What is the pupose of pinning?

Go to Engineer -> Max out module through G5 -> pin modification -> fly to station where other ships are -> swap ship in shipyard -> cannot modify module on swapped in ship as the pin has gone.

Why does the pin stay with the ship that visited the engineer?

If this is not what is supposed to be available then Engineers need to be able to work on your stored modules provided you're at an engineer base. You drive the whole washing machine to a spare parts store when you know what you want, you either take the part or you provide the part number.

Seems logistics has broken down in 3304

:-D
 
This is buggy.

I visited 4 engineers and pinned at each.

Now swapping ships I can remote engineer 1 blue printed recipe on another ship and zero on a third ship.
 
My pin from 2.4 vanished.

I now see that the pinned recipe applies to the ship ... so I can't fly to another ship and use the same recipe for that ship [mad]
 
ok, I'll report as a bug too - seems pointless else having this function when a lot of people would have g5'd before the upgrade to then have to cart ships all around the bubble.
 
My pin from 2.4 vanished.

I now see that the pinned recipe applies to the ship ... so I can't fly to another ship and use the same recipe for that ship [mad]


makes no sense ? why do you need the same blueprint, for the same engineer for the same mod?
 
Without the ability to apply experimentals, the whole pinning thing is anyway of quite limited use...

Well you can still apply the G5 upgrade and visit the engineer at our leisure to get the experimental effect.
Also many mods don't have an experimental affect.
 
So, every time you change ships you need to re-pin the blueprints you want to use? But to do that you need to fly to the engineer again? Doesn't that completely negate the point of pinning? I mean if you just flew to the engineer to pin it again then you can just mod it while you are there anyway?


So what is the point of pinning then? :S
 
My pin from 2.4 vanished.

Pins for 2.4 will vanish with 3.0. I think that is expected.

I now see that the pinned recipe applies to the ship ... so I can't fly to another ship and use the same recipe for that ship [mad]

I don't think they are pinned to the ship. I have 4 pinned blueprints all gathered on 1 ship. On other ships I can see 1 or 0 of those blueprints (depending on ship).

So in ship one, visited engineers and pinned blueprints for Sensors, Missiles, FSD and Cannons.
On ship two which has not visited engineers I can remote engineer Sensors but not FSD (doesn't have missiles or Cannons).
On ship three which also has not visited engineers I can remote engineer nothing.
 
So, every time you change ships you need to re-pin the blueprints you want to use? But to do that you need to fly to the engineer again? Doesn't that completely negate the point of pinning? I mean if you just flew to the engineer to pin it again then you can just mod it while you are there anyway?


So what is the point of pinning then? :S

Not much. Even less if you can't convert old mods remotely, to start with.

If i have to fly the bloody module to an engineer to convert it to the new system, i might as well engineer it then...
 
So, every time you change ships you need to re-pin the blueprints you want to use? But to do that you need to fly to the engineer again? Doesn't that completely negate the point of pinning? I mean if you just flew to the engineer to pin it again then you can just mod it while you are there anyway?


So what is the point of pinning then? :S

This ^^^^^^

Not much. Even less if you can't convert old mods remotely, to start with.

If i have to fly the bloody module to an engineer to convert it to the new system, i might as well engineer it then...

and this ^^^^^
 
I think it's a bug - else it's a massive ache.

I've just purchased as sidey in the same station and remote workshop is happy to work on it's little 2E FSD.
 
I'm going to guess the Remote Workshop function doesn't contain the grandfathering option logic like you get at the engineer base and needs to be added?

I think that's the issue. You can't remotely engineer modules that have pre-3.0 engineering mods. You have to first convert those to 3.0 versions at an engineers - then you should be able to remote engineer them.
 
I think that's the issue. You can't remotely engineer modules that have pre-3.0 engineering mods. You have to first convert those to 3.0 versions at an engineers - then you should be able to remote engineer them.

More like a bit of missing logic code under the remote workshop option. It's just code after all, why can't it be in place at any station that offers remote workshop?
 
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