2.1 Engineer upgrade

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Mouse
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Re: 2.1 Engineer upgrade

Postby Mouse » Sun May 22, 2016 4:13 am

I will have to look again as I didn't see a range just a mass increase
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Re: 2.1 Engineer upgrade

Postby TorTorden » Sun May 22, 2016 7:53 am

Mouse wrote:I will have to look again as I didn't see a range just a mass increase


Range is a function of ships mass, fsd's optimal mass and maximum amount of fuel it can take.
So when you see the mod increases both your modules optimal mass rating and max fuel consumption your range goes up as well.

But It all remains theoretical until you apply the mod and can see jump range in outfitting (or functions panel or galaxy map) oddly enough since the resources have been expended already.

And there is no further resource cost to apply a mod after generation. So if you absolutely need to have it boiled down to a single metric you can apply whatever result you have and qiuck enough check the right hand functions panel.
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Rule 1: Pillage. Then burn.
Rule 2: No such thing as overkill, as long as there are reloads.

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Re: 2.1 Engineer upgrade

Postby Mouse » Sun May 22, 2016 8:35 am

TorTorden wrote:
Mouse wrote:I will have to look again as I didn't see a range just a mass increase


Range is a function of ships mass, fsd's optimal mass and maximum amount of fuel it can take.
So when you see the mod increases both your modules optimal mass rating and max fuel consumption your range goes up as well.

But It all remains theoretical until you apply the mod and can see jump range in outfitting (or functions panel or galaxy map) oddly enough since the resources have been expended already.

And there is no further resource cost to apply a mod after generation. So if you absolutely need to have it boiled down to a single metric you can apply whatever result you have and qiuck enough check the right hand functions panel.



I knew about mass and fuel, but I was talking about before you even accepted her offer. Like when you are in Outfitting and browsing FSD's and can see what changes. Sadly I didint' get to log into ED tonight so I will have to mess with it tomorrow..and bring her more fish
In the beginning the Universe was created. This had made many people very angry and has been widely regarded as a bad move. - HHGTTGImageImage

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Re: 2.1 Engineer upgrade

Postby TorTorden » Sun May 22, 2016 10:08 am

Mouse wrote:
TorTorden wrote:
Mouse wrote:I will have to look again as I didn't see a range just a mass increase


Range is a function of ships mass, fsd's optimal mass and maximum amount of fuel it can take.
So when you see the mod increases both your modules optimal mass rating and max fuel consumption your range goes up as well.

But It all remains theoretical until you apply the mod and can see jump range in outfitting (or functions panel or galaxy map) oddly enough since the resources have been expended already.

And there is no further resource cost to apply a mod after generation. So if you absolutely need to have it boiled down to a single metric you can apply whatever result you have and qiuck enough check the right hand functions panel.



I knew about mass and fuel, but I was talking about before you even accepted her offer. Like when you are in Outfitting and browsing FSD's and can see what changes. Sadly I didint' get to log into ED tonight so I will have to mess with it tomorrow..and bring her more fish


That's the rub. You don't see anything really until you commit your resources.
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Hey I'm Thor -
People call me Bob.

Rule 1: Pillage. Then burn.
Rule 2: No such thing as overkill, as long as there are reloads.

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Re: 2.1 Engineer upgrade

Postby Mouse » Wed May 25, 2016 10:34 pm

Couldn't get the last blip to unlock, but got up to 4.. she only wanted fish and they sold it on site so was easy to experiment. Got it to where empty my Asp can jump 39.24 LY and full 38.42. WIth full fuel and empty 39.04
In the beginning the Universe was created. This had made many people very angry and has been widely regarded as a bad move. - HHGTTGImageImage


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