Jump to content

Module Malfunction: Difference between revisions

From Elite Dangerous Wiki
Content deleted Content added
m added interlanguage link
mNo edit summary
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
'''Module Malfunction''' is a mechanism (or limitation, probably) of all modules on [[Ships|ships]]. Malfunctions can be dangerous in combat or exploration. If one or more modules malfunction, it will either limit the functionality of that/those modules, or they will behave in an unwanted manner. For example: when a [[Power Plant|power plant]] malfunctions, its output is halved, while a [[hardpoint]] may fire on its own.
'''Module Malfunction''' is a mechanism of all [[Ships|ship]] modules. It causes dangerous situations in combat and exploration.


== Overview ==
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.
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.


==Causes==
==Sources of Malfunction==
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 at you, it will malfunction. This source is the most common source; mostly encountered by players.
#Weapon fires - While a weapon is firing it will malfunction.
#[[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 malfunction 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]].
#[[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]].
#Gravitonal affections - Performing a drop at a neutron star or a white dwarf can cause module's overload and can lead to catastrophic malfunction. You nearly can't escape a neutron star because neutron 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!
#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==
==Risk of Malfunction==
Each module a different risk:
When your modules is malfunction, different modules can causing different risks. The risks are listed below:


#[[Thrusters|Thruster]] - Randomly moves the ship without control
#[[Thrusters|Thruster]] - Randomly moves the ship without control
#[[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 some modules online even if exceeding output power of 50%.
#[[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%.
#[[FSD]] - Causing FSD to be temporarily disrupted, make it unable to charge. "Frame Shift Online" message appear on the info when FSD malfunction expired. Emergency drop in [[Supercruise]] can be also performed with this malfunction.
#[[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, reducing launch range.
#[[Shutdown Field Neutraliser]], [[Electronic Countermeasure]], [[Chaff]] - Temporarily misfires the Neutraliser and reduces the launch range.
#[[Power Distributor]] - Temporarily scramble the distributor, randomly changing pips every 1 second.
#[[Power Distributor]] - Temporarily scrambles the distributor and randomly changes pips every second.
#[[Weapons]] - Randomly fires weapons without pilot's control.
#[[Weapons]] - Randomly fires weapons without a pilot's control.
#[[Cargo Scoop]] - Jettisons cargo or open and close without control.
#[[Cargo Scoop]] - Jettisons cargo or uncontrollably opens and closes.


==Indications of Malfunction==
==Indications==
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.
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.


==Trivia==
==Trivia==
*Collisions cannot disable modules, because the modules are located inside the ship's hull.
*Collision damage cannot malfunction a module, as they cannot damage a module.
⚫
*NPC ships don't seems to be affected by module malfunctions.
**Although it cannot malfunction a module, it can damage your ship.
⚫
*NPC ship doesn’t seems to be affected by malfunctions.


==Gallery==
==Gallery==

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