Will FDev ever fix the NPC's power-plants? or at least let the players have the same one?

Not quite, at 50% power, there is noway they can continue to boost, fire weapons and SCB's with no affect.

I wouldn't be so sure. For one, boosting is not connected to power plant at all, it only requires thrusters to be online and have enough power in ENG capacitor (the distributor itself can be offline at this point).

And considering the kind of (weak) shields NPCs use, I can see how they could disable their FSD and use the remaining power for thrusters, shield and some weapons.
 
I wouldn't be so sure. For one, boosting is not connected to power plant at all, it only requires thrusters to be online and have enough power in ENG capacitor (the distributor itself can be offline at this point).

And considering the kind of (weak) shields NPCs use, I can see how they could disable their FSD and use the remaining power for thrusters, shield and some weapons.
Boosting requires power, as you have to keep recharging the distributor as due shields and weapons... i.e. it appears that for the NPC's even with the power-plant down (50%) They are unlimited in the use of boost and weapons....
Take a kill mission and target the power-plan, and watch what happens.
 
NecasekO gets it ^



Boosting merely requires the ENG capacitor to be full (doesn't even need to be powered for the first few boosts)

The distributor require next to no power at all, on my current combat mining T-10 the dist is using 1% of overall power 0.83MW. Plenty of spare power availalbe.

Most NPC's are not running G5 engineered modules with high consumption. Go back to flying some stock A-rated ships, put on some low level engineering (grade 1/2 PP upgrade) You'll find you have plenty of power to spare.
 
I mean come on FDev, this is still not fixed. Kill the power-plant and they can still boost, fire all weapons and SCB's with no affect.
Where can I get one of these?
What? SCB's can't function, because pretty much[1] every ship's shields go down when the PP goes down. Taking down the PP definitely affects NPCs, and is a common tactic for me, if only to get a PP-kill for high-end NPC targets (e.g cutters in CZs)

EDIT: Oh, when my powerplant suffers failures, my FSD, ability to boost, and ability to fire weapons is unaffected, due to power management settings.

[1] I say "pretty much" because I'm happy to stand corrected, but I definitely can't recall seeing a ships shields not go down.
 
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Never mind the powerplant; I want to be able to jump away from a fight with no shields and 3% hull and have both instantly return to 100%!
I still haven't figured out the logic behind that. A few days ago I took a kill pirate lord mission, got interdicted by him and he managed to escape with 20% hull. I followed his wake but couldn't find him, so I returned to the target system and he interdicts me again. Still 20% hull.
 
I wouldn't be so sure. For one, boosting is not connected to power plant at all, it only requires thrusters to be online and have enough power in ENG capacitor (the distributor itself can be offline at this point).

And considering the kind of (weak) shields NPCs use, I can see how they could disable their FSD and use the remaining power for thrusters, shield and some weapons.

Pretty much this. Many ships suddenly have a lot of power spare if you disable "unimportant" things like the FSD. It's an inherent difference: players usually want to survive. Most NPCs don't care for that. They win or die, nothing in between. So why power things which would only help them when trying to run away?

Also, what seems to be true: NPCs are much faster in switching modules on and off. They don't have to work with a clunky "scoll up/down till you are on the right line, then enable/disable" UI. Just like the AI doesn't trouble itself with flight assist on and off but rather directly uses the thrusters, it also seems to switch modules directly, it doesn't need any UI in between.

Never mind the powerplant; I want to be able to jump away from a fight with no shields and 3% hull and have both instantly return to 100%!

That's a whole different topic. It's an actually existing issue. To fix this, FD would have to store information about escaping NPCs somewhere, and reapply it to other instances. In any classical client/server architecture that would be very easy and logical to do. In the games P2P setup and how players get handed over from one instance to another, this is a whole different beast.

I would guess it's still possible to do, but i can immediately see that it's much more complicated, as there's so many different way on how data could diverge when going through several instances. Before even looking at malicious data and packet manipulation.

So while i'd really appreciate if FD would finally address this issue, i fear that it's too big a bite for them to currently chew.
 
I still haven't figured out the logic behind that. A few days ago I took a kill pirate lord mission, got interdicted by him and he managed to escape with 20% hull. I followed his wake but couldn't find him, so I returned to the target system and he interdicts me again. Still 20% hull.
Ah, I've had this, but it's been very rare, not happened consistently.
 
Pretty much this. Many ships suddenly have a lot of power spare if you disable "unimportant" things like the FSD. It's an inherent difference: players usually want to survive. Most NPCs don't care for that. They win or die, nothing in between. So why power things which would only help them when trying to run away?

Also, what seems to be true: NPCs are much faster in switching modules on and off. They don't have to work with a clunky "scoll up/down till you are on the right line, then enable/disable" UI. Just like the AI doesn't trouble itself with flight assist on and off but rather directly uses the thrusters, it also seems to switch modules directly, it doesn't need any UI in between.



That's a whole different topic. It's an actually existing issue. To fix this, FD would have to store information about escaping NPCs somewhere, and reapply it to other instances. In any classical client/server architecture that would be very easy and logical to do. In the games P2P setup and how players get handed over from one instance to another, this is a whole different beast.

I would guess it's still possible to do, but i can immediately see that it's much more complicated, as there's so many different way on how data could diverge when going through several instances. Before even looking at malicious data and packet manipulation.

So while i'd really appreciate if FD would finally address this issue, i fear that it's too big a bite for them to currently chew.
It already works under certain circumstances, I just don't know which.
 
Pretty sure they aren’t obeying the same rules as us...
I recently tried targeting distributors on some of the federal ships as they seem to be a weak point. It should prevent them from boosting/powering weapons etc...

No luck.
 
Pretty sure they aren’t obeying the same rules as us...
I recently tried targeting distributors on some of the federal ships as they seem to be a weak point. It should prevent them from boosting/powering weapons etc...

No luck.
Incorrect.

Disabling the power distributor only prevents redistribution of power pips. If your (i.e the player's) power distributor is knocked out, it graphically removes the pips, but the effect is to freeze the pips at their last setting. So say you had no pips in ENG, your ENG won't recharge, but WEP and SYS will continue to regenerate at whatever their settings were.

In other words, if you had two pips to each system before your distributor is knocked out, WEP, SYS and ENG would continue to regenerate as normal.
 
Pretty sure they aren’t obeying the same rules as us...
I recently tried targeting distributors on some of the federal ships as they seem to be a weak point. It should prevent them from boosting/powering weapons etc...

No luck.
The distributor is not needed to boost/power weapons. It just 'distributes'. Without it you can no longer assign pips to weapons, engines, system but you can still use and recharge them.
 
Incorrect.

Disabling the power distributor only prevents redistribution of power pips. If your (i.e the player's) power distributor is knocked out, it graphically removes the pips, but the effect is to freeze the pips at their last setting. So say you had no pips in ENG, your ENG won't recharge, but WEP and SYS will continue to regenerate at whatever their settings were.

In other words, if you had two pips to each system before your distributor is knocked out, WEP, SYS and ENG would continue to regenerate as normal.
Ah, knocking out dists is a pretty useless endeavour then...
 
I still haven't figured out the logic behind that. A few days ago I took a kill pirate lord mission, got interdicted by him and he managed to escape with 20% hull. I followed his wake but couldn't find him, so I returned to the target system and he interdicts me again. Still 20% hull.
Spawning script doesn't account for persistence of such states.
 
my ship doesn't have a boost when I play (1 bost any way maybe if i set up pioritys) , but when Ad is on the ship is boosting repeatly? until align with dock.
 
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