Newcomer / Intro Ship specific modules

I have noticed that armour is ship specific.

I want to buy and store a few modules, so I can take my longest range ship to the engineers and pull the modules in, upgrade them (with experimental effects), then return 'home' and pull the modules back (saving doing a circuit with each ship, including the ones that would take forever due to jump range).

I obviously have to ensure the module I want to transfer in and out will fit in the ship I am going to do the circuit with (as I presume stored modules need to be in a ship and not just stored there to be engineered), and assume armour isn't going to work due to the ship-specificity of it.

The question I have is that is anything else ship specific in the same way, that will basically kibosh my grand-upgrade-plan?

Thanks.
 
As far as I know only armour is ship specific. Btw you can also use remote engineering with pinned blueprints (one per engineer) from the station menu. You then only have to travel to an engineer if you want a special effect or a blueprint you didn't/couldn't pin. Only use remote engineering after you have established full access and reputation with an engineer because remote engineering does not increase your reputation.
 
Not exactly ship specific - but you can't downsize sensors or life support, and at least thrusters (IIRC also shields) have some limitations regarding ship size (or rather, mass) - the game doesn't permit you to install thrusters on ships that are too heavy for this specific type.
 
Armour is the only thing ship specific. It's down to whether your high jump range ship has the right size slots and hardpoints and as mentioned, sensors and life support cannot be downsized in a ship.
If your are engineering an entire ship in one go, I find it best to fly it around and tolerate the jumps, but start by engineering the FSD and fitting a guardian FSD booster to speed things up.
I've fully engineered two Corvettes. Starting with all engineers unlocked and all required materials collected, it takes about 5 hours to fly around the bubble getting all the work done. That does include a couple of diversions to material traders to deal with material quantity miscalculations that are inevitable even using Inara crafting lists.
 
I want to buy and store a few modules, so I can take my longest range ship to the engineers and pull the modules in, upgrade them (with experimental effects), then return 'home' and pull the modules back (saving doing a circuit with each ship, including the ones that would take forever due to jump range).
Excellent strategy especially for common modules like Shield Boosters and HRPs.

Obviously as long as you have blueprints no need to do this for modules like sensors, lifesupprt, heatsinks, and limpet controllers with no engineering special effects.
 
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