Component Upgrades

AstroGimp01

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Now that Dumper's Depot and similar are a thing, I overhead some voice chat about changing components for improvements but was not involved and as such didn't pay much attention.

Are we now able to begin customizing our equipment loadouts on our ships with actual changes in cooling, or shielding, etc? I recall hearing something about military grade shields and improved coolers from Levski or GH.

Looking for any insight into what we are able to do and if there are actual performance improvements.

'Gimp
 

marcsand2

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upload_2017-12-27_18-0-29.png

upload_2017-12-27_18-1-10.png


Coolers only have 1 spec which matters, performance. I can recall that component sheets also contained damage and emission, which are not included in the screenshots.

upload_2017-12-27_17-55-49.png

upload_2017-12-27_17-56-59.png


Power plants have more specs, performance, signals and efficiency

upload_2017-12-27_17-58-45.png

upload_2017-12-27_18-2-17.png

Shields also have 3 specs

The components may be customized, but if it is taken in account for the ship stats has to be TESTed. Signals, cool time and performance can be TESTed by a singe person, shield endurance and weapons has to be TESTed with at least 2 people.
 

marcsand2

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marcsand2

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local name - name - size - grade - mass - hp - heat - component overheat bonus - signature ir - signature ir - heat suppress
Endo COOL_WCPR_S01_Endo Cooler UNDEFINED 1 1 40 250 500 0.10 0.10 0.10 0.10
Bracer COOL_AEGS_S01_Bracer Cooler UNDEFINED 1 3 40 250 1440 0.00 0.00 0.30 0.10

I cant match this with my screenshots:
name - grade - class - performance
Endo B Civilian 103
Bracer C Military 120
 

Takeiteasy

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Can I take the stealth signature of one shield generator and the more power from another generator and then take the efficiency of a third generator and combine them into a super awesome stealth military ultra low power generator that can stop even the biggest super punch?
 

AstroGimp01

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There are data sheets with weapon, component and ship stats, Malagos makes them since 1.0.2
https://docs.google.com/spreadsheets/d/1d6DOb0Uolox-9O5k_bJdIOPQK6gcjad0FkCqn5mwEYc/edit#gid=555187609
The only point is, this is raw data, mostly not yet implemented.
Thanks @marcsand2.

The question is will any component changes make a measurable difference in the current PU build - looking at the differences between Grade 1 and Grade 3 equipment it appears there are gains to be had, IF they are currently implemented, e.g., shields for hp and regen rate, maybe powerplant and coolers as well - I would think that for now, shields, coolers and powerplants 'should' make a difference since they react in game, BUT only if component changes can alter the default values.

I'm willing to give it a go for science with my Penguin now that I have some credits to play with - might need some help from my fellow TESTies to try it out. Of course with modifications from stock not remaining persistent on ships yet (e.g. weapons loadouts, etc.) this could be a real challenge.

'Gimp
 

supitza

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I bought a stealth power plant for my Cutlass and crashed 5 minutes later.
With no insurance, and unless you're a good pilot (in which case, why are you in TEST?), I don't think components make much of a difference right now.
 

Zookajoe

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I bought a stealth power plant for my Cutlass and crashed 5 minutes later.
With no insurance, and unless you're a good pilot (in which case, why are you in TEST?), I don't think components make much of a difference right now.
That is the main issue now, getting from Olistar to Levski or GH is a throw of the dice all by itself. While cargo and landing pad are persistent, where you wake up and ship load outs aren't.
 

maynard

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Can I take the stealth signature of one shield generator and the more power from another generator and then take the efficiency of a third generator and combine them into a super awesome stealth military ultra low power generator that can stop even the biggest super punch?
uhm, that would be a no
 

marcsand2

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Can I take the stealth signature of one shield generator and the more power from another generator and then take the efficiency of a third generator and combine them into a super awesome stealth military ultra low power generator that can stop even the biggest super punch?
probably not
 

marcsand2

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Thanks @marcsand2.

The question is will any component changes make a measurable difference in the current PU build - looking at the differences between Grade 1 and Grade 3 equipment it appears there are gains to be had, IF they are currently implemented, e.g., shields for hp and regen rate, maybe powerplant and coolers as well - I would think that for now, shields, coolers and powerplants 'should' make a difference since they react in game, BUT only if component changes can alter the default values.

I'm willing to give it a go for science with my Penguin now that I have some credits to play with - might need some help from my fellow TESTies to try it out. Of course with modifications from stock not remaining persistent on ships yet (e.g. weapons loadouts, etc.) this could be a real challenge.

'Gimp
I have enough different ships to change loadouts. The only problem is changing the loadout. In PU it is hard to change loadout. If I press a weapon hardpoint, sometimes I get the old parts list, but often I get the mobiglass.
I figured out that:
  • the first hardpoint can work, depends on server state
  • the second hardpoint mostly pops up the mobi glass
  • if I'm crouched underneath a wing, mobiglass gets blocked but if I'm in the right position, I will see available weapons and am able to switch them
  • sometimes the hardpoint + isn't shown, but if I click on the right position, it reacts, with available options or mobiglass
  • if I crash with changed loadout, the ship is gone, claim gives me back the stock loadout. The changed components are gone, not available anymore
  • I can only get back the disappeared components by claiming the donor ships, which then will be claimed with stock loadout, which takes at least 30 minutes
So I tried to change loadout in hangar..... bad choise. The first hardpoint seems to work, the second hardpoint change crashes my game, hangar also seems to be not persistent, bad option

So I tried to change loadout in AC.... Avenger and Sabre are completely empty in AC ship modification, I tried to change loadout on Super Hornets, seems to work fine, but after losing ships and thus weapons in PU, the aren't available in AC ship modification, so back to PU and claim the lost donor ships again.

PU has some stability problems, in some instances I can play for hours, other are bugged from the beginning. If I notice that an instance is bugged, then I try to find a new instance, but therefor I need to load into another region, otherwise chances are high that I land in the same bugged instance. Loading from the crusader menu to an instance takes me at least 2 minutes, so this is a boring process.

Right now TESTing is made hard, so I tried to make some money first, which also depends very hard on a good instance. Yesterday I found one which had a slightly delay on quantum jump. Press jump 1..2..3.....20..21 press again and jump, every time. Very bad instance

[EDIT] ow, this morning I found a good instance, I earned my first million with silver hauling.
 

marcsand2

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I bought a stealth power plant for my Cutlass and crashed 5 minutes later.
With no insurance, and unless you're a good pilot (in which case, why are you in TEST?), I don't think components make much of a difference right now.
That is the main issue now, getting from Olistar to Levski or GH is a throw of the dice all by itself. While cargo and landing pad are persistent, where you wake up and ship load outs aren't.
My best advise right now: try to find a good instance, change region between switching. If that doesn't work, quit game, stop launcher (also in task manager) reload launcher, restart game
 

Zookajoe

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My best advise right now: try to find a good instance, change region between switching. If that doesn't work, quit game, stop launcher (also in task manager) reload launcher, restart game
This is sound advice. I kept coming back to spawning ships that Dumpster Depot had already salvaged the engines and doors off of.
Exit game, shutdown the launcher and the icon in the taskbar. Now I got full ships again.
 

marcsand2

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This is sound advice. I kept coming back to spawning ships that Dumpster Depot had already salvaged the engines and doors off of.
Exit game, shutdown the launcher and the icon in the taskbar. Now I got full ships again.
Another good point, if you claim a ship, it takes 30 minutes or longer before it is available. @Mich Angel mentioned it a while ago, I you claim a ship, exit to menu and go back in game, the ship is claimed, without waiting 30 - 90 minutes. I never tried this on purpose, reloading takes so long, but I noticed this behavior while switching bad instances.

Workarounds make playing easier, just a matter of finding them
 

Zookajoe

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Okay, tried three times to run ships with upgraded components: A Connie, a Cutty and a Lancer. Each time, system locked up approaching a moon. So, could be my system does not like it, but could be their server does not like it. Either way, could not really test them much.
 

Dorian Grey

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My
I have enough different ships to change loadouts. The only problem is changing the loadout. In PU it is hard to change loadout. If I press a weapon hardpoint, sometimes I get the old parts list, but often I get the mobiglass.
I figured out that:
  • the first hardpoint can work, depends on server state
  • the second hardpoint mostly pops up the mobi glass
  • if I'm crouched underneath a wing, mobiglass gets blocked but if I'm in the right position, I will see available weapons and am able to switch them
  • sometimes the hardpoint + isn't shown, but if I click on the right position, it reacts, with available options or mobiglass
  • if I crash with changed loadout, the ship is gone, claim gives me back the stock loadout. The changed components are gone, not available anymore
  • I can only get back the disappeared components by claiming the donor ships, which then will be claimed with stock loadout, which takes at least 30 minutes
So I tried to change loadout in hangar..... bad choise. The first hardpoint seems to work, the second hardpoint change crashes my game, hangar also seems to be not persistent, bad option

So I tried to change loadout in AC.... Avenger and Sabre are completely empty in AC ship modification, I tried to change loadout on Super Hornets, seems to work fine, but after losing ships and thus weapons in PU, the aren't available in AC ship modification, so back to PU and claim the lost donor ships again.

PU has some stability problems, in some instances I can play for hours, other are bugged from the beginning. If I notice that an instance is bugged, then I try to find a new instance, but therefor I need to load into another region, otherwise chances are high that I land in the same bugged instance. Loading from the crusader menu to an instance takes me at least 2 minutes, so this is a boring process.

Right now TESTing is made hard, so I tried to make some money first, which also depends very hard on a good instance. Yesterday I found one which had a slightly delay on quantum jump. Press jump 1..2..3.....20..21 press again and jump, every time. Very bad instance

[EDIT] ow, this morning I found a good instance, I earned my first million with silver hauling.
Hangars right now are like the insides of a dishwasher when I load a ship, lancer's bounce Connie's bounce and rock, my buccaneer goes into quantum as soon as I spawn it and they are all on red alert dmg states.... It's crazy af lol
 
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