Greetings,
Power is simply how much is needed to run all the toys. As long as it is a little more than needed all is fine cruising around.
There are three banks SYS, ENG, WEP that store power for use. Depending upon the toy they may use this stored power up fast.
The distributor assigns recharge power according to the current need. The limited charge rate is disbursed by the number of pips assigned to each bank so the player decides the priority with the pips. If the distributor could max charge all three banks at once we wouldn't need any pips. Alas the Frontier Devs won't let us off that easy!
For example SYS at 1 bar with 2 pips plus incoming hits shields are down to 1 ring. The 2 pips are transferring power to the shields at a specific rate. This may not be enough to overcome the incoming hits so go to 4 pips. The rate to the shields has increased. It may not prevent the loss of shields but will slow it down. Breaking off the attack for the moment, going to 4 pips and charging the SYS bars adds a considerable amount of power available to the shields.
Distributor capacity and recharge rates can be increased with engineering. Adding to one will detract from the other. They can also be dedicated to specific SYS, ENG, WEP as desired.
Flow rate efficiency for a power plant has a heat effect. The lower the efficiency the more heat generated. That is why a G5 overcharged power plant with -25 percent efficiency increases the ship's heat percentage. G5 armoured at +12 percent or low emissions at +65 percent can significantly drop the heat generated at the cost of other variables such as integrity (low emissions), mass and power.
Thermal load does the same thing in reverse. The lower the thermal load the lower heat generated. It is just coding numbers and could have been called reverse efficiency to confuse us. Meanwhile Frontier already does that with their confusing + & - signs. Just remember blue is good and red is bad.
As a WEP bar is drained a beam will heat up the ship. Could be WEP efficiency or thermal load. Could be the beam's efficiency, thermal load and distributor draw counting WEP bars. Maybe both. Who knows which? I just experience what happens.
So...what to do. Have enough power going with A rated or D rated if weight is an issue. If using overcharged engineering add a little more as toys are installed. An exception for me would be maxing armoured and low emissions to G5 as they add great low heat benefits costing some increased mass and lower max power if you can live with it.
All maxed out and the right modules page usage says that you are over at 101 percent (weapons deployed). Red is bad. Turn off modules when weapons are deployed by changing the priority numbers to the right of the module. The higher the number the lower the priority. Go figure. There's a fuel scoop and a docking computer. Set their priorities to 2 or 3. The usage then drops to 99 percent. Orange is good. They will be turned off when weapons are deployed and back on when stored. Other non-essential modules such as auto field maintenance unit, vehicle hangar, refinery, can be set. Test them manually clicking on the module then deactivate it to see the result. Other items like more than one shield cell bank, heat sink launcher or missile rack can be manually turned off then as used up swapped out for another in combat. Sneaky huh?
Hope that this info helps and it's only a start. There is a also a good chance that it is correct! Alas I didn't program the game but it all works for me having flown every ship.
Fly Safe
