That's right.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.
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Edsy does, I just tested it.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.
All of the utility mount locations are treated the same. Power consumption is based on the module installed.But in the game itself there is no indication of energy consumption depending on the nests.
Hmm.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.
Caustic Launchers, Heatsinks, Shield bosters, Point defence, are always powered. Not based on hardpoints being deployed.I checked with corrosion traps, I have them in my game only working after nests are released.
Maybe I'm not making myself clear.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.
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I don't know what you mean by 'remove sockets'. Or 'sockets activated'.Translation problem.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.
Can you fire the corrosion traps with the weapon sockets retracted ?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.
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.Can you fire the corrosion traps with the weapon sockets retracted ?
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.Yes.
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???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 have been patient. Discussion is over.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?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.
Yes me.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.
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.Are you saying I'm the only one with a broken game?
Everything is there and everything is included.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.
I have no idea what you are trying to say. I have shown patience. Whatever. I'm done. Have fun.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.