Hardpoints and Utility

It's not quite clear. If you look at the installation of utility modules, they are all placed on top of the case, without any hatches.
But in flight (when this module is activated), some of these modules open the weapon slots for some reason. Why is that?

I don't understand.
 
Correct, AFAIK all of the utility modules are mounted on the outer surface of ships and all are fully exposed with no protective flaps.

Certain utility modules like the Wake Scanner can only be used when hardpoints are activated and the hardpoint flaps open. This does seem illogical that the wake scanner requires hardpoints to be active.

There is a benefit:
Utility mounts that are active with hardpoints only draw power with the hardpoints. This means that a heavy power user like the wake scanner only draws power when hardpoints are active. Otherwise it doesn't draw power. When hardpoints are activated the power draw can be exceeded, but modules set in Priority 5 such as Fuel Scoop and SRV hangar will automatically turn off allowing all the hardpoints, wake scanner, and critical modules to function.

The alternative would be to turm modules on/off in the ship modules menu, which would be a pain in the butt.
 
Frameshift Wake Scanner. Mounted on the outer surface, always exposed, even when hardpoints are retracted.
- This becomes powered only when hardpoints are deployed.
Utility Mounts 01.jpg


Point Defence and Shield Booster. Mounted on the outer surface of the ship. Exposed just like other Utility Modules.
- These modules are always powered regardless of hardpoints. Unless manually turned off in the ship modules menu.
Utility Mounts 02.jpg
 
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Frameshift Wake Scanner. Mounted on the outer surface, always exposed, even when hardpoints are retracted.
- This becomes powered only when hardpoints are deployed.
View attachment 399689

Point Defence and Shield Booster. Mounted on the outer surface of the ship. Exposed just like other Utility Modules.
- These modules are always powered regardless of hardpoints. Unless manually turned off in the ship modules menu.
View attachment 399690
That's right.
But in the game itself there is no indication of energy consumption depending on the nests.
And as far as I know the EDSY does not take into account these modules and therefore it is difficult to calculate the limit of energy.
 
That's right.
But in the game itself there is no indication of energy consumption depending on the nests.
And as far as I know the EDSY does not take into account these modules and therefore it is difficult to calculate the limit of energy.
Edsy does, I just tested it.
Added a Chaff Launcher and both power readings went up by 1.2%
Added a Wake Scanner and the retracted power didn’t change but the deployed power went up by another 1.2% retracted power was unaffected.
 
But in the game itself there is no indication of energy consumption depending on the nests.
All of the utility mount locations are treated the same. Power consumption is based on the module installed.

Within the game the power consumption of the module is shown in the outfitting screen. It indicates if power is always required or just when hardpoints are deployed.

Utility Mounts 03.jpg
 
If you have set the module priority settings within the game, in EDSY you can see what happens when you exceed the power limits of the power plant, and which modules become disabled. Here we intentionally set modules to Priority 5 to become disabled for when hardpoints are deployed.

Utility Mounts 04.jpg
 
Edsy does, I just tested it.
Added a Chaff Launcher and both power readings went up by 1.2%
Added a Wake Scanner and the retracted power didn’t change but the deployed power went up by another 1.2% retracted power was unaffected.
Hmm.
I checked with corrosion traps, I have them in my game only working after nests are released. But the EDSY doesn't show it for some reason.
Is it me or the EDSY?

I removed the sockets, selected reset corrosion, first press it extended the sockets, second press shot the traps.

I checked on the Chaff Launcher, and the EDSY doesn't show it right either.
Group 2 both top and bottom.

P.S. The WAKE scanner shows it correctly by the way.
3 only bottom
 
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I checked with corrosion traps, I have them in my game only working after nests are released.
Caustic Launchers, Heatsinks, Shield bosters, Point defence, are always powered. Not based on hardpoints being deployed.
  • Unless you manually turn them on/off they will always be on.
  • If you set them with Priority 5 they will turn off if you deploy hardpoints and exceed power. You probably do not want that.
  • The examples you linked to never exceed the power plant limits, so priority 5 items will not turn on/off based on hardpoints being deployed.

Wake Scanners and Kill Warrant Scanners are only powered when hardpoints are deployed.


Caustic Sink Launcher is always powered, not just when hardpoints are deployed.
Utility Mounts 05.jpg
 
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Caustic Launchers, Heatsinks, Shield bosters, Point defence, are always powered. Not based on hardpoints being deployed.
  • Unless you manually turn them on/off they will always be on.
  • If you set them with Priority 5 they will turn off if you deploy hardpoints and exceed power. You probably do not want that.
  • The examples you linked to never exceed the power plant limits, so priority 5 items will not turn on/off based on hardpoints being deployed.

Wake Scanners and Kill Warrant Scanners are only powered when hardpoints are deployed.


Caustic Sink Launcher is always powered, not just when hardpoints are deployed.
View attachment 399707
Maybe I'm not making myself clear.
I checked this out. And I just checked it again.

Fly out, remove sockets, activate corrosion traps, first press releases sockets - second press releases traps.

I've just checked it again !

I don't know always they consume power, but they work only about released sockets !
And this topic is not about module priorities, but about the fact that all modules in the utility on the camera seem to be open, but some of them for some reason work only when the sockets are activated.
 
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I checked this out. And I just checked it again.

Fly out, remove sockets, activate corrosion traps, first press releases sockets - second press releases traps.
I don't know what you mean by 'remove sockets'. Or 'sockets activated'.Translation problem.

If Caustic Launchers and Heatsink Launcher are installed and enabled in the module menu, they will be powered and active. Regardless of hardpoints being deployed
If they are disabled, they will not consume power and will not function. This is absolutely true.


Manually disabling the Caustic Launchers and Heat Sink Launchers make them non functional and consume no power.
Utility Mounts 06.jpg


Summary:
As I said above, Wake Scanners and Kill Warrant Scanners will be powered and functional only if enabled in the module menu AND hardpoints are deployed. This allows a cmdr to use Priority 5 to easily and quickly turn unnecessary modules on/off. This is done for power management reasons.
 
I don't know what you mean by 'remove sockets'. Or 'sockets activated'.Translation problem.

If Caustic Launchers and Heatsink Launcher are installed and enabled in the module menu, they will be powered and active. Regardless of hardpoints being deployed
If they are disabled, they will not consume power and will not function. This is absolutely true.


Manually disabling the Caustic Launchers and Heat Sink Launchers make them non functional and consume no power.
View attachment 399710

Summary:
As I said above, Wake Scanners and Kill Warrant Scanners will be powered and functional only if enabled in the module menu AND hardpoints are deployed. This allows a cmdr to use Priority 5 to easily and quickly turn unnecessary modules on/off. This is done for power management reasons.
Can you fire the corrosion traps with the weapon sockets retracted ?
 
Can you fire the corrosion traps with the weapon sockets retracted ?
Yes. Most of the utility mounts are powered and functional regardless of hardpoints (weapons) being deployed. Heat sink launchers and caustic launchers even work while in supercruise.

The exception to this is the Wake Scanner and Kill Warrant Scanner. This might seem illogical, but it allows a ship to have enough power to use these modules. These modules consume a great deal of power, so they become powered when the hardpoints (weapons) are deployed. To obtain enough power some ships need to turn off unnecessary modules like fuel scoops, SRV hangars, and flight assists. So they are set as Priority 5.
 
Now I understand why we don't understand each other very well. I'm a practitioner, not a theorist. I've tested it in the game and I can't do it.
And I think you just haven't tested it yourself.
I am flying a ship with caustic sinks, heat sinks, and a wake scanner right now. It functions exactly as I described. My screen captures were from actual ships I was swapping between during this conversation. Where did you think I was getting my images from???

Possibly your version of the ED game has poor translation into your language. In the English version of the game everything I described is quite obvious.



And I think you just haven't tested it yourself.
I have been patient. Discussion is over.
 
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I am flying a ship with caustic sinks, heat sinks, and a wake scanner right now. It functions exactly as I described. My screen captures were from actual ships I was swapping between during this conversation. Where did you think I was getting my images from???

Possibly your version of the ED game has poor translation into your language. In the English version of the game everything I described is quite obvious.




Discussion is over.
Are you saying I'm the only one with a broken game? And I'm the only one who can't release poison traps when the nests are closed?

Is there anyone else who can release corrosive traps when weapon nests are closed ? If there are at least 2 people like that, I'll have to file a bug.
 
Now I understand why we don't understand each other very well. I'm a practitioner, not a theorist. I've tested it in the game and I can't do it.
And I think you just haven't tested it yourself.
Are you saying I'm the only one with a broken game? And I'm the only one who can't release poison traps when the nests are closed?

Is there anyone else who can release corrosive traps when weapon nests are closed ? If there are at least 2 people like that, I'll have to file a bug.
Yes me.

I can always fire heat sinks regardless of whether my hard points are deployed or not, the heat sinks are on a dedicated binding not one of my triggers.
My caustic sinks are on a trigger but can also be fired with hard points retracted.

I know this because I was using them just now while finally getting to Thor and doing appropriate damage, thanks in the main to the brave NPC crew of a T7 rescue ship that repaired/rebuilt my ship within view of the Titan.
 
Check your Pips. If SYS is set to no pips your caustic launcher will not work. Then check your module menu. Modules that are not enabled, not enough power, or damaged with zero health it will not work.
Everything is there and everything is included.

In research and combat mode, it's exactly the same.
0. Nests are closed.
1. The first press releases the sockets.
2. The second press resets the traps.
 
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