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
Firstly, each engineer has an experience level that unlocks higher tiers of each thing they can modify. You can improve that level by modding stuff with them and I -think- you have to be there to level them up... Not sure.
However, you can 'pin' a blueprint for a modification which lets you use the remote workshop in pretty much any landing area to apply that modification up to the level that the engineer can manage... For other parts, or other types of mod to the same part, yes, you'll need to go back there.
You'll always have to go back to apply experimental effects.
But, you can transfer modded parts to other ships by moving them into storage first, if that helps.
Oh so say I want to fully engineer my Vulture, which is the biggest reason I got the DLC because without engineering its a power hog, I can just drive my dbx out to the engineer and transfer the parts
Yes you can do that, you can also equip what parts you want to engineer into your dbx that will fit and fly out there too.
Also you have to be present at the engineer while modding to gain more favor from the engineer, but each level only take 3 to 4 mods to level up.
Actually, you might be right on that.
That's a positive. Modules that aren't currently equipped won't even show up in the module selection menu for engineering.
Also about the whole "bringing the parts to the engineer with one ship, equip them later with another" thing, a reminder that there's an exception to that: the hull itself, as the hull module is not interchangeable between ship models. So if you want to mod the hull of a FDL, for example, you're going to have to bring a FDL.