1.1 update: Eagle suddenly at 105% power draw

After installing the update, my Eagle draws 105% power when it had been all fine before in 1.07. Having a Class C generator, C shields, 1 pulse fixed, 1 pulse gimballed and a Cannon gimballed. Should that be so? If yes, does a Class B/A generator fix the problem or are lasers now just out for Eagles?
 
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Put shield cells offline, and put cargo hatch and FSD at priority 2... You can't use FSD with the guns deployed anyway ...
 
Things have changed for all of us. You need to think about module power priorities. Making you FSD priority 3 (as you have to stow weapons to use it anyway) might help. But you might find that no matter what you can't run with whatever you want any more. I like the changes.
 
Thanks, will try and focus on the power settings. Class C shields, not shield cells BTW. I thought power saving through using a cannon would do to get more effective lasers in place than just pulses ... otherwise the eagle feels a bit tooth / beakless.
 
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As others have said, power management is your friend..... 105% is no sweat at all once you've got your cargo hatch and fsd on 2.
 
And do take care your first time out ... Things heat up fairly fast now .. You will have to consider heat management ...
 
I've run an Eagle with 114% power demand successfully before now - just use the priorities to switch off things you don't need. As mentioned, the weapons only draw power when deployed, and you can't use the FSD with them deployed anyway. The way I do it is:

Priority 1: thrusters, shields, life support, sensors - basic stuff you need to be always on in order fly (safely)
Priority 2: weaponry, ECM, maybe kill warrant scanner, etc - stuff that gets 'deployed' and that you need to be active during a fight
Priority 3: FSD, fuel scoop, interdictor - maybe the KWS goes here if it's really high power - stuff that you need when you're not fighting, that you don't mind getting turned off when group 2 is active
Priority 4: cargo hatch - stuff you really don't care about

If you KWS is really high draw you might have to manually bump up it's priority when you need to use it, otherwise there's no good way to keep it powered up that doesn't sacrifice something essential

I also turned off the voice warning for 'modules disabled' because that gets old fast

The Eagle is fun - and part of that fun is managing the power demands.
 
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What does a lack of power to the cargo hatch actually do?

My assumption was the same as it being damaged or hit by a limpet - your cargo starts spewing into space.

If that's not the case and your only detriment is not being able to deploy the cargo scoop until you find the power for it, then mine's getting shut off :)
 
What does a lack of power to the cargo hatch actually do?

My assumption was the same as it being damaged or hit by a limpet - your cargo starts spewing into space.

If that's not the case and your only detriment is not being able to deploy the cargo scoop until you find the power for it, then mine's getting shut off :)

You don't drop cargo in to space, all it means is you can't cargo scoop. Just retract hard points when cargo scooping. Most of the time in my Viper, I don't even have a cargo bay.
 
Not checked since 1.1, but turning off the power to the cargo hatch also blocked limpets too... :p

I hope that's been fixed :D
 
The Eagle is pretty worthless in 1.1 now. You can't run a fit that even comes close to being competitive now, and before you had to go something stupid like 12% over the threshold for it to be good.
 
What does a lack of power to the cargo hatch actually do?

My assumption was the same as it being damaged or hit by a limpet - your cargo starts spewing into space.

If that's not the case and your only detriment is not being able to deploy the cargo scoop until you find the power for it, then mine's getting shut off :)

It means you cant open it to jettison cargo, it can still be destroyed though and spill cargo and it can still be limpeted.
 
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