Module priority control: Difference between revisions
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== Example == | == Example == | ||
The following | The following table details a rather greedy [[Bounty Hunter|bounty hunter]] loadout for the [[Vulture]], comparing the power usage between two states, deployed and retracted hardpoints. | ||
Were it not for the module priority control employed and as showcased below (module priority = 5), this particular loadout would render the ship entirely inoperational due to excessive power draw (power usage greater than 100%). | |||
{| 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" | ||
! colspan="3" | | ! colspan="3" style="text-align: center;" | Vulture | ||
! colspan="2" style="text-align: center;" | Power (MW) | ! colspan="2" style="text-align: center;" | Power (MW) | ||
|- | |- | ||
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! style="text-align: center" | 15.35 (99%) | ! style="text-align: center" | 15.35 (99%) | ||
|} | |} | ||
== 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. | ||