Module Malfunction: Difference between revisions
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'''Module Malfunction''' is a mechanism |
'''Module Malfunction''' is a mechanism of all [[Ships|ship]] modules. It causes dangerous situations in combat and exploration. |
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== Overview == |
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Two modules: the [[Pulse Disruptor]] and the [[Scramble Spectrum]] are only known as causing fast and easy malfunction on target, other weapons need some ''effort'' to malfunction a module. Malfunctions occur when a module is damaged but still operational. If a module is at 0% health, it will be inoperable until it is repaired. |
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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. |
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==Causes== |
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==Sources of Malfunction== |
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These are the causes of a module malfunction: |
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| ⚫ | #[[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]]. |
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==Risks== |
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Each module a different risk: |
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| ⚫ | #[[Thargoid Titan|Titan]]'s pulse - The Thargoid Titan |
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#[[Weapons]] - Randomly fires weapons without a pilot's control. |
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#[[Cargo Scoop]] - Jettisons cargo or uncontrollably opens and closes. |
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==Risk of Malfunction== |
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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. |
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When your modules is malfunction, different modules can causing different risks. The risks are listed below: |
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==Trivia== |
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*Collisions cannot disable modules, because the modules are located inside the ship's hull. |
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#Cargo hatch - Jettisons cargo. |
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Note: this list is not full. If you know more of risks of module malfuctions, please put it here. |
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<gallery> |
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</gallery> |
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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 [[Ship Canopy|canopy]] as a warning, it will be later transfer to info nofication. Ship's computer could notify this 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. |
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== References == |
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<references /> |
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* Collision damage cannot malfunction a module, as they cannot damage a module. |
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** Although it cannot malfunction a module, it can damage your ship. |
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[[ru:Сбой модуля]] |
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[[Category:Guides]] |
[[Category:Guides]] |
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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:
- Weapon fires - While a weapon is firing it will malfunction.
- 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.
- 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:
- Thruster - Randomly moves the ship without control
- 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%.
- 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.
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.