What's everyone's "must have" enginered modulue?

I always go with FSD range first - as a explorer I ironically learned to absolutely hate manual hyper jump travel so I need to speed the process as much as I can. Next would be overcharged multi-cannons - my main bounty hunting weapons.
 
FSD range for my asp explorer Spirit of Discovery (because i am about 12k from the bubble and so range is everything). otherwise depends on the ship purpose. but FSD range is pretty high up for all of them. the FAS i could use something to make all modules so i can run them all cooler, it overheats if you even mention things like stars, scooping and jumping and supercruise in the cockpit lol.
 
So it’s pretty unanimous FSD Jump Distance Increase.

What about the experimental? I picked Stripped Down at it reduces mass because I want my thrusters to be more effective. I assumed it would translate to rang also.

My anaconda is hitting 32 and the FSD is maxed in size, rating and engineering. How are people seeing in the 60’s? Is that with the ship just bare bones?
 
So it’s pretty unanimous FSD Jump Distance Increase.

What about the experimental? I picked Stripped Down at it reduces mass because I want my thrusters to be more effective. I assumed it would translate to rang also.

My anaconda is hitting 32 and the FSD is maxed in size, rating and engineering. How are people seeing in the 60’s? Is that with the ship just bare bones?

Dedicated explorer builds yep. Although I had a decent ExploraRescueRefuelYaConda with extra fuel tanks, limpets and such like that was still jumping in the mid 50's. I have yet to log in on that account post 3.0 so no sure what it'll do now.
 
So it’s pretty unanimous FSD Jump Distance Increase.

What about the experimental? I picked Stripped Down at it reduces mass because I want my thrusters to be more effective. I assumed it would translate to rang also.

My anaconda is hitting 32 and the FSD is maxed in size, rating and engineering. How are people seeing in the 60’s? Is that with the ship just bare bones?

Nooooo. You needed to add the Mass Manager experimental to get 61.2% Optimal thingy. Or Deep Charge on 4A FSD and lower.
 
Definitely FSD Increased Range first, then Dirty Drive Tuning on the thrusters. Those two are a constant across the active ships in my fleet.
 
The 3 mods that completely change every ship are FSD, Drives and PD.

All 3 are so important, to the extent i consider them mandatory save for some very specific cases.

Without doubt the single module that makes ships much more fun, is drives.
 
Definitely FSD Increased Range first, then Dirty Drive Tuning on the thrusters. Those two are a constant across the active ships in my fleet.

OP should have said besides FSD. This is my move. FSD first and then DD thrusters. Shields get some attention after that.
 
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