Module priority control: Difference between revisions

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ship modules start at priority 3, any changed modules set to priority 1.
 
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[[Image:Module priority control 2.png|thumb|200px|Once the power limit of a ship is exceeded, certain modules are disabled]]
[[Image:Module priority control 2.png|thumb|200px|Once the power limit of a ship is exceeded, certain modules are disabled]]
'''Module priority control''' is a feature that allows pilots to prioritize power for specific modules, so that in the event of a power shortage due to an insufficient or damaged [[Power Plant]], modules that the pilot deems vital can remain activated. It is accessible in the right panel of the [[HUD]]. Careful module priority control can allow pilots to carry more modules than their Power Plant can support and activate/deactivate them as necessary, as well as allow their ship to continue fighting to a degree even if they lose their Power Plant in [[combat]].


[[{{PAGENAME}}]] is a form of smart [[power management]]. By manipulating the power draw priority of lesser ship modules the power limit of a ship can be effectively exceeded without shutting down a ship's vital functions especially when weapons are being deployed.
== Usage ==
 
[[File:Module priority control.png|thumb|200px|By setting module priorities this Vulture is kept completely operational at a total power usage of 121%]]
Resourceful pilots use this method to outfit ships with higher-grade modules which would otherwise overburden the [[Power Plant|power plant]] of the ship.
To set up a hierarchy for power usage, the priority number in the Modules tab on the right-side panel can be changed for each individual module. Priority ranges from numbers "1" (highest priority) through "5" (lowest priority). For instance, a module with "5" has the lowest possible priority and will shut down first in the case of power draw excess.  


== Usage ==
When a ship is purchased, all of its modules are set to priority "3". If a module is replaced, swapped or modified by an [[Engineers|Engineer]], that module (or its replacement) will be set to priority "1".


[[Image:Module priority control.png|thumb|200px|By setting module priorities this Vulture is kept completely operational at a total power usage of 121%]]
The idea is to set the highest number ("5") for modules which are expendable in [[combat]]. This includes [[Cargo Hatch]], [[Frame Shift Drive]], [[Fuel Scoop]], and so forth.


To set a hierarchy for the modules' power draw, the priority number in the Modules tab on the right-side panel can be changed for each module. Priority numbers range from 1 (highest priority) to 5 (lowest priority). For instance, a module with 5 as priority will shut down first in the case of power draw excess.
Once module priority control is employed, the modules concerned are disabled and re-enabled automatically whenever hardpoints are deployed and retracted.


The goal is to set the highest number for secondary modules which have no use in [[combat]] so that they get disabled first whenever [[hardpoint]]s are being deployed. This includes [[Cargo Hatch]], [[Frame Shift Drive]], [[Fuel Scoop]], and other modules.  
The following table lists a rather power-consuming [[Bounty Hunter|bounty hunter]] loadout for the [[Vulture]] including assigned module priorities and the power usages between deployed and retracted hardpoints. Without setting module priorities, this particular loadout would render the ship entirely inoperational due to power draw excess.


If done right, whenever power draw exceeds power output now, the modules with the highest number will be automatically disabled first, and the ship is kept completely operational in and out of combat as a result.
{| class="article-table" style="text-align: center; font-size: 88%; line-height: 1.3em;" border="1"
! colspan="3" style="text-align: center;" | Vulture
! colspan="2" style="text-align: center;" | Power (MW)
|-
!
! Component
! style="text-align: center;" | Module<br>Priority
! style="text-align: center;" | Deployed<br>Hardpoints
! style="text-align: center;" | Retracted<br>Hardpoints
|-
| style="text-align: right" | A4
| style="text-align: left" | Power Plant
| –
| +15.60
| +15.60
|-
| style="text-align: right" | C3/G
| style="text-align: left" | Beam Laser
| 1
| -1.78
| off
|-
| style="text-align: right" | C3/G
| style="text-align: left" | Beam Laser
| 1
| -1.78
| off
|-
| style="text-align: right" | A0
| style="text-align: left" | Shield Booster
| 1
| -1.20
| -1.20
|-
| style="text-align: right" | I0
| style="text-align: left" | Chaff Launcher
| 1
| -0.20
| off
|-
| style="text-align: right" | E0
| style="text-align: left" | Kill Warrant Scanner
| 1
| -0.20
| off
|-
| style="text-align: right" | I1
| style="text-align: left" | Lightweight Alloy
| –
| –
| –
|-
| style="text-align: right" | D5
| style="text-align: left" | Thrusters
| 1
| -4.59
| -4.59
|-
| style="text-align: right" | A4
| style="text-align: left" | Frame Shift Drive
| 5
| off
| -0.45
|-
| style="text-align: right" | E3
| style="text-align: left" | Life Support
| 1
| -0.42
| -0.42
|-
| style="text-align: right" | A5
| style="text-align: left" | Power Distributor
| 1
| -0.74
| -0.74
|-
| style="text-align: right" | A4
| style="text-align: left" | Sensors
| 1
| -1.02
| -1.02
|-
| style="text-align: right" | A5
| style="text-align: left" | Shield Generator
| 1
| -3.64
| -3.64
|-
| style="text-align: right" | A4
| style="text-align: left" | Shield Cell Bank
| 5
| off
| -1.72
|-
| style="text-align: right" | B2
| style="text-align: left" | Auto Field-Maintenance Unit
| 5
| off
| -1.29
|-
| style="text-align: right" | B1
| style="text-align: left" | Fuel Scoop
| 5
| off
| -0.28
|-
| style="text-align: right" | H1
| style="text-align: left" | Cargo Hatch
| disabled
| off
| off
|-
! colspan=3  style="text-align: right" | Total power remaining
! style="text-align: center" | 0.03
! style="text-align: center" | 0.25
|-
! colspan=3  style="text-align: right" | Total power usage
! style="text-align: center" | 15.57 (100%)
! style="text-align: center" | 15.35 (99%)
|}


== Notes ==
== Notes ==
 
* Irrespective of module priority control, the player will still receive the mandatory cockpit warning whenever hardpoints are getting deployed that the power limit was exceeded and modules have been disabled.
* Irrespective of whether module priority control is applied correctly, the player will still receive the mandatory cockpit warning when hardpoints are getting deployed that the power limit was exceeded and modules have been disabled.
[[Category:Gameplay]]
[[Category:Guides]]
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[[zh:{{PAGENAME}}]]