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this should help if you dont have it
I always go with Lightweight, especially on Big ships. You can drop the A rated sensors on something like a Cutter from 120T to under 10T, and get all the benefits of high class sensors.
sensors do a different scan than ADS and DSS so nothing will make them behave any different than what you can engineer them to do
as DDS stack on ADS it should stack the DDS, so a fast scan and a long range DDS should give both advantages
but you will need to test for yourself, i have not
Sensors provide information in real-time, therefore cannot be made "faster" as that would require obtaining information from the future.
A single ship module can only be engineered with a single blueprint. If you apply a different upgrade to the ship module, the previous upgrade is removed. This applies to every module, including scanners and sensors.
If DSS and ADS can be made faster (return a result in less time) - why cannot sensors?
This directly contradicts what 'The Smoking Man' said immediately above your post. Only *one* of you can be correct on this point.....
Sensors are what allows you to know what ships and stations are around you, and their locations. They allow you to target other ships. It is what populates the display in the centre of your cockpit.
This information is real-time. It cannot be made faster than real-time.
Detailed Surface Scanner and Advanced Discovery Scanner, are not Sensors as you clarified in your original post. These Scanners, have a duration for the scan to happen, a duration which you can decrease through engineering.
To be honest, I am not entirely sure what he wrote as I found it a little confusing. It sounds like he is talking about having multiple modules engineered with different bonuses.
Answer to that then, would be: Fast Scan Kill Warrant Scanner and bounty hunt in only Anarchy systems.
Dude, I know the difference between sensors and scanners in-game - but in reality they are much the same thing; they collect information. That's it, that's all they do. They just have different names in the game.
My 1st question is why 1 of them can not be made to return a result as quickly as the others?
My 2nd question is, can different engineering be *effectively* applied to the same module; does engineering 'stack'?
Actually, I just want to collect data faster. But getting the status of another ship quicker would also be a good thing.
no you cant put more than 1 eng mod on any module type
what you can do is have 2 DSS in your ship, 1 fast scan, 1 longe range and you "should" get both bonuses
my reasoning is that i do know you can fit 2 interdictors in a ship, 1 long range, 1 wide angle and you will get both bonuses
basically nothing is going to help you the way you are wanting though
Except that would not speed up the visibility of a wanted status: a fast warranty scan is still slower than the general status scan.
To OP:
NO. module engineering blueprints do NOT stack up. each modification you make removes any existing modification you have (and i'm honestly baffled that some people seem to be comfused about this...).
For the Kill Warrant Scanner and the ADS/DDS (and to be clear, we're talking about the OPTIONAL Internal Modules) you can choose to make the scan faster, longer range, OR wider range. You have to pick one.
For the sensors (again, to be clear, we're talking the CORE intermal module now), you can choose between long range and wide angle. there is NO option to make it scan faster, and fast scan modifications to ADS/DDS/KWS will NOT affect the scan time of the general sensors. They're not even the same bloody module, for crying out loud...
Exactly: the bonuses are not stacking up: with two KWS, or two interdictors, you're getting the two bonuses for having the two interdictor modules because you're firing both in the same group. The effect are not stacking up, what's happening is that you're firing two "weapons" with different bonuses at the same time.
It's no different from having a long range and a rapid fire weapon firing in the same fire group. Each one has its own bonus, and only its own bonus, but they're both firing at the same time.
You can't do that with core internals, and there's no mod for increasing the speed of internal sensors.
Well, yeah, but there won't be any local minor faction bounties, so the amount you're going to get is going to be somewhat reduced. But i guess that is an option if you have pathologically twitchy fingers and can't wait an extra second...:p
Besides, unless i'm wrong, since the last batch of updates, you can fire before the wanted status shows up and not get a bounty on you, as long as the ship was indeed wanted...which you can tell from other clues (i.e. SysSec already shooting at it).