Module priority control: Difference between revisions

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[[Image:Module priority control 2.png|thumb|200px|Once the power limit of a ship is exceeded, certain modules are disabled]]
[[Image:Module priority control 2.png|thumb|200px|Once the power limit of a ship is exceeded, certain modules are disabled]]


[[{{PAGENAME}}]] is a form of smart [[power management]]. By manipulating the power draw priority of selected 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.
[[{{PAGENAME}}]] is a form of smart [[power management]]. By manipulating the power draw priority of selected modules the power limit of ships can be effectively exceeded without shutting down vital ship 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|power plant]] of the ship.
This method is a way to allow for the integration of higher-quality compartments into ships whose [[Power Plant|power plant]] would otherwise be inadequate in providing the power capacity necessary to provide all ship modules with energy.


== Usage ==
== Usage ==
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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.
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 those modules which have no use in [[combat]]. This includes [[Cargo Hatch]], [[Frame Shift Drive]], [[Fuel Scoop]], and others.
The goal is to set the highest number for those modules which are expendable in [[combat]]. This includes [[Cargo Hatch]], [[Frame Shift Drive]], [[Fuel Scoop]], and others.


If done right, whenever power draw exceeds power output now, those 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.
If done right, whenever power draw exceeds power output now, those 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.
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== Example ==
== Example ==


The following table lists a rather power-consuming [[Bounty Hunter|bounty hunter]] loadout for the [[Vulture]] including module priorities, and it details the power usage between deployed and retracted hardpoints. Without setting module priorities, this particular loadout would render the ship entirely inoperational due to excessive power draw.
The following table lists a rather power-consuming [[Bounty Hunter|bounty hunter]] loadout for the [[Vulture]] including assigned module priorities and the power usages between deployed and retracted hardpoints. Without setting module priorities, this particular loadout would render the ship entirely inoperational due to excessive power draw.


{| 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"