Module priority control: Difference between revisions

rewording; improvements to Example section (table)
→Usage: wording
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[[Image:Module priority control.png|thumb|200px|By setting module priorities this Vulture is kept completely operational at a total power usage of 121%]]
[[Image:Module priority control.png|thumb|200px|By setting module priorities this Vulture is kept completely operational at a total power usage of 121%]]


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) through "5" (lowest priority). For instance, a module with "5" as priority will shut down first in the case of power draw excess.
To set up a power draw hierarchy, the priority number in the Modules tab on the right-side panel can be changed for each individual module. Priority range from numbers "1" (highest priority) through "5" (lowest priority). For instance, a module with "5" has the lowest possible priority and will shut down first in the case of power draw excess.


The idea is to set the highest number (5) for those modules which are expendable in [[combat]]. This includes [[Cargo Hatch]], [[Frame Shift Drive]], [[Fuel Scoop]], etc.
The idea is to set the highest number ("5") for modules which are expendable in [[combat]]. This includes [[Cargo Hatch]], [[Frame Shift Drive]], [[Fuel Scoop]], and so forth.


If done right, whenever hardpoints get deployed now (power draw exceeds power output), those modules with the highest number will be automatically disabled first. Once hardpoints are fully retracted, they will be re-engaged automatically after a few seconds. This way power draw never exceeds power output and the ship is kept completely operational in and out of combat.
Once module priority control is employed, the modules concerned are disabled and re-enabled automatically whenever hardpoints are deployed and retracted.


== Example ==
== Example ==