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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 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.
[[{{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.


Resourceful pilots use this method to outfit ships with higher-grade modules which would otherwise overburden the [[Power Plant|power plant]] of the ship.
Resourceful pilots use this method to outfit ships with higher-grade modules which would otherwise overburden the [[Power Plant|power plant]] of the ship.
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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 secondary modules which have no use in [[combat]] so that they get disabled first whenever [[hardpoint]]s are being deployed. This includes [[Cargo Hatch]], [[Frame Shift Drive]], [[Fuel Scoop]], and other modules.  
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.


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.
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.


== Example ==
== Example ==


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.  
The following table details a rather greedy [[Bounty Hunter|bounty hunter]] loadout for the [[Vulture]], comparing the power usage between in and out of combat (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%).
Without module priority control 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"
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== 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 19:51, 7 May 2015

File:Module priority control 2.png
Once the power limit of a ship is exceeded, certain modules are disabled

Module priority control 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.

Resourceful pilots use this method to outfit ships with higher-grade modules which would otherwise overburden the power plant of the ship.

Usage

File:Module priority control.png
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) 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.

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.

Example

The following table details a rather greedy bounty hunter loadout for the Vulture, comparing the power usage between in and out of combat (deployed and retracted hardpoints).

Without module priority control 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%).

Vulture 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%)

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.