Newcomer / Intro What are you up to?

AR-50 this time, and with view towards stealth so all the silencers I can get. Weapon schematics are scarce for some reason. I was picking up loads but now, not so much. The game AI knows what I'm doing you see, and makes it harder :D

Best source that i've found for weapon schematics are those larceny (not sure) get something from a hidden cache missions. These hidden caches are usually a couple of big containers with 2-3 chests inside each of them, plus a couple of locked chests outside. And weapon schematics are quite abundant in those (never counted, but i'd bet for 5 or 7 for the whole place). And such missions are easy enough to come by. Just got to bring e-breaches for locked chests and bookmark a close anarchy system to sell those synthetic pathogens after (if you gather them), as if not sold in time illegal stuff will clutter your goods storage.
 
I get the distinct feeling that you're talking about something I know nothing about.

Again. ;)
OK. You WERE talking about something I knew nothing about. And once again, the information available on it is very cryptic bordering on non-existent.

So I gather that you're supposed to use just gathered materials to get a guardian modification put on the FSD itself, not the booster. The question then becomes: do you put that modification on an already fully engineered grade 5 FSD, or do you get a stock, unmodified FSD and then put the guardian modification on it?
 
OK. You WERE talking about something I knew nothing about. And once again, the information available on it is very cryptic bordering on non-existent.

So I gather that you're supposed to use just gathered materials to get a guardian modification put on the FSD itself, not the booster. The question then becomes: do you put that modification on an already fully engineered grade 5 FSD, or do you get a stock, unmodified FSD and then put the guardian modification on it?
I may have missed what you're asking so forgive my absent mindedness here...

The Guardian booster is a separate module you add to your loadout. You don't add it to your FSD as a mod. The booster module, like all (IIRC) Guardian tech cannot be modded.
 
OK. You WERE talking about something I knew nothing about. And once again, the information available on it is very cryptic bordering on non-existent.

So I gather that you're supposed to use just gathered materials to get a guardian modification put on the FSD itself, not the booster. The question then becomes: do you put that modification on an already fully engineered grade 5 FSD, or do you get a stock, unmodified FSD and then put the guardian modification on it?
Ahhh... ok. No.

There are two (ok, three) things intersecting here:
1) modfying a regular FSD. For this, you need to go to an Engineer and pay them in materials to modify the instance of an FSD that is currently installed in your ship. You pay the materials per modification.
2) buying a pre-modified FSD. This is currently only possible for the 5A FSD. You need to go to a human tech broker and pay them in materials. In exchange, you will obtain a pre-modified FSD (called the FSD 5A V1). This is equivalent to a maximum modified FSD with both the mass manager and the fast reboot option put on (something that is not possible by having your regular FSD modified by an engineer). You hand over a bunch of materials, you get one (1) 5A V1 FSD. You want another one, you again need to hand over the materials. Nothing Guardian here, that's pure human technology.
2b) obtaining a (similarly spec'd) pre-modified FSD as reward from a community goal. That was the first way to obtain any of those pre-modified FSDs, and still is the only way anyone could have gotten a pre-modified FSD in any size but 5.
3) Obtaining a Guardian FSD booster. Unlike the FSD, this is an optional module that gets installed in your ship's optional space. Available in multiple sizes up to 5, and will add a flat range increase to your installed FSD. The procedure is somewhat different here: you need to go to a Guardian tech broker and hand over a bunch of Guardian materials, including a "module blueprint". After you've done that, you obtain the right to buy (for Credits) as many Guardian FSD boosters in all sizes as you like (but you can only install one in any given ship at any time)


P.S. The "fast reboot" mod also adds up to 15% to the optimal mass, thereby increasing the jump range.
 
So, in layman's terms, I wasted a whole boatload of materials modifying a bunch of FSD drives to grade 5. :rolleyes:
I only have one ship that uses anything other than a normal G5 FSD. You haven't wasted anything.

If you want absolute max range on a ship that uses a class 5 FSD, then getting the pre-engineered one makes sense.

For all other ships, there is nothing better than a normal G5 upgraded FSD (unless you did the CGs for the other sizes -- which I did not and I'm sure you did not either).
 
OK. You WERE talking about something I knew nothing about. And once again, the information available on it is very cryptic bordering on non-existent.

So I gather that you're supposed to use just gathered materials to get a guardian modification put on the FSD itself, not the booster. The question then becomes: do you put that modification on an already fully engineered grade 5 FSD, or do you get a stock, unmodified FSD and then put the guardian modification on it?
There are YouTube videos that go into this if you have a search, although quality varies and many presenters rush things and assume prior knowledge newer players may not have.

To be clearer than I/we have been so far, the Engineered FSD V1 is not any kind of booster or Guardian technology, it is a 5A Frameshift Drive that already has grade 5 increased range and grade 5 increased boot speed at the same time engineered into it. This is why it is sometimes referred to as "Double Engineered". It's also referred to as "pre-engineered" even inside the game. You purchase it using the following materials, not credits:
18 Datamined Wake Exceptions
26 Tellurium
26 Electrochemical Arrays
28 Chemical Processors

If you use Inara to keep track of "blueprints" you want to engineer, there is a Tech Broker section that lets you add this Engineered FSD V1 "Tech Broker Unlock" so that you can see what materials you are missing:
cJKD0wD.jpg

So I would need 24 more electrochemical arrays, 10 chemical processors and 6 Datamined Wake Exceptions to unlock another one. I unlocked my 6th one of these earlier in the week.

The Human Technology Broker is one of the Contacts in a station that has one. As always, Inara can help you find the nearest by searching for Station Services - Technology broker. https://inara.cz/elite/nearest/
This will list all technology brokers near you, including Guardian Technology Brokers. Look for "Human Technology Broker" and fly to that station. Once docked, go into Contacts, select the Human Technology Broker and you will see a list of items they can "sell" you for materials. If an item is shown in red, it means you don't have the materials required to purchase it. You should see Engineered FSD V1 listed and be able to choose it if you have the materials. Once you have done that you will find it in Stored Modules in this station. You replace your current FSD with this new "Pre-Engineered" 5A FSD. This is only useful for ships that use a size 5 FSD - DBX, Asp X, Phantom, Krait, Python, Orca etc.
You can then fly to Felicity Farseer, go into engineering workshop, click on FSD drive, on the left side of the engineering screen click on one of the rows of ticked icons under Increased Range, the experimental effects button will enable, you can click on it and purchase Mass Manager (so long as you have the materials). It would be easier if I could share a screen shot here, but I'm 1100ly away from Felicity right now.
Note that you are prevented from making any engineering modifications to this "Pre-Engineered" FSD other than adding or changing the experimental effect.

None of this is connected with Guardian FSD boosters. You can add one Guardian FSD Booster to your ship in an internal slot just as before.

I use the following when I want to find materials for ship engineering:
Source: https://youtu.be/iHl-SsKQfe4

If you decide to make the trek out to HIP 36601 and Outotz LS-K D8-3 to collect raw materials, I recommend doing it in Horizons so that you can find the crystal shards "Biological Signals" more easily. Finding these sites is harder in Odyssey, but there are lat long coordinates somewhere for good locations to go to.

As you know by now, Elite Dangerous is complex, and so is trying to explain parts of it. Most people will keep posts relatively short and rely on people searching for more detailed information themselves based on terms like Engineered FSD V1.
The following video is in Horizons and done by one of the better YouTubers. It might help you visualise where you need to go (skip the first 40 seconds of promotional material).
Source: https://youtu.be/FTTrGLElIYY?t=41
 
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I'm really loving everything about the DBX with one exception: The fuel scooping. The fuel scooping is PAINFULLY slow.
How are you doing it, refill completely at each star then jump?

I typically just graze the star as I fly past on my way to the next jump, when I'm traveling distance (multiple jumps). Even at 56LY max per jump in mine, I only have to stop to fully refill after every 6 or 7 jumps...
 
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