You learn more about the modules all the time.

Sometimes I can just swap modules to make one ship better. Two days ago I thought having one D shieldbooster with heavy duty grade 5 would be nice in my FDL. Along with one A shieldbooster with grade 3 Thermal Restinance would be great.
I looked through my ships and found them. No need to fly to an engineer, just swapping made me able to try it out.
Swapping modules and weapons enabled me to get under 392 tons at my FDL. Just a tiny bit above its thrusters minimum mass. Great results. 22 Ly range and 530 m/s boost.

Engineers enhanced my game to the next level. I think it will take quite a long time until I have worked out the sweetspot for all the ships :D

Happy engineering, commanders

~S~
 
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The problem here is, i don't like uncompleted things^^
If i pimp the thrusters, i need more power.
More power and good thrusters making my ship cooking so i need to improve on other modules to counter.

There is one thing following the next and i simply can't fly for example a half modded ship that cooks during fuelscooping =P

Also i can't just swap modules. The PP on my Python has enough energy for all things so i have chosen the armoured upgrade. On all other ships i need sonething different in a different grade ^^

But i guess i will make instead a break and stay in my beloved python until i have enough mind to go another ship optimizing.
 
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I am hoarding good material, data, and credits, waiting for 2.2's component storage before I start upgrading my 27 ships fleet.

Component storage should make experimenting mod combo a bit more efficient than it is, provided you have the cash to buy extra components, like an extra $148M A8 power plant with diffrent G5 mod on it.
 
I am hoarding good material, data, and credits, waiting for 2.2's component storage before I start upgrading my 27 ships fleet.

Component storage should make experimenting mod combo a bit more efficient than it is, provided you have the cash to buy extra components, like an extra $148M A8 power plant with diffrent G5 mod on it.

I'm not sure we are actually getting component storage (although I live in hope). Just module storage and transfer and at some point ship transfer. Still, fingers crossed, it's sorely needed if we are to play the engineers in the way that FD envisioned IMO.
 
Well, we all engineer the modules, not the ships.
Wait for the next patch, when module storage is added, and you can shift the modules between vessels at no risk.
Over time, you'll amass a set of guns of various sizes & Shield Boosters which can go on any ship. After that, you just need a couple drives, a couple shield generators, and a couple power distributors. No need to do the FSDs with transfers, unless you want to.

And the whole fleet is good to go.

Yes - that's true - +1 rep

My experience will be dated very shortly, but the OP having a large fleet already should be able to do some of the things I did, depending on what ships he has, until the update is released. Who knows how long this beta will be??


I had 3 Condas anyway (Trade, Combat, Explorer), so it was easy to swap stuff around using shuttle system.

Using Carolis, it's easy to identify which ships have common modules and plan accordingly.

The small ships get to be a bit more of a challenge after getting used to using a Conda to fly back and forth to Engineers, but a decent iCourier does pretty nicely.
 
..... Don't do re-rolls unless you get a really bad one. Even a not so good eng mod will probably be better thas a stock module, so don't waste it. Transfer to a ship that has unmodded stuff and then use materials for another roll on a new unmodded module....

Engineers done right! +1 Commander!

LLaP

S1E
 
I've done 5 ships so far, and those are my main ships. Corvette, Cutter, Anaconda, Python, Asp Ex. There are still further upgrades I want for them to maximize stuff, but they are all now well modded for their purposes.

My other ships don't have much other than Enhanced Thrusters, so far.

It is time consuming but worth it to have such great ships.
 
I kind of do it on a ship by ship basis, using engineer mods to fix the individual ships shortcomings. My AspX abd Cobra III were a bit weak in firepower and maneuverability so they got grd 5 weapon and thruster mods. All my ships got at least level 1 powerplant and level 5 FSD range mods (but it helped the FAS and Vulture the most). My DBX only got a lazy grd 1 weapon and powerplant mod because it's primarily and exploration ship.

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I have half the number you're flying. Doing the FSDs now. Rolls results are killing me.

I try to limit myself to 2 trys per upgrade, unless I get really bad rolls. Most of the time, the first roll is decent, then I get a chance to improve that. I simply don't have the energy to get the absolute best results on everything.
 
If you're after a really customized finished ship, where each module is carefully adjusted for exactly one purpose, then yes, you will have to do every ship one by one. I admit I have a ship like that. She's my favorite. But I'll still rotate things like guns/shield boosters etc accordingly.

Still, a good size 4 shield will do fine in any ship with a size 4 slot. You can still work on an individual module or 2 to get things how you like- but the bulk of the work will be already done on your initial set of modules.

Your size 6 thrusters will fit on at least 4 other ship types. If they are good, why make more? It's interchangeable like underwear under your suits. (OK, bad example, we should definitely not have just one of those...)
 
All you need is on the second post. Use the Python for missions and materials gathering. Then take notes of what you need, max out the Condas fsd and use it to visit engineers and swap modules to the other ships. Inara is your friend.
 
Remind me - has there been any statement from FD about commodity storage? I have 4 Modular Terminals, 4 Micro-weave cooling hoses and 8 Praseodymium in my hold but can't quite use them all yet. And I have a FAS with no cargo space in the garage. So basically I am locked out of using the FAS - forever - or at least until I get rid of the commodities, right? Because I can't retrieve the FAS while I have cargo in the hold of the Cutter.

I wonder why we can't just store our ship with the cargo in it. It would be simple really - just ask the question, when retrieving your ship - do you want to transfer the cargo? It's trivially simple actually - I could probably code it for them myself.
 
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You will probably already have 90% of the data and materials that you need for most of the upgrades. It will just be the few really hard ones like cracked industrial firmware, arsenic or exquisite focus crystals that are holding you back.

Most of the commodities aren't too much of a hassle. Use the Commodity Route planner for Engineers for the ones that can only be bought in a few markets.
 
It will just be the few really hard ones like cracked industrial firmware, arsenic or exquisite focus crystals that are holding you back.

Arsenic is not hard to come by. It's certainly not polonium.

I try to limit myself to 2 trys per upgrade, unless I get really bad rolls. Most of the time, the first roll is decent, then I get a chance to improve that. I simply don't have the energy to get the absolute best results on everything.

I have 24 Datamined Wake Exceptions so I might as well use them all. I was spreading the rolls around, but they were still mostly crap, very few rolls above 40.
 
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