Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.