Newcomer / Intro Coriolis 40% energy?!

Stupid question again, but what is the 40% for in the coriolis website. If you have group one going over it is red. If it's under it is blue. This normally indicates an issue. Does this have to do with the power for cool running or something and if you will gain heat in cool running?!

https://eddp.co/u/FBwcQXGZ

Swap the shield between group 1 and 2 priority. It goes over and under the 40% line. What is the purpose of this going red or blue?
 
If a power plant suffers a malfunction or is destroyed (0% health) its power output drops to 40%. Modules assigned to a group that stays below 40% power usage will keep working even if the power plant malfunctions or is destroyed.
 
If someone starts chewing at your powerplant with weapons and you get a powerplant malfunciton, your powerplant output fall just to that 40% line so your priority group 1, if its below that, will still be online but like your example if you put your shield generator in that group too and make group 1 get above that, you wont be able to power group 1 when a powerplant malfunction happens, which is big trouble.

Edit: Ninjas are lurking around this forum [big grin]
 
https://eddp.co/u/SBdYYuYR

I changed it to this but I have a feeling shields without a power distributor is bad.. 8)

What is best to stick in group one? What has to be there and what can afford to be without?!

On this build I can basically have the power distributor on group 2 or the frameshift drive on group 2 to give enough room for group 1 to not be over 40%... Is it better for the distributor or the framshift? Can you run with your frameshift in those circumstances? Or can shields still recharge at all without the power distributor? Not sure if there are any tricks that let you get past those sorts of issues or potentially unintuitive aspects of gameplay to give you an advantage.
 
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You might want to have just thrusters and fsd on g1, or perhaps an additional defensive measure like heat sink or chaff. If that PP is malfunctioning you probably dont have shields up and there seems to be little point in waiting around for it to come back up so you can fly a ship on 40-50% juice that half of its tools arent working soo I would have just FSD and thrusters to run away.
 
All you need is thrusters and FSD. Escape is your priority.

Power Distributor is only required if you want to change pips. Try turning it off and see.
 
https://eddp.co/u/SBdYYuYR



On this build I can basically have the power distributor on group 2 or the frameshift drive on group 2 to give enough room for group 1 to not be over 40%... Is it better for the distributor or the framshift? Can you run with your frameshift in those circumstances? Or can shields still recharge at all without the power distributor? Not sure if there are any tricks that let you get past those sorts of issues or potentially unintuitive aspects of gameplay to give you an advantage.

Power distributer should always be the best you can afford, this is to ensure SYS has enough to recharge shileds and work utilities like chaff/heatsinks, ENG capcitor so you have enough power to boost, WEP capacitor if your weapons need cooling.

As artigan99 correctly points out, you only need the distributor installed, it does not need to be powered, a powered state only gives the additional function of moving PIPS around. A powered down distributor will still work based on the pip configuration when it was turned off.
 
https://eddp.co/u/KsXkSx7h

Priority 1:
Power Plant
Power distributor
Shield
FSD
Thrusters

it's at a reduced ability but I got them all in. I was going for best combat ability with greatest jump range. Or at least best DPS per ton per jump distance.
 
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https://eddp.co/u/KsXkSx7h

Priority 1:
Power Plant
Power distributor
Shield
FSD
Thrusters

it's at a reduced ability but I got them all in. I was going for best combat ability with greatest jump range. Or at least best DPS per ton per jump distance.

Holy Poop. That build is giving me tooth ache. 5E Reinforced Thrusters, but to you expect to mine, land, and fight with fixed weapons. Good Luck with those.
If your PP goes to 0, you have absolutely no chance of escaping regardless of your Priority settings. You could not fight your way out of a damp paper bag with that build, and have made a pretty good job of ensuring that running away from anything that could be considered a dangerous situation is not so easy either.

Edit : 2nd Look. Its even worse. I cant tell what that build is for. Super Jump range and the biggest possible FS, but no scanners, so not an explorer build. Some mining gear, but only 2 collectors, and the size 7 slot has the FS in it so not a miner.
 
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Had a look and the build really isn't that bad, except for the mistake with engineering an E-Grade thruster. As far as hull & shields go, it is actually overkill for private or solo, pointless building a heavily shielded mining ship for open, aim is to just get outside of the bubble asap and mine a pristine ring in peace.

His actual internal mining setup could be a lot better, that just comes with experience.

Still makes me laugh when I see that Anaconda hull mass, 400 tonnes, fairy dust, the ship deserves better than an artificially lightened hull, just give it a better FSD and sensible hull mass, it is a large pad ship..
 
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Yes, sorry, I don't like to criticize builds, especially when unasked, but this one set my teeth on edge. There are a million builds that all work, it's definitely entirely down to the Cmdr.

Keeping it to the 0%pp situation. Getting to 0 pp is extremely rare, and only ever going to happen in PvP. If ever does happen, the chances of survival even when you do have the correct priority settings is extremely slim, and with a slow ship just plain zero. With that in mind, I suggest you should NEVER compromise your build for this situation.
Build as you see fit, then set priorities afterwards. As long as thrusters and fsd are ok, then all is good. Add in pd and the life support if you have spare juice, but they are just niceties.
For some unasked constructive build advice, use a smaller FS. 7a is only needed by buckyballers, a 5 is more than ample unless you are going extremely deep (in which case, you need scanners)
I would only have undersized thrusters when doing long distance exploration. If you are mining, you will spend hours manouvering around rocks, and 10 mins jumping there or back.
 

Deleted member 115407

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If a power plant suffers a malfunction or is destroyed (0% health) its power output drops to 40%. Modules assigned to a group that stays below 40% power usage will keep working even if the power plant malfunctions or is destroyed.

That's good to know.

Alternatively, OP, you can just choose to blow up, which is what I do :)
 
I tend to use the following priorities
1: FSD, Thrusters, Life Support, Distributor and Sensors
2: Shields, Shield Boosters, Point Defence other defensive items
3: Weapons
4: Fuel Scoop
5: Cargo Hatch
 
I allocate priority 1 to :-
Thrusters
Fsd
Sensors ( you need these to request docking!)
Life support, shields etc to 2 (D rated life support is >7 minutes, plus you can synthesise more)

After that, depends on your role
 
I allocate priority 1 to :-
Thrusters
Fsd
Sensors ( you need these to request docking!)
Life support, shields etc to 2 (D rated life support is >7 minutes, plus you can synthesise more)

After that, depends on your role

You only need to get out of the combat and you can do a Reboot to fix the PP to 1% and get everything online. So Sensors and Life Support are not really needed on Priority 1, just enough to "Get the Hell out of Dodge"
 
I stumbled upon a bug report thread that contains more info on power plant malfunction and destruction. Things are more complicated than I reported here.

If a power plant malfunctions its output drops to 40% for 5 secs and then returns to 100%.
If a power plant is destroyed (0% integrity) its output drops to 20% for 5 secs and then returns to 50%.

see: https://forums.frontier.co.uk/showt...-waking-away?p=6011417&viewfull=1#post6011417

I have never seen that as an official statement from FD, nor seen anything in the release notes to indicate that it has changed. If it is true, nobody told any of the shipbuilder apps.
 
I have never seen that as an official statement from FD, nor seen anything in the release notes to indicate that it has changed. If it is true, nobody told any of the shipbuilder apps.

I'm a little surprised by this too but in this https://forums.frontier.co.uk/showthread.php/202218-Powerplant-Failure-40-of-Output-or-50 thread commander jgm claims to have tested it. There is a video in that thread showing PP output dropping to 40% while malfunctioning. That thread is from the 1.5beta period but the changes to the power plant failure mechanics were introduced in 1.4 already. Googling a bit finds more posts. Most recent hit was in october https://forums.frontier.co.uk/showt...hing-anymore?p=6064071&viewfull=1#post6064071.

I've had my PP destroyed once by one of those railbots and to my surprise my ship came to a full stop for a few seconds and then stuff rebooted and I limped off. I always have thrusters in the prio 1 group and below 50% so I didn't understand what happened at the time. A 5 secs power dip to 20% would explain my experience.
 
Did anyone ever confirm this? I've been theorybuilding based on it and considering possible designs using this to maximize escape/survivability in different scenarios.

I've been designing based on:

Priority:

1. >20%
2. >40%
3. >50%
4. >100%
5. <>100%

This would allow you to control how failures work and further design your ship do deal with different situation. Although in some cases to get certain results you may need to sacrifice certain things. Or some things like fully working and buffed shields only work with very low shield mods etc... Depends what you allow to happen in this 5 seconds of malfunction or when your stuff pops.

One Idea was that if you keep your shield as priority 1 and your shield buffs in 3 or 4 you can allow your res to start up during downtimes faster. There are some more exotic ideas I want to explore but I've been doing:

1. Shields, etc(if there is room, and usually biweave for power constraints.)
2. Thrusters (usually maxed out.)
3. Any extra utility (non combat, other if there is room. Also you can do small OE sheild buffs if you use smaller ones.)
4. Weapons&etc
5. Over 100% like cargo bays or vehicle bays.(I theorycraft often with a cargoless plasma slug build)

This is generally for a cutter. But would probably work on other ships. Here is an example: Plasma Hammer / 2

Not sure how well it works. But I was hoping the shields getting knocked down might be advantageous to both regen when down and give a broken regen to get more shields with the boosters not working. Does malfucntion activate broken regen? If so a malfunction could activate broken regen and lower the sheilds to minimum getting a bonus gain(assuming you can avoid being hit). Or can you not get malfunction with shields up. I was thinking you could potentially if hit by certain secondary effects. This could allow for a counter to them. If you get enough shields back in the 5 seconds and your boosters come back up it may give an advantage. Then you just need to rep your hull back up.

I'm always surprised nobody is doing stuff like this in videos and other sources. Everyone just leaves it as 1 or 2 sections. I think you can get much more survivability and or certain afore mention shield regen advantages in combat or more and possibly be more likely to win if you maximize this aspect of your ship. There are probably some nice hidden tricks in this area to turn around combat or make it out alive more often. Probably good for stuff like exploration and things too.

One fun note. You can also do thrusters as priority 1. But you either have to use a bigger power supply(aka less heat efficiency) or a smaller thruster or something else I can't think of. I bet it would help prioritize(pun intended) and come up with lots of new builds. Especially if you can gain an advantage from it that out ways potential blunt force methods used when avoiding this. Although an oversized armoured cutter with proper priority and all the bells and whistles could be fun. You could take survivability to the max.

Mind you I'm not theory building much on the ehat system atm. I don't understand it fully yet. I'm not sure what everything means in the heat section for certain on the EDSY site yet. I'm not sure if you have to consider the time to overheat in the heat section while firing weapons or if the weapons fire take into account heat already or just the power. I'm assuming the heat is less severe when not firing thrusters 24/7 and other things but not sure how much or if turning them off with the button next to them fully considers them not being in use etc.

I was also thinking of a strat where you let your shields get low and use a much smaller SCB. But I don't like them because they can't be repelnished with synthesis atm. Else you could leave shield priority and drop power and repair and let them come to 100 while repairing your generator if you can avoid/reduce incoming fire. Still and option though. That would be a good replacment for the Planetary vehicle hanger on those builds. just need to prioritize the energy output on it and/or drop weapons or turn stuff off(special low power mode) to use it real fast. Just have to get the shields up and keep fire off them to regen at low mjs.

Say, something like this: Plasma Hammer low regen SCB / 2

I don't know if there are other time considerations. I matched the first one to the time of the shields so it's automatically there to quickly replenish extra shields after regen. preferably before successfully repairing anything that brings full shields on-line and increases capacity. Apply any other needed considerations.
 
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I tend to use the following priorities
1: FSD, Thrusters, Life Support, Distributor and Sensors
2: Shields, Shield Boosters, Point Defence other defensive items
3: Weapons
4: Fuel Scoop
5: Cargo Hatch
.
I dare to improve on that:
.
1: FSD, Thrusters, Distributor. Chaff if it still fits into the 40%.
2: Shields, Sensors, Chaff (if not in 1), heat sink launcher, point defence, ECM (in the unlikely case that somebody uses that one), Fighter Hangar
3: Weapons, Shield boosters, Life Support
4: Kill Warrant Scanner, Cargo Hatch
5: Everything you'll never want to use with weapons deployed, e.g. fuel scooop, FSD interdictor, SRV Hangar, etc.
.
If there's not enough power with deployed weapons to keep the KWS and Cargo Hatch active at the same time, the Cargo Hatch goes to cathegory 5. Just note that it makes collecting materials a bit more inconvenient.
.
 
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