Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Paul M
« on: December 09, 2013, 05:21:35 AM »

All of my pinnaces use the same sensor.  But the stockpile keeps growing even though I have built new pinnaces so I can only assume that it does not look for such systems.

In the past stockpiles of prebuilt systems have been used for ship construction but the C1 pinnaces did not re-use the sensor system salvaged from the scrapped B2's. 
Posted by: Wolfius
« on: December 08, 2013, 06:03:57 AM »

It's also a good way to integrate alien technologies into designs :)

Indeed. Especially if you're playing a scenario with self-imposed limits, like a ruin-heavy game I've been playing recently where I didn't allow myself to build jump engines or the like, instead depending entirly on a supply of jump engines and jumpgate construction modules recovered from ruins.


It does not; however, work for fighters.  My Pinnaces use a particular sensor module and after scrapping the first batch of pinnaces when I went to build the next generation they did not make use of the existing stockpile of sensors.  I'm not sure about other systems for fighters but they don't look for the sensors.

Funny, it worked for the grav sensors of my early survey fighter in the above game - at the time I didn't even have the ability to build them, which might have been a factor.

Sure you stockpiled the right sensor?
Posted by: Paul M
« on: December 03, 2013, 08:07:51 AM »

It does not; however, work for fighters.  My Pinnaces use a particular sensor module and after scrapping the first batch of pinnaces when I went to build the next generation they did not make use of the existing stockpile of sensors.  I'm not sure about other systems for fighters but they don't look for the sensors.
Posted by: Somnus
« on: December 02, 2013, 09:28:05 PM »

Ah! I see! I suppose that does make sense!
Posted by: Starmantle
« on: December 02, 2013, 05:08:39 PM »

It's also a good way to integrate alien technologies into designs :)
Posted by: Nibelung44
« on: December 02, 2013, 03:28:05 AM »

Definitively, you can change the engine of freighters (something like 65% of the total cost for me) in one month...
Posted by: alex_brunius
« on: December 02, 2013, 03:09:23 AM »

Does this work for refit too?
Posted by: JacenHan
« on: December 02, 2013, 12:08:36 AM »

It shortens building time, as production built modules are automatically used in shipyard construction.

This is particularly useful when you know what components a ship is going to use before it is designed or before a shipyard is tooled for it.
Posted by: Somnus
« on: December 02, 2013, 12:06:31 AM »

Why would I want to create surplus modules? When I create a ship, it creates new modules for it, correct? For instance, why would I want surplus asteroid mining modules?