Horizons my powerplant got me in some serious trouble

Ok, I build myself a nice Explorer. To save some weight I got a light Powerplant which I than overcharged. Works all as intended. I took it out for some testing and got myself in a not so nice situation.

I was landing on a planet to take a ride in my SRV. Couldnt deploy my SRV as i turned the module off before departing the station to save power. Ok, i turned it on and then deployed the SRV. I then dismissed the ship and what happend next got me wondering. The thrusters spool up and the shields of my ASP turn off. I see/hear all this sitting in my SRV a couple of meters away. Hmmm i thought. What now? The ASP was not leaving the ground. I could not recall it nor board my ship as the the SRV bay was closed.

I finally selfdestructed to get back into my ship.

Fact is, my poweplant does not have enough capacity to run thrusters (which deactivate when you sit on a planet) and the SRV bay at the same time. No problem, as you dont need them at the same time.

Why wasnt my ASP lifting off? I heard the engines running. Is this a bug? I cannot test any further at the moment. I am 2kly out [where is it]


EDIT: video on page two
 
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With respect:

When I outfit a ship the first things that gets amped up to the max is the powerplant and power distributor. Power management is critical in any ship build; in my opinion.

It's a bit hard to tell from your post about exactly what went wrong with your build or whether it is a bug.

If you really suspect a bug you should lodge a support ticket with FD (not on the forum but through FD support website).
 
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Your SRV elevator needs to be powered on for you to disembark and the AI does not do power management on it's own. If you want to do that (running with not enough power to have everything powered on), I would recommend setting power management priorities in your right panel.
 
You had to turn on the SRV bay to deploy the SRV. So, no power for thrusters after that. Makes sense to me.
 
With respect:

When I outfit a ship the first things that gets amped up to the max is the powerplant and power distributor. Power management is critical in any ship build; in my opinion.

It's a bit hard to tell from your post about exactly what went wrong with your build or whether it is a bug.

If you really suspect a bug you should lodge a support ticket with FD (not on the forum but through FD support website).

naahhh, i don't want to go the easy way ;)
just got to figure out what exactly went wrong

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Your SRV elevator needs to be powered on for you to disembark and the AI does not do power management on it's own. If you want to do that (running with not enough power to have everything powered on), I would recommend setting power management priorities in your right panel.

you are right. when exploring I turn not needed modules completely off instead of assigning priorities. In this special case though it may not be the correct way.
 
naahhh, i don't want to go the easy way ;)
just got to figure out what exactly went wrong

When you sit on the ground, your thrusters aren't powered, so you were able to power up the SRV hangar. But you left it on priority 1, which means that once the autopilot powered up the thrusters, all the ship's modules collapsed.

I recommend leaving the Hangar on priority 2 or 3. It will activate automatically when you land and the thrusters power down and deactivates when the thrusters come back online. ;)
 
Chris that makes perfect sense [yesnod]

It is a pretty witty way to get locked out of your ship and not beeing able to do anything about it. Am I lucky that this did not happen in the void...
 
Chris that makes perfect sense [yesnod]

It is a pretty witty way to get locked out of your ship and not beeing able to do anything about it. Am I lucky that this did not happen in the void...

There's another way around it, when something umm... witty happens on the planet's surface. (It's a kind of an exploit, though, but handy if it happens far from the civilization)
Exit the game and fire up the version without horizons. You will be see an error message and will be presented with an option to spawn in your ship on the orbit, outside the planet's exclusion zone.
 
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look at right hand panel go to power management in the second tab to the right i think set srv, cargo, jump drive and weapons to 5

enjoy your ship taking off without you in it.

to jump out set your jump drive to 3 or 4 and kill your power distributor.
 
This happened to me while I was experimenting with a low weight high range Anaconda. I used at least one number lower for many of the modules. In particular I got in a bit of a pickle with a higher level PD mod. Luckily I found out about the non-functioning thrusters when I left the engineer's base and was able to return. The PD just wouldn't charge up the capacitors. Had to lower the mod to level 3 and re-arrange some of the other modules.
 
I've run an exploration-build Conda on just 2A powerplant and 1D power dist. It requires absolutely good power management. If you check my build in the thread "Anaconda for Exploration" you will see how I manage the power.

Don't forget you can see required power vs. available in the outfitting screen. It is the bar chart. The first vertical line is the max power avail. The two bars self-explanatory.

You can exceed power capacity, but you absolutely MUST disable something, or have a disabled ship. The point of being able to choose groups is so you can prioritise what you lose first (5 is first to go, 2 is last).
 
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I've run an exploration-build Conda on just 2A powerplant and 1D power dist. It requires absolutely good power management. If you check my build in the thread "Anaconda for Exploration" you will see how I manage the power.

Don't forget you can see required power vs. available in the outfitting screen. It is the bar chart. The first vertical line is the max power avail. The two bars self-explanatory.

You can exceed power capacity, but you absolutely MUST disable something, or have a disabled ship. The point of being able to choose groups is so you can prioritise what you lose first (5 is first to go, 2 is last).

I had a modified PP that was putting out substantial energy but for some reason it wasn't working nice with the PD. Didn't try to troubleshoot, this was in Beta. I will be able to mess with it when we get module storage because I do want to have an ExploConda. I got 46ly with gear, big scoop, 2 bay SRV, 2 AFM, 2 discos, extra fuel tank. No weapons or utility. I will rebuild it in regular.
 
I had a modified PP that was putting out substantial energy but for some reason it wasn't working nice with the PD. Didn't try to troubleshoot, this was in Beta. I will be able to mess with it when we get module storage because I do want to have an ExploConda. I got 46ly with gear, big scoop, 2 bay SRV, 2 AFM, 2 discos, extra fuel tank. No weapons or utility. I will rebuild it in regular.

Awesome! :cool:

Odd that it wouldn't work with the power dist. Did you bug report it?
 
I will return to the bubble some time today. After I handed in my exploration data I will do some more testing. Pretty sure I can get this sorted with proper Powermanagement. A coriolis copy would not be exact as I have several engineered modules.
 
ok, just as expected...

[video=youtube;yLabOZFkL_M]https://www.youtube.com/watch?v=yLabOZFkL_M[/video]
 
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