Module priority control: Difference between revisions

ship modules start at priority 3, any changed modules set to priority 1.
 
(15 intermediate revisions by 9 users not shown)
Line 1: Line 1:
[[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 selected 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.
 
Resourceful pilots use this method to outfit ships with higher-grade modules which would otherwise overburden the [[Power Plant|power plant]] of the ship.


== Usage ==
== 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%]]
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.


[[Image:Module priority control.png|thumb|200px|By setting module priorities this Vulture is kept completely operational at a total power usage of 121%]]
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".
 
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.
 
The goal is to set the highest number for those modules which have no use in [[combat]]. This includes [[Cargo Hatch]], [[Frame Shift Drive]], [[Fuel Scoop]], and others.


If done right, whenever power draw exceeds power output now, those 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.
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.


== Example ==
Once module priority control is employed, the modules concerned are disabled and re-enabled automatically whenever hardpoints are deployed and retracted.


The following table lists a rather power-consuming [[Bounty Hunter|bounty hunter]] loadout for the [[Vulture]] including module priorities, and it details the power usage between deployed and retracted hardpoints. Without setting module priorities, this particular loadout would render the ship entirely inoperational due to excessive power draw.
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.


{| class="article-table" style="text-align: center; font-size: 88%; line-height: 1.3em;" border="1"
{| class="article-table" style="text-align: center; font-size: 88%; line-height: 1.3em;" border="1"
Line 37: Line 32:
| style="text-align: right" | C3/G
| style="text-align: right" | C3/G
| style="text-align: left" | Beam Laser
| style="text-align: left" | Beam Laser
| –
| 1
| -1.78
| -1.78
| 0
| off
|-
|-
| style="text-align: right" | C3/G
| style="text-align: right" | C3/G
| style="text-align: left" | Beam Laser
| style="text-align: left" | Beam Laser
| –
| 1
| -1.78
| -1.78
| 0
| off
|-
|-
| style="text-align: right" | A0
| style="text-align: right" | A0
| style="text-align: left" | Shield Booster
| style="text-align: left" | Shield Booster
| –
| 1
| -1.20
| -1.20
| -1.20
| -1.20
Line 55: Line 50:
| style="text-align: right" | I0
| style="text-align: right" | I0
| style="text-align: left" | Chaff Launcher
| style="text-align: left" | Chaff Launcher
| –
| 1
| -0.20
| -0.20
| 0
| off
|-
|-
| style="text-align: right" | E0
| style="text-align: right" | E0
| style="text-align: left" | Kill Warrant Scanner
| style="text-align: left" | Kill Warrant Scanner
| –
| 1
| -0.20
| -0.20
| 0
| off
|-
|-
| style="text-align: right" | I1
| style="text-align: right" | I1
Line 73: Line 68:
| style="text-align: right" | D5
| style="text-align: right" | D5
| style="text-align: left" | Thrusters
| style="text-align: left" | Thrusters
| –
| 1
| -4.59
| -4.59
| -4.59
| -4.59
Line 80: Line 75:
| style="text-align: left" | Frame Shift Drive
| style="text-align: left" | Frame Shift Drive
| 5
| 5
| 0
| off
| -0.45
| -0.45
|-
|-
| style="text-align: right" | E3
| style="text-align: right" | E3
| style="text-align: left" | Life Support
| style="text-align: left" | Life Support
| –
| 1
| -0.42
| -0.42
| -0.42
| -0.42
Line 91: Line 86:
| style="text-align: right" | A5
| style="text-align: right" | A5
| style="text-align: left" | Power Distributor
| style="text-align: left" | Power Distributor
| –
| 1
| -0.74
| -0.74
| -0.74
| -0.74
Line 97: Line 92:
| style="text-align: right" | A4
| style="text-align: right" | A4
| style="text-align: left" | Sensors
| style="text-align: left" | Sensors
| –
| 1
| -1.02
| -1.02
| -1.02
| -1.02
Line 103: Line 98:
| style="text-align: right" | A5
| style="text-align: right" | A5
| style="text-align: left" | Shield Generator
| style="text-align: left" | Shield Generator
| –
| 1
| -3.64
| -3.64
| -3.64
| -3.64
Line 110: Line 105:
| style="text-align: left" | Shield Cell Bank
| style="text-align: left" | Shield Cell Bank
| 5
| 5
| 0
| off
| -1.72
| -1.72
|-
|-
Line 116: Line 111:
| style="text-align: left" | Auto Field-Maintenance Unit
| style="text-align: left" | Auto Field-Maintenance Unit
| 5
| 5
| 0
| off
| -1.29
| -1.29
|-
|-
Line 122: Line 117:
| style="text-align: left" | Fuel Scoop
| style="text-align: left" | Fuel Scoop
| 5
| 5
| 0
| off
| -0.28
| -0.28
|-
|-
Line 128: Line 123:
| style="text-align: left" | Cargo Hatch
| style="text-align: left" | Cargo Hatch
| disabled
| disabled
| 0
| off
| 0
| off
|-
|-
! colspan=3  style="text-align: right" | Total power remaining
! colspan=3  style="text-align: right" | Total power remaining
Line 141: Line 136:


== 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:Gameplay]]
[[Category:Guides]]
[[ru:Приоритеты энергосистемы]]
[[zh:{{PAGENAME}}]]