Module priority control: Difference between revisions
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As soon as hardpoints get deployed the components with module priority 5 get disabled automatically. The ship's power draw is thus kept | As soon as hardpoints get deployed the components with module priority 5 get disabled automatically. The ship's power draw is thus kept within the limits and the ship is prevented from shutting down. | ||
== Notes == | == Notes == | ||
* 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. | * 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. | ||
Revision as of 16:57, 7 May 2015
Module priority control 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.
Resourceful pilots use this method to outfit ships with higher-grade modules which would otherwise overburden the power plant of the ship.
Usage
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 secondary modules which have no use in combat so that they get disabled first whenever hardpoints are being deployed. This includes Cargo Hatch, Frame Shift Drive, Fuel Scoop, and other modules.
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.
Example
The following is an example of a complete bounty hunter loadout for the Vulture which, were it not for the module priority control employed as showcased below, would render the ship inoperational due to excessive power draw.
| Power (MW) | ||||
|---|---|---|---|---|
| Component | Module Priority |
Deployed Hardpoints |
Retracted Hardpoints | |
| A4 | Power Plant | – | +15.60 | +15.60 |
| C3/G | Beam Laser | – | -1.78 | 0 |
| C3/G | Beam Laser | – | -1.78 | 0 |
| A0 | Shield Booster | – | -1.20 | -1.20 |
| I0 | Chaff Launcher | – | -0.20 | 0 |
| E0 | Kill Warrant Scanner | – | -0.20 | 0 |
| I1 | Lightweight Alloy | – | – | – |
| D5 | Thrusters | – | -4.59 | -4.59 |
| A4 | Frame Shift Drive | 5 | 0 | -0.45 |
| E3 | Life Support | – | -0.42 | -0.42 |
| A5 | Power Distributor | – | -0.74 | -0.74 |
| A4 | Sensors | – | -1.02 | -1.02 |
| A5 | Shield Generator | – | -3.64 | -3.64 |
| A4 | Shield Cell Bank | 5 | 0 | -1.72 |
| B2 | Auto Field-Maintenance Unit | 5 | 0 | -1.29 |
| B1 | Fuel Scoop | 5 | 0 | -0.28 |
| H1 | Cargo Hatch | disabled | 0 | 0 |
| Total power remaining | 0.03 | 0.25 | ||
| Total power usage | 15.57 (100%) | 15.35 (99%) | ||
As soon as hardpoints get deployed the components with module priority 5 get disabled automatically. The ship's power draw is thus kept within the limits and the ship is prevented from shutting down.
Notes
- 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.