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#4410834 - 03/16/18 12:15 AM Using Engineers / Modding Modules  
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Greetings Commanders.

ICE has asked that I begin a thread on engineering the modules that we use.

First thing is you need to become invited. You can see your status with Engineers by using your right mfd, across the bottom lower right side select the nut symbol to view the engineer list. You'll have a envelope if your invited.

Here is a guide I found today
http://www.elite-dangerous-blog.co.uk/post/Engineering-30

This is using the 3.0 update.

Wingy


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#4410839 - 03/16/18 12:29 AM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Thanks WingNuts! Have to turn in for the night but I hope I can throw some questions your way soon!


- Ice
#4411009 - 03/16/18 05:18 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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I've seen some messages to go visit a couple of characters that say they can help me with components, is that what it's about?
I haven't tried any of that stuff, but will get to eventually, so any info is good.


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#4411017 - 03/16/18 05:48 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Yeah. But you have to do jobs for them too which is a grind if I understand correctly.


- Ice
#4411029 - 03/16/18 06:44 PM Re: Using Engineers / Modding Modules [Re: - Ice]  
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Originally Posted by - Ice
Yeah. But you have to do jobs for them too which is a grind if I understand correctly.


Yes it is! Does it make a difference? Oh Hell YES!!

As an example lets look at FSD jump ranges.

stock jump / engineered
Vulture 8 ly / 20.5 ly

Asp Explorer 14 ly / 49.8 ly

FAS 8.3 ly / 23.7 ly

Chieftain 8 ?? ly / 26.7 ly

Python 8.6 ly / 24.9 ly

On one of the engineers I had to mine 10 tones of Panite to give to her and have a total of over 500 tones materials mined. Well, I sucked it up and did it made some money on all the other minerals I sold off. Oh, BTW on the way to deliver I got interdicted and killed! Rinse and repeat!

Asp Explorer is the ship I used most often to unlock the engineers due to its range.

Come join our group sometime as we bounty hunt. We make good money and can scoop materials as well.

Wingy



Last edited by WingNuts01; 03/16/18 06:45 PM.

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#4411033 - 03/16/18 06:53 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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The jump range on the Asp Explorer looks very very tempting! I've ignored Engineers so far. Just how 'grindy' is it?


“In the age of information, ignorance is a choice.”
#4411039 - 03/16/18 07:38 PM Re: Using Engineers / Modding Modules [Re: Chucky]  
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Originally Posted by Chucky
The jump range on the Asp Explorer looks very very tempting! I've ignored Engineers so far. Just how 'grindy' is it?


It depends on what you like to do. I thought the mining was a grind to begin with. Had no clue how to do it. Recluse helped me figure it out. In the end it wasn't so bad. Driving around in an SRV makes me crazy after an hour or two.

I'm combat oriented. I like it. Trade, I can do it but the rinse and repeat makes me nuts. A shame because trade, passenger missions are quick money makers. At this point I don't care about money and I'm a medium ship type of guy.

Engineers to do first;
Elvira Martuuk,,,,,,,,,,,,,,,,,,,FSD , Shield Gen , Thrusters
Felicity Farseer,,,,,,,,,,,,,,,,,FSD , Shield Booster , Thrusters

Something ya need to start doing is scooping up all materials 3 class and above for making your mods. You can use the traders to swap materials for what you actually need.

Wingy


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#4411049 - 03/16/18 08:28 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Are the mod results random like before? I remember people complaining of the grind only to have poor RNG results and end up with a crappy modded module and would have to go out and find the materials again and roll the dice again.


- Ice
#4411062 - 03/16/18 09:10 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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The rolls have greatly improved ICE. I recently redid the python FSD G5 Increased Range. It was a legacy G5 module at 144% optimum. 6 rolls later I had 155% max you can get. Every roll is an improvement over the previous one. I've been told that after 5 rolls you've achieved maximum stats. Almost true.

Wingy


i5-2500K @4.3gh
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16gb Mushkin PC3 1600
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WD Caviar BLK 500gb SATA 6gb
WD Caviar BLK 1TB SATA 6gb
Intel 730 Series 480GB SATA 6gb
OCZ ZX-850 Gold
Lite-On DVD Burner
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Warthog #11118 Woot!!!
Sennheiser 360 Headphones
#4411236 - 03/17/18 09:25 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Just reviewed my ships and it seems that my Python and my Asp are both A-rated. My Cutter could use some more love but when the A-rated module costs 160M+, I think I can take a break on grinding credits for now.

I'll be looking at working on my FSD first, I need three 5A FSDs (Asp, Python, DBE) and one 7A FSD. Reading the linked blog now.


- Ice
#4411258 - 03/18/18 02:11 AM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Stupid question but can't I just buy the materials somewhere? Must I do the different grind methods, ie bounty hunting, mining, etc.? It feels like I'm being forced into these types of activities just so as to get modding materials frown

Bounty hunting to get materials really felt weird as well. Pew-pew until the ship dies, then hang around for a few minutes as the limpets do their collecting.... so weird not going for one target after another.


- Ice
#4411284 - 03/18/18 12:09 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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From what you are saying Ice,I'll leave engineers alone.I don't want to mine and I don't pew-pew.

I'm happy doing what I do,which is basically what I was doing way back in late 2015. I've ignored all new features although I did buy Horizons but even then I only do planetary landings to deliver goods/missions,I don't do SRV's.


“In the age of information, ignorance is a choice.”
#4411324 - 03/18/18 04:22 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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I'm not happy about it, but I am keeping an open mind. I've pew-pew'ed quite a bit before so I know what to expect and also why I feel weird doing the same thing now, but having to pause for a while as my limpets scoop. Also weird watching police attack another ship and I have to restrain myself from joining in as I've got a few more items to pick up. I learned not to lock on to targets or at least un-lock before the limpets collect it otherwise I lose the limpet. Weird. The limpets will collect everything in the area for X amount of time if I have nothing selected, but if I select/target something, the limpet will collect it, and then promptly self-destruct. WTF?

What are you doing in Elite, Chucky? I didn't bother much with Engineers before but with the new changes, it's less grindy and the rewards seem worth it. My AspE can do 31LY jumps now, would be awesome if it could do 49LY.


- Ice
#4411327 - 03/18/18 04:36 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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At the moment I'm building up credits with my 784t cargo T-9 (no shields). I'm not sure what to buy next to be honest. I'm quite happy with the T-9 and Asp Explorer because between them they are all I need to do the things I enjoy the most.

I'm only playing occasionally and exploring/trading is fairly chill.

I may look at Engineers in the future if they have made it less grindy as you say but atm my ships and their performance is adequate.


“In the age of information, ignorance is a choice.”
#4411334 - 03/18/18 05:12 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Well, wouldn't you like to have a nice fat boost to your FSD range? Any trader knows the value of a good FSD smile


- Ice
#4411351 - 03/18/18 07:20 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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I'm in the market for some Phosphorus now and INARA tells me I can get it by mining but I've just spent the last 2 hours doing so with only 3 Phosphorus to show for it. Any tips?


- Ice
#4411365 - 03/18/18 09:10 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Ok,I just visited my first Engineer. If it was Frontier Games' intention to completely confuse me,well they did a good job. WTH am I doing? Was I playing a game of chance at one stage? Nope,not interested in jumping through all those hoops,I'll just battle on with the antiquated ships I have now.


“In the age of information, ignorance is a choice.”
#4411391 - 03/18/18 10:26 PM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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It used to be more chance before, less so now. You'll still need to find the materials they need, and that again has some RNG built in, but if you watch old Engineer upgrade vids vs. what we have now, I am so glad I didn't put time in Engineers when it first came out!!


- Ice
#4411399 - 03/18/18 11:11 PM Re: Using Engineers / Modding Modules [Re: - Ice]  
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Originally Posted by - Ice
I'm in the market for some Phosphorus now and INARA tells me I can get it by mining but I've just spent the last 2 hours doing so with only 3 Phosphorus to show for it. Any tips?

There are a couple ways to find materials. Ingame, you can look at the composition of a planet or rings on the system map once you've scanned it with a Detailed surface scanner. But the easiest way is to use EDDB Database for Bodies. Just select the material you need, input your current location and it will generate a list of planets. Then you can sort them like any database based on percentage of material, distance from drop in point, distance from current location, etc.

Hope that helps,


~S~
WH_Boomer
#4411412 - 03/19/18 01:17 AM Re: Using Engineers / Modding Modules [Re: WingNuts01]  
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Thank you Boomer. That site has been pointed out in some forums and from tonight's TS3 chat, but I'm told it only finds stuff on planet surface? I've very low tolerance for the SRV so driving around and shooting at rocks for some reason sounds infinitely more intolerable than mining or doing trade runs. I have, however, entered RING under BODY GROUP and it's given me back some hits, so I'll be exploring those tomorrow.


- Ice
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