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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 modules the power limit of ships can be effectively exceeded without shutting down vital ship functions especially when weapons are being deployed.  
[[{{PAGENAME}}]] is a form of smart [[power management]].  


This method is a way to allow for the integration of more 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.
By manipulating the power draw priority of lesser modules this method allows players to outfit their ships with higher-quality compartments which would otherwise cause system shutdown due to power draw excess.


== Usage ==
== Usage ==
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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) 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) through "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 are expendable in [[combat]]. This includes [[Cargo Hatch]], [[Frame Shift Drive]], [[Fuel Scoop]], and others.
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.


If done right, whenever hardpoints get deployed now (power draw exceeds power output), those modules with the highest number will be automatically disabled first, and, once weapons are fully retracted, they will be re-engaged automatically as well after a few seconds. This way the ship is kept completely operational in and out of combat.
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.


== Example ==
== Example ==


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.
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 power draw excess.


{| 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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| style="text-align: right" | C3/G
| style="text-align: right" | C3/G
| style="text-align: left" | Beam Laser
| style="text-align: left" | Beam Laser
| –
| 1
| -1.78
| -1.78
| 0
| off
|-
|-
| style="text-align: right" | C3/G
| style="text-align: right" | C3/G
| style="text-align: left" | Beam Laser
| style="text-align: left" | Beam Laser
| –
| 1
| -1.78
| -1.78
| 0
| off
|-
|-
| style="text-align: right" | A0
| style="text-align: right" | A0
| style="text-align: left" | Shield Booster
| style="text-align: left" | Shield Booster
| –
| 1
| -1.20
| -1.20
| -1.20
| -1.20
Line 55: Line 57:
| style="text-align: right" | I0
| style="text-align: right" | I0
| style="text-align: left" | Chaff Launcher
| style="text-align: left" | Chaff Launcher
| –
| 1
| -0.20
| -0.20
| 0
| off
|-
|-
| style="text-align: right" | E0
| style="text-align: right" | E0
| style="text-align: left" | Kill Warrant Scanner
| style="text-align: left" | Kill Warrant Scanner
| –
| 1
| -0.20
| -0.20
| 0
| off
|-
|-
| style="text-align: right" | I1
| style="text-align: right" | I1
Line 73: Line 75:
| style="text-align: right" | D5
| style="text-align: right" | D5
| style="text-align: left" | Thrusters
| style="text-align: left" | Thrusters
| –
| 1
| -4.59
| -4.59
| -4.59
| -4.59
Line 80: Line 82:
| style="text-align: left" | Frame Shift Drive
| style="text-align: left" | Frame Shift Drive
| 5
| 5
| 0
| off
| -0.45
| -0.45
|-
|-
| style="text-align: right" | E3
| style="text-align: right" | E3
| style="text-align: left" | Life Support
| style="text-align: left" | Life Support
| –
| 1
| -0.42
| -0.42
| -0.42
| -0.42
Line 91: Line 93:
| style="text-align: right" | A5
| style="text-align: right" | A5
| style="text-align: left" | Power Distributor
| style="text-align: left" | Power Distributor
| –
| 1
| -0.74
| -0.74
| -0.74
| -0.74
Line 97: Line 99:
| style="text-align: right" | A4
| style="text-align: right" | A4
| style="text-align: left" | Sensors
| style="text-align: left" | Sensors
| –
| 1
| -1.02
| -1.02
| -1.02
| -1.02
Line 103: Line 105:
| style="text-align: right" | A5
| style="text-align: right" | A5
| style="text-align: left" | Shield Generator
| style="text-align: left" | Shield Generator
| –
| 1
| -3.64
| -3.64
| -3.64
| -3.64
Line 110: Line 112:
| style="text-align: left" | Shield Cell Bank
| style="text-align: left" | Shield Cell Bank
| 5
| 5
| 0
| off
| -1.72
| -1.72
|-
|-
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| style="text-align: left" | Auto Field-Maintenance Unit
| style="text-align: left" | Auto Field-Maintenance Unit
| 5
| 5
| 0
| off
| -1.29
| -1.29
|-
|-
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| style="text-align: left" | Fuel Scoop
| style="text-align: left" | Fuel Scoop
| 5
| 5
| 0
| off
| -0.28
| -0.28
|-
|-
Line 128: Line 130:
| style="text-align: left" | Cargo Hatch
| style="text-align: left" | Cargo Hatch
| disabled
| disabled
| 0
| off
| 0
| off
|-
|-
! colspan=3  style="text-align: right" | Total power remaining
! colspan=3  style="text-align: right" | Total power remaining
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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 module priority control, the player will still receive the mandatory cockpit warning whenever hardpoints are getting deployed that the power limit was exceeded and modules have been disabled.
[[Category:Gameplay]]
[[Category:Gameplay]]

Revision as of 11:35, 14 June 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 lesser modules this method allows players to outfit their ships with higher-quality compartments which would otherwise cause system shutdown due to power draw excess.

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) through "5" (lowest priority). For instance, a module with "5" as priority 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.

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.

Example

The following table lists a rather power-consuming 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 power draw excess.

Vulture Power (MW)
Component Module
Priority
Deployed
Hardpoints
Retracted
Hardpoints
A4 Power Plant – +15.60 +15.60
C3/G Beam Laser 1 -1.78 off
C3/G Beam Laser 1 -1.78 off
A0 Shield Booster 1 -1.20 -1.20
I0 Chaff Launcher 1 -0.20 off
E0 Kill Warrant Scanner 1 -0.20 off
I1 Lightweight Alloy – – –
D5 Thrusters 1 -4.59 -4.59
A4 Frame Shift Drive 5 off -0.45
E3 Life Support 1 -0.42 -0.42
A5 Power Distributor 1 -0.74 -0.74
A4 Sensors 1 -1.02 -1.02
A5 Shield Generator 1 -3.64 -3.64
A4 Shield Cell Bank 5 off -1.72
B2 Auto Field-Maintenance Unit 5 off -1.29
B1 Fuel Scoop 5 off -0.28
H1 Cargo Hatch disabled off off
Total power remaining 0.03 0.25
Total power usage 15.57 (100%) 15.35 (99%)

Notes

  • Irrespective of module priority control, the player will still receive the mandatory cockpit warning whenever hardpoints are getting deployed that the power limit was exceeded and modules have been disabled.