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#4412321 - 03/23/18 01:50 AM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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#4412324 - 03/23/18 02:31 AM Re: Using Engineers / Modding Modules [Re: - Ice]  
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Originally Posted by - Ice


Is it worth it going after the smaller, faster fighters? Or should I just concentrate on the big guys?


If you are after the bounty money or materials forget small ships. If you want to rise your combat rank then small ships are the way to go because to combat rank just counts number of ships and their rank. It doesn't matter how big they are and small ships die faster.

Originally Posted by - Ice
Is that 5000LY like in a straight line? .


Yes, straight line meaning a big trip. Don't forget you have to unlock 3 engeneers first before you can go after prof. Palin.

Two of the best engeneers for combat you can unlock right away are THE DWELLER for lasers and power distributor and TOD "THE BLASTER" MCQUINN for multi cannons.
On laser use "EFFICIENT". It increase their damage and deacrese their power and distributor draw by alot and also their thermal load. For power distributor use CHARGE ENHANCED and on multi canons use RAPID FIRE. This would change your ship by far. Not only your guns will become much more deadly but you can also keep firing them by a lot more time.
And both these engeneers are unlockable right away with small costs.



Last edited by alexb; 03/23/18 03:16 AM.
#4412445 - 03/23/18 07:35 PM Re: Using Engineers / Modding Modules [Re: alexb]  
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Originally Posted by alexb
Don't forget you have to unlock 3 engeneers first before you can go after prof. Palin.

Yes, but if I do 5000LY trip anyway, won't he be unlocked immediately once I've unlocked the other pre-reqs?

Thanks for the recommendations on the mods to choose from!


- Ice
#4412505 - 03/24/18 01:18 AM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Holy....!! My Cutter went from 120% usage to 107% using a 7A power plant! Took two rolls though, instead of just one. Still no biggie, but just confirming that the roll count isn't set in stone.

The FSD took another 4 rolls to finish the grade 4 mod and I think it already had 2 rolls, so 6 total. Grade 5 took 7 rolls. What's a good experimental effect for FSD and power plants? Can experimental effects be changed later on? I'm also assuming only one effect at a time can be applied?


- Ice
#4412967 - 03/26/18 08:38 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Engineophyte here. I was thinking that I could use a bit more FSD range on my Asp X. So if I wanted to unlock Felicity, I need to take a meta-alloy with me? Is that what the 'Donate' button at her shop is for? Forgive my noobness.


No, now go away or I shall taunt you a second time!
#4412980 - 03/26/18 09:38 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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No, you should already "know" of Felicity, but you will need 1 meta-alloy to get on her good side. So there are two things at play here --- finding out that so-and-so Engineer exists and then working enough favor for them to actually do some work for you.


- Ice
#4412983 - 03/26/18 09:51 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Yeah, I've been to her to get the Enhanced Thrusters for the Courier, but noticed no way to interact aside from the store and a Donate button. I'll have to go back.


No, now go away or I shall taunt you a second time!
#4412986 - 03/26/18 10:01 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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If you look at the Engineer page, you'll see how to discover the Engineer, what you need for them to give you an invite (meeting req), and what you need to get them to work for you (unlock). Rep gain would determine the max grade of mods they will do for you, so even if they can do Grade 5 mods, if you only have enough rep for a Grade 2 mod, but already have a Grade 3 mod installed, you can't get any further modifications done until you raise your reputation.

Usually, if you're just starting on an Engineer, you can gain enough reputation by getting them to work on a brand new module for you. As you raise that module's Grade, you also raise your rep. Hope that made sense.


- Ice
#4412991 - 03/26/18 10:48 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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422 light years just to buy a meta-alloy in the only place in the universe that sells it. Can I get the FSD first, then go get what it takes? biggrin


No, now go away or I shall taunt you a second time!
#4413061 - 03/27/18 09:42 AM Re: Using Engineers / Modding Modules [Re: DBond]  
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In the same boat as you, D. Dreading that 400ly+ trip plus back again! 😑

Prolly hump thru it tonite. Last time I checked, it was around 89 jumps for my Chieftain. Ice suggested I buy a cheapish freighter with good jump and use that.

Last edited by Bohemond; 03/27/18 09:44 AM.
#4413070 - 03/27/18 11:20 AM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Well, I'm in Maia now. I stripped the Asp X of all non essentials to maximize jump range and flew off in to the void. It was about 14 jumps to get there and I scanned and scooped the whole way, found a good number of HMC worlds and gained 500k in explo data on the trip out. Today I will explore Maia system then head for Felicity. I read a great way to boost rep with her is to sell her the exploration data, so I plan to have a bout a million's worth when I visit.

This station where I buy the meta-alloy has lots of stuff for sale that I hadn't seen for sale elsewhere. I wonder if any of this is useful for me to pick up and take with me for engineering? My initial engineering plan is to improve the strengths of my ships, rather than engineer away the faults. Make the Courier faster, the Vulture more maneuverable and the Asp X jump further. All of that can be done at Farseer. Not sure what I will do with the FDL.


No, now go away or I shall taunt you a second time!
#4413071 - 03/27/18 11:24 AM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Cheap Hauler for just over 3M credits, 21LY jump range

[Hauler] [+1]
U: 0I Heat Sink Launcher [+1]
U: 0A Shield Booster [+1]

BH: 1C Lightweight Alloy
PP: 2A Power Plant
TH: 2D Thrusters [+1]
FD: 2A Frame Shift Drive [+1]
LS: 1D Life Support [+1]
PD: 1D Power Distributor [+1]
SS: 1D Sensors [+1]
FT: 2C Fuel Tank (Cap: 4)

3: 3A Fuel Scoop [+1]
3: 3D Shield Generator [+1]
2: 2C Fuel Tank (Cap: 4)
1: 1C Advanced Discovery Scanner
---
Shield: 84.0
Power : 7.37 MW retracted (77%)
7.37 MW deployed (77%)
9.60 MW available
Cargo : 0
Fuel : 8 T
Mass : 29.10 T empty
37.10 T full
Range : 21.01 LY unladen
21.01 LY laden
Price : 3,118,790 CR
Re-Buy: 155,940 CR @ 95% insurance



For a bit more, a Diamondback Explorer can get you a 34LY jump range for 12M credits. For getting around the galaxy on the cheap, I cannot recommend the DBE enough, so this ship may actually come in useful many times.

[Diamondback Explorer] [+1]
U: 0I Heat Sink Launcher [+1]
U: 0A Shield Booster [+1]
U: 0A Shield Booster [+1]
U: 0I Chaff Launcher [+1]

BH: 1C Lightweight Alloy
PP: 4D Power Plant
TH: 4D Thrusters [+1]
FD: 5A Frame Shift Drive [+1]
LS: 3D Life Support [+1]
PD: 4D Power Distributor [+1]
SS: 3D Sensors [+1]
FT: 5C Fuel Tank (Cap: 32)

4: 4D Shield Generator [+1]
4: 4A Fuel Scoop [+1]
3: 3C Fuel Tank (Cap: 8)
3: 3C Fuel Tank (Cap: 8)
2: 1C Detailed Surface Scanner
2: 1C Advanced Discovery Scanner
---
Shield: 204.5
Power : 11.25 MW retracted (96%)
11.25 MW deployed (96%)
11.70 MW available
Cargo : 0
Fuel : 48 T
Mass : 312.90 T empty
360.90 T full
Range : 34.13 LY unladen
34.13 LY laden
Price : 12,310,400 CR
Re-Buy: 615,520 CR @ 95% insurance


- Ice
#4413073 - 03/27/18 11:26 AM Re: Using Engineers / Modding Modules [Re: DBond]  
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Originally Posted by DBond
I read a great way to boost rep with her is to sell her the exploration data, so I plan to have a bout a million's worth when I visit.

I wouldn't sell all of that. Just enough to get a little more rep. Getting her to work on modules is the more efficient way of gaining rep. smile

Originally Posted by DBond
Here's my initial engineering plan. I will improve the strengths of my ships, rather than engineer away the faults. Make the Courier faster, the Vulture more maneuverable and the Asp X jump further. All of that can be done at Farseer. Not sure what I will do with the FDL.

What? That doesn't make sense. Improving your ships beyond A-rated modules is Engineering, so what do you mean by "rather than engineer away the faults"??


- Ice
#4413078 - 03/27/18 11:34 AM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Just my initial plan. Like with the FDL, give it better speed and handling instead of jump range, which is it's weakness. Or the Courier, speed intsead of power.

And about the exploration data, Wouldn't it make sense to give her the data and that takes me to higher engineer level straight away, and avoids the lower stuff? It would reduce having to keep rolling to boost level. No?

Last edited by DBond; 03/27/18 11:38 AM.

No, now go away or I shall taunt you a second time!
#4413079 - 03/27/18 11:41 AM Re: Using Engineers / Modding Modules [Re: Bohemond]  
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Originally Posted by Bohemond
In the same boat as you, D. Dreading that 400ly+ trip plus back again! 😑

Prolly hump thru it tonite. Last time I checked, it was around 89 jumps for my Chieftain. Ice suggested I buy a cheapish freighter with good jump and use that.



Good grief, where are you? How far to Maia? 400 LY at 89 jumps is 4.5 per jump and since I know you get alot more in your chieftain you must be really far away. At 15 jump range that would be over 1,200 LY! Where did you get to Bo? smile


No, now go away or I shall taunt you a second time!
#4413081 - 03/27/18 11:42 AM Re: Using Engineers / Modding Modules [Re: DBond]  
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Originally Posted by DBond
Just my initial plan. Like with the FDL, give it better speed and handling instead of jump range, which is it's weakness. Or the Courier, speed intsead of power.

Yes, but how? Unless you are talking about A-rating those ships?

Originally Posted by DBond
And about the exploration data, Wouldn't it make sense to give her the data and that takes me to higher engineer level straight away, and avoids the lower stuff? It would reduce having to keep rolling to boost level. No?

No, because you cannot take a stock module from Grade 0 (stock) to Grade 5 straight away. You'll need up take it up each Grade.


- Ice
#4413084 - 03/27/18 11:48 AM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Ahh, I see, I thought I was taking a shortcut.

Quote
[Yes, but how? Unless you are talking about A-rating those ships?


Umm, are you having a laugh? biggrin What are we talking about here? I mean I would engineer the thrusters to give it better speed.



No, now go away or I shall taunt you a second time!
#4413086 - 03/27/18 11:56 AM Re: Using Engineers / Modding Modules [Re: DBond]  
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Originally Posted by DBond
What are we talking about here? I mean I would engineer the thrusters to give it better speed.


LOL!! I was referring to this line:
Originally Posted by DBond
My initial engineering plan is to improve the strengths of my ships, rather than engineer away the faults.


I read that as you were going to improve your ships, but not engineer anything. Clearly I've mis-read the line smile

BTW, you cannot buy anything you need for Engineers AFAIK. You will have to source the materials the hard way, ie through pew-pew or through mining or through scanning stuff. You can then trade what you get for what you need, but no buying materials with credits.


- Ice
#4413088 - 03/27/18 12:03 PM Re: Using Engineers / Modding Modules [Re: - Ice]  
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Originally Posted by - Ice


BTW, you cannot buy anything you need for Engineers AFAIK. You will have to source the materials the hard way, ie through pew-pew or through mining or through scanning stuff. You can then trade what you get for what you need, but no buying materials with credits.


OK good to know thanks. So I guess I will fly all the way to farseer with one unit of meta-alloy. Only requires a single cargo rack so that works.


No, now go away or I shall taunt you a second time!
#4413103 - 03/27/18 02:01 PM Re: Using Engineers / Modding Modules [Re: DBond]  
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Originally Posted by DBond
Originally Posted by Bohemond
In the same boat as you, D. Dreading that 400ly+ trip plus back again! 😑

Prolly hump thru it tonite. Last time I checked, it was around 89 jumps for my Chieftain. Ice suggested I buy a cheapish freighter with good jump and use that.



Good grief, where are you? How far to Maia? 400 LY at 89 jumps is 4.5 per jump and since I know you get alot more in your chieftain you must be really far away. At 15 jump range that would be over 1,200 LY! Where did you get to Bo? smile


I’m at the CG or close to. My memory on the jumps required to Maia is prolly off, I know it was a crapload.

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