Module priority control: Difference between revisions

m add ru link
ship modules start at priority 3, any changed modules set to priority 1.
 
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== 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%]]
[[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.
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.
 
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".


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