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'''Module Maufunction''' is a mechanism (or limitation, probably) of all modules on any [[Ships|ships]]. Maufunction could leading to risk in combats, while fighting with other ships or exploration. If one or more modules are malfunction, it will limit the functionality of that/those modules. For example: when a [[Power Plant|power plant]] is malfunction, it will limit the output for a half.
'''Module Malfunction''' is a mechanism of all [[Ships|ship]] modules. It causes dangerous situations in combat and exploration.


Two modules: the [[Pulse Disruptor]] and the [[Scramble Spectrum]] are only known as causing fast and easy maufunction on target, other weapons need some ''effort'' to malfunction a module. Maufunction not yet count as module's destruction, because to destroy target's modules, you need to reducing module's health to 0%. Maufunction just in case modules taking too much damages.
== Overview ==
If one or more modules malfunction, it will either limit the functionality of those modules, or they will behave in an faulty manner. For example when a [[Power Plant|power plant]] malfunctions its output is halved, while a [[hardpoint]] may fire by itself. The [[Pulse Disruptor]] and the [[Scramble Spectrum]] cause targets to quickly malfunction. Other weapons need some ''effort'' to cause a module malfunction. Malfunctions may occur when a module is damaged yet still operational. A module at 0% health is inoperable until it's repaired.  


==Sources of Malfunction==
==Causes==
There are multiple sources of malfunction. Sources of malfunction are listed below:
These are the causes of a module malfunction:
#Weapon fires - While a weapon is firing it will malfunction.
#[[Thargoid Titan|Titan]]'s pulse - The Thargoid Titan in [[Thargoid Maelstrom|Maelstrom]]s can emit a pulse similar to a  Thargoid shutdown field. They can cause a ship's modules to malfunction, restart the [[Frame Shift Drive|FSD]], caustic damage etc. When this happens, an orange triangle icon appears in the [[HUD]]. This is preventable with a [[Thargoid Pulse Neutraliser]].
#Gravitational - Performing a drop at a [[Stars|neutron star]] or a white dwarf can cause modules to overload and lead to catastrophic malfunctions. It's difficult to escape a neutron star due its gravitational force. The [[heat]] level of charging a FSD can slowly cook a ship and the [[pilot]].


==Risks==
Each module a different risk:


#Weapon fires - While a weapon is firing at you, it will maufunction. This source is the most common source; mostly encountered by players.
#[[Thrusters|Thruster]] - Randomly moves the ship without control
#[[Thargoid Titan|Titan]]'s pulse - The Thargoid Titan, found in [[Thargoid Maelstrom]]s, can emit a pulse similar to [[Thargoid]]'s shutdown field. They can have a chances of maufunction a ship's modules along with restart ship's [[FSD]], caustic damage, etc. If this happened, an orange triangle icon will appear on the ship's status bar and can be prevented by using [[Thargoid Pulse Neutraliser]].
#[[Power Plant]] - Output is reduced in half. Modules will be offline due to insufficient power and cannot deploy [[Hardpoint|hardpoints]]. The [[Module priority control|module pirority control]] feature can keep some modules online even if the output power exceeds 50%.
#Gravitonal affections - Performing a drop at a neuron star or a white drawf can causing module's overload and can lead to castrophic malfunction. You nearly can't escape a neuron star because neuron star will control your ship for you. If you charge your FSD, be aware of the [[heat]] level as FSD can slowly cook your ship and you from inside too!
#[[FSD]] - the FSD is temporarily disrupted and unable to charge. It can cause an emergency drop in [[Supercruise]]. The "Frame Shift Online" message appears when the FSD malfunction expires.
#[[Shutdown Field Neutraliser]], [[Electronic Countermeasure]], [[Chaff]] - Temporarily misfires the Neutraliser and reduces the launch range.
#[[Power Distributor]] - Temporarily scrambles the distributor and randomly changes pips every second.
#[[Weapons]] - Randomly fires weapons without a pilot's control.
#[[Cargo Scoop]] - Jettisons cargo or uncontrollably opens and closes.


==Risk of Malfunction==
==Indications==
When your modules is maufunction, different modules can causing different risks. The risks are listed below:
If a module malfunctions, the [[HUD]] will display a warning in the center of the [[Ship Canopy|canopy]]. This will thereafter be listed in notifications. If a Titan's pulse or a [[Scramble Spectrum]] / [[Pulse Disruptor]] hits the ship, it will show an orange triangle.


#Power Plant - Causing output to reduce for a half. Any modules will be offline from deploying [[Hardpoint]] due to insufficient power. With [[Module priority control|module pirority control]] feature, you can keep your modules online even if exceeding output power of 50%.
==Trivia==
#[[FSD]] - Causing FSD to be temporarily disrupted. "Frame Shift Online" message appear on the info when FSD malfunction expired.
*Collisions cannot disable modules, because the modules are located inside the ship's hull.
#[[Shutdown Field Neutraliser]] - Temporarily misfires the neutralised, reducing launch range.
*NPC ships don't seems to be affected by module malfunctions.
#[[Power Distributor]] - Temporarily scramble the distributor, randomly changing pips every 1 second.
#[[Weapons]] - Randomly fires weapons without pilot's control.


==Indications of Malfunction==
==Gallery==
Malfunction can be easily indicated by Commanders, when a modules is malfunction, a nofication of what module is malfunction appear on the center of ship's [[Cockpit Canopy|canopy]] as a warning, it will be later transfer to info nofication. Ship's computer could notify thid status to pilot too. As mentioned before, if Titan's pulse has captured the ship, it will show an orange triangle at the ship's status bar.
<gallery>


==Trivia==
</gallery>
* Collision damage cannot malfunction a module, as they cannot malfunction a module.
** Although it cannot malfunction a module, it can damage your ship.


==Gallery==
== References ==
<references />


[[ru:Сбой модуля]]
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 14:36, 24 May 2024

Module Malfunction is a mechanism of all ship modules. It causes dangerous situations in combat and exploration.

Overview

If one or more modules malfunction, it will either limit the functionality of those modules, or they will behave in an faulty manner. For example when a power plant malfunctions its output is halved, while a hardpoint may fire by itself. The Pulse Disruptor and the Scramble Spectrum cause targets to quickly malfunction. Other weapons need some effort to cause a module malfunction. Malfunctions may occur when a module is damaged yet still operational. A module at 0% health is inoperable until it's repaired.

Causes

These are the causes of a module malfunction:

  1. Weapon fires - While a weapon is firing it will malfunction.
  2. Titan's pulse - The Thargoid Titan in Maelstroms can emit a pulse similar to a Thargoid shutdown field. They can cause a ship's modules to malfunction, restart the FSD, caustic damage etc. When this happens, an orange triangle icon appears in the HUD. This is preventable with a Thargoid Pulse Neutraliser.
  3. Gravitational - Performing a drop at a neutron star or a white dwarf can cause modules to overload and lead to catastrophic malfunctions. It's difficult to escape a neutron star due its gravitational force. The heat level of charging a FSD can slowly cook a ship and the pilot.

Risks

Each module a different risk:

  1. Thruster - Randomly moves the ship without control
  2. Power Plant - Output is reduced in half. Modules will be offline due to insufficient power and cannot deploy hardpoints. The module pirority control feature can keep some modules online even if the output power exceeds 50%.
  3. FSD - the FSD is temporarily disrupted and unable to charge. It can cause an emergency drop in Supercruise. The "Frame Shift Online" message appears when the FSD malfunction expires.
  4. Shutdown Field Neutraliser, Electronic Countermeasure, Chaff - Temporarily misfires the Neutraliser and reduces the launch range.
  5. Power Distributor - Temporarily scrambles the distributor and randomly changes pips every second.
  6. Weapons - Randomly fires weapons without a pilot's control.
  7. Cargo Scoop - Jettisons cargo or uncontrollably opens and closes.

Indications

If a module malfunctions, the HUD will display a warning in the center of the canopy. This will thereafter be listed in notifications. If a Titan's pulse or a Scramble Spectrum / Pulse Disruptor hits the ship, it will show an orange triangle.

Trivia

  • Collisions cannot disable modules, because the modules are located inside the ship's hull.
  • NPC ships don't seems to be affected by module malfunctions.

References