Newcomer / Intro Module Malfunction and Out of Power

I just bought an Alliance Chieftain and equipped it with 6A Power Plant and 6A Power Distributor.
The power usage is as below:

POWER.jpg

Not even near the limits.
And yet when I am in battle my Chaff Launcher and Heat Sink Launcher say "Out of Power" most of the time.
Why?

Also if an enemy ship as much as look at me with slightly bad intentions I get Module Malfunction on my weapons.
Even though I have a 4D Military Grade Module Reinforcement module installed.

I've never had these problems with my lower rated Cobra III.
How can the Chief be more under powered and under modulereinfoced than my humble Cobra with B rated power plant and no module reinforcements?

Is there a way to fix the module malfunction without going back to a star port?
I"ve tried rebooting the ship but it doesn't fix it.
 
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Here's a few easy things to try - apologies if you already know these.

Were they damaged previously - if so did you go for the repair option last time you were at a spaceport ?

When preparing for battle go into the modules panel and turn off anything you don't need, such as the cargo hatch and the docking computer etc etc.

When in battle you need to keep at least one pip in sys most of the time to keep the ancillaries powered up.

Check the priority of your modules - give priority to the ones you need and push the others to a lower level so they turn off first.

Is your power distributor enabled in the modules tab and set at priority 1 ?
 
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Can you post your modules screen?

btw. module reinforcement package only reduces damage your modules take (I think it's 60% for 4D but don't quote me on that, I can't check right now), so they still take some damage.
Also, destroyed powerplant is reduced to 40% output so if that's your case, then depending on how you have your priorities set up, parts of your ship may still work but others wouldn't. (hence the modules screencap request)
 
Here's a few easy things to try - apologies if you already know these.

Were they damaged previously - if so did you go for the repair option last time you were at a spaceport ?

When preparing for battle go into the modules panel and turn off anything you don't need, such as the cargo hatch and the docking computer etc etc.

When in battle you need to keep at least one pip in sys most of the time to keep the ancillaries powered up.

Check the priority of your modules - give priority to the ones you need and push the others to a lower level so they turn off first.

Is your power distributor enabled in the modules tab and set at priority 1 ?
  • No damages. I go back to starport every hour or so for repairs and restock.
  • Is there a way to automate this or do I have to go to modules and select and turn off one by one every time?
  • I just came back from battle and just noticed that "Out of Power" happens only when I have no pips in Sys.
 
Can you post your modules screen?

btw. module reinforcement package only reduces damage your modules take (I think it's 60% for 4D but don't quote me on that, I can't check right now), so they still take some damage.
Also, destroyed powerplant is reduced to 40% output so if that's your case, then depending on how you have your priorities set up, parts of your ship may still work but others wouldn't. (hence the modules screencap request)
MODULES 1.jpg

MODULES 2.jpg

MODULES 3.jpg

MODULES 4.jpg
 
Per your graphic a priority of 1 is higher than 3. Setting thrusters and beam to 3 will shut them down when needed.
Still it doesn't answer with your low power usage why they would shut down without a lot of power plant damage first.
 
Just to repeat what has been said when the stack of lights above SYS are all out anything that uses system power won't work properly just as boost stops for ENG and lasers overheat for WEP, this will also stop your shield recharging, to get the lights back on and things working again you need to move the PIPS around.

Priorities should be something on these lines.
  1. Essential to get you home, FSD, Thrusters etc.
  2. Defences, Shields etc.
  3. Weapons and tools.
  4. Not needed with hardpoints deployed, Fuel Scoop, SRV Hanger.
  5. Cargo Hatch.
 
It would be interesting to see what the loadout looks like on Coriolis. I could try an identical build and see what happens.

It doesn't seem like you have anything engineered.either. Do you have the engineer access to upgrade your PP? Just as an experiment to put an overcharge on it or maybe the monster experimental. Not sure it will make a difference but it might.
 
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