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B to A and A to S
It’s only worth doing if you have a poop ship that you really like the look off and want it to be your main.
It's pretty much what you'd expect, Changes the class and base stats and inventory capacity (Although won't upgrade your size and will only be potential capacity to add going forward, Either way that's random on how many you'll get up to S)
so the potential inventory slots, the "frame" is extended?
and S-class is always 48/21?
and in C-A, the inventory size depends on the ship type?
No S class are not always 48/21 to start. But that is what all ships now can be increased to.
All ships, like literally all ships? Fighter can have as many slots as hauler does?
Given the distances involved going from one point to another in a galaxy, by far the most useful stat, IMO, is distance in Explorers which maxes out at 181% of the normal 100% starting point for most ships. Basically you can go nearly twice as far per warp. Add this to a max S-class hyperdrive module setup (6+4 mods in total between tech section and inventory space) and you can go nearly 3000 ly in one jump.
Not sure if the recent update that allows ship upgrades equalizes this stat for all ship types though, ...in other words the prior classes of ships are now irrelevant except for looks.
I just learned about the differences between ship types and base stats so have just recently been checking it out: Explorers still have a hyperjump range advantage over other types, not sure what the advantages for the other types are, and I've grown fond of my S class exotic.
You can use more than 3 mods on a single item? I tried adding 4 Pulse Engine mods and it overloaded the system and I couldn't use it until I deleted one of the mods.
You can spread your upgrades over inventory and tech spaces, effectively doubling up
Yes, but you have to split up the grouping so you have 3 of the same type S mods in inventory and 3 in Tech plus whatever normal blueprints are available (the ones you buy with nanites in the Anomaly). So if a particular suit function, like life support has 4 blueprint mods (the ones you make yourself), you can have as many as 10 mod upgrades for that function because the blueprint type of upgrades don't count toward the overload situation. You can't have more than 3 of the same S-mods which are *purchased*, *not* made by you, in each inventory section. But you can split them up between Tech and regular Inventory just fine.
this was my question, if ugrading to S-class instantly pushes the number of potential slots to 48/21 for any ship type.
in A-class, the 48 loading slots are for haulers only... I think I seen some.