Elite Dangerous

Elite Dangerous

{God-Father} Sep 16, 2019 @ 9:44am
Engineer Question
I need to upgrade some hard points on a ship but the Jump drive is rubbish on that ship - and they don't fit on my other ship is there a way I can take it off and transport it to the engineers and upgrade it or am i stuck ?
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Showing 1-6 of 6 comments
kegomatix Sep 16, 2019 @ 9:50am 
You would need to store the modules you want to upgrade then head to the engineer, transport the modules to there, then fit them on the ship and engineer them.

The other, and possibly easier solution, is to just go to the engineer and pin the blueprints.
semidomestic Sep 16, 2019 @ 4:00pm 
Originally posted by kegomatix:

The other, and possibly easier solution, is to just go to the engineer and pin the blueprints.

Well, there too, you will only be able to upgrade as far as your access level with that engineer. and you can only get experimental effects from the engineer's workshop.
Krytor Sep 16, 2019 @ 10:03pm 
You can use a ship with the best jump drive to get to the engineers location, find a station with a shipyard and have the ship you want upgraded delivered there, but It might cost $$$, I wanted to move my FDL to the edge of the bubble to fight thargoids and they wanted 2 million so I flew back loaded a fuel scoop and drove it down myself... 8-12 light year jumps at a time (20 mins of my life I will not get back but I saved money)..lol.
Last edited by Krytor; Sep 16, 2019 @ 10:16pm
Crimson Echo Sep 17, 2019 @ 1:03am 
The normal solution is probably to store the ship to be engineered, use the high jump range ship to travel to the engineer, and then transfer the ship to be engineered to the system with the engineer (via some other station in/or around the engineer's system). Then once it arrives switch to the other ship and go do the engineering.. Rise and repeat.

This can be expensive, takes a while (depends on distance).

The Diamond back explorer is a cheap ship and can hold a large hardpoint, and has a good jump range. Unless you need to engineer Huge hardpoints this might be a better approach.

The module/weapon may also be available near the engineer, and you can buy it nearby and then fit it to a cheap mule (like the dbx ) (assuming not a huge hardpoint). and then transfer the module/weapon or mule ship back.

If you are trying to engineer a huge hardpoint it may be possible to sell off some unengineered modules in storage, or downgrade some modules to free up enough cash for a Conda mule. Alternatively, a short trip at Void Opal Mining could be used to fund the jump-a-conda mule ship if liquidation is not viable.

It would have been helpful to know what ships and modules/weapons are involved, and the distances/systems.
L37 Sep 17, 2019 @ 2:10am 
Get yourself guardian FSD booster. It magically makes any ship with "rubbish" jump range into "more than enough to comfortably travel around the bubble" one. Add decent size fuel scoop and you can do all you need in one ship, then remove this modules if you wish.
Last edited by L37; Sep 17, 2019 @ 2:18am
Mr Robert House Sep 17, 2019 @ 6:52am 
Pin the blueprint to engineer fsds and make it the first thing you do to any ship, also get the guardian booster and slap that thing in all your ships, don't think there's a single ship that goes below 30ly if you do that, if you store heavy stuff that doesn't need engineering.
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Date Posted: Sep 16, 2019 @ 9:44am
Posts: 6