Module priority control: Difference between revisions
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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 | 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 | 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. | ||
Once module priority control is employed, the modules concerned are disabled and re-enabled automatically whenever hardpoints are deployed and retracted. | |||
== Example == | == Example == | ||
Revision as of 14:06, 14 June 2015
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
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 modules which are expendable in combat. This includes Cargo Hatch, Frame Shift Drive, Fuel Scoop, and so forth.
Once module priority control is employed, the modules concerned are disabled and re-enabled automatically whenever hardpoints are deployed and retracted.
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.