Module priority control: Difference between revisions
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The following table | 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. | ||
Without module | |||
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Revision as of 15:26, 8 May 2015
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
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 lists a rather power-consuming 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.
| 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.