As always, these are trade-offs between screen real estate and readability vs information detail. Can you clarify what information from Coriolis' power bar you're missing on EDSY? I think all the same numbers are available, although for some you have to mouse-over a block on the power bar which may not be intuitive (and impossible on mobile, unfortunately). The two weapon heat numbers are (in theory) for when weapons are fired with a full WEP capacitor, vs a nearly empty capacitor (weapons generate more heat when the capacitor gets low); this detail is kind-of-sort-of mentioned in the mouseover text for the "WEP" label next to those heat readings, but I know that's not very intuitive either. Again, just a question of where to put those details and explanations that don't clutter the display more than it already is.
Edit: NVM, there is a current tooltip! >< I think I had my window scrolled out too far and it wasn't displaying. I guess it just needs a 20% bar potentially. Which isn't really needed as it displays total % for each grouping. But if it's still a mechanic it might help bring awareness of it's existence to the community as a whole.
Some stuff hints that a certain type of damage or effect can happen that drops the power down to 20% for 5 seconds. Another drops it to 40% for 5 seconds. I'm not sure on 80%, but I've seen something indicating that also. On top of PP death being at 50% after destruction. I think it was 20% for 5 seconds then 50% afterwords. I forget though. It has to do with some of the odd disabling abilities from weapons potentially or the PP destruction.
PvP - So does power plant damage mean nothing anymore?
At one time zeroing the PP was directly followed by destruction, but many patches ago it was changed to having a chance to destroy a ship. These days you have to continue firing, sometimes well beyond zero, in order to get an explosion.
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Unless this is no longer valid. I always start my hypothetical designs trying to give superprioirty at 1 below 20% just so somethings aren't stopped even by power supply death. I think it's 5 seconds then it goes to 50%. I think the 40% is from various weapons effect disruptions which I think it also supposed to be 5 seconds. I could be very wrong though.
I do priority 1 <= 20%, 2 <= 40%, 3 <= 50%, 4 <= 100%, 5 <= 100% or overflow. Example: Crazy Cutter!
If thrusters are more than 20% overall I make them priority 2 and make 1+2<=40% while 1 is 40%-thrusters and still below 20% total. Although having thrusters cut with fsd won't help much. But big thrusters tend to be more than 20% total even with the biggest PPs. So, I usually put shields and FSD or something that might be advantagous at 1. Like getting shields back up without interruptions.
I've heard of an 80% power thing also, but can't remember where. Any idea why 80% might be important? I could be remembering wrong.
I'm assuming it's just a 15% and 30% bonus. I haven't got to test it though in game. From what I've looked at in the synth screen for the ammo it just says 15% or 30% for any applicable ammo bonuses if it has it.That's a good idea, I'll put it on the list. Do you know of any reference for what all of the bonuses are for all ammo types of all weapons? Is the wiki accurate for those details?
For now the easiest way to clear out engineering is to use the drop-down above the details pane and change it back to "(Stock)". But I'm planning to tweak those controls since it seems to be a common issue that folks expect the blueprint to be applied as soon as they set it, and don't realize they also have to click the blue circle to choose a roll level; when that change is made, then simply changing the blueprint back to "(No Blueprint)" could also reset the modifiers, although that would make it harder to type in custom values for a "what-if" kind of modification.
You could also just change it so when clicking, "(No Blueprint)" the blue objects next to the secondary effect aren't greyed out. If those blue circles are clickable those apply all bonuses and would accomplish the same thing. Although automatic changes would work too.
Didn't see the stock thing. That is even faster than what I am proposing.
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So, basically the only things that might help are the 20% power mark, and a premium ammo application with 15% and 30% bonuses.
BTW, what is the 14s in red just below the weapons thermal%?
Edit: found something else potentially. The only shield res% that changes with pip changes is the absolute res %. And is there any way to input price reduction for ships and modules and the odd alpha beta rebuy stuff? I think there is power play rebuy in the game too now and various other modifications to it. Not sure how much of a hassle some of that might be though. Edit: I found it in the old look but it is missing from the new look. All of what I've been saying is from the perspective of the new look. I forget there are two of them since I usually just use the new one.
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