Guardian Shield Reinforcements - Power Priority

Has something changed recently with this and the Guardian Module Reinforcement where you can no longer change their power priority?

I know I'm a little late to party on all of the guardian modules but is there a reason why the FSD Booster can be powered on/off and have a priority set but the rest cannot?
 
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This. I'm very aware of my priority settings. all of my ships are engineered to manage engines and FSD under 40% consumption. if not then FSD is quick restart and the combined power consumption doesn't exceed 50% with a priority 2 setting.

i also smuggle. and the ability to power off modules is crucial to keeping a power profile under 20%.

bottom line, if its consumes power i should have the ability to make whatever decision suits my playstyle. i really hope this is a bug.
 
Noticed this before. Does anyone know what "priority" it defaults to without being able to be changed? If it's 1, my power setup is a bit off now.
 
Why would you want to have a defensive system that can turn itself off when you're in hot water?
I have all my defensive stuff as Priority 1.
Because depending on your particular loadout, a highly damaged power plant might not be able to support all your defensive modules and thrusters at the same time. And thrusters are always, at all times, #1 priority.
 
you beat me to it. i just added my signature to the complaint. hopefully others will do the same.
Thanks for the contribution. And for the detail about the Guardian Shield Reinforcement. I don't have that one unlocked, but I added it to the title/desc.
 
A tangent to the thread here, but in my current ship mock-up, I have FSD as higher priority and Guardian FSD Booster as lower priority. Should it go offline, would it just reduce my jump range potential, or would there be other drawbacks, like needing to wait for the FSD to reboot or something like that?
 
A tangent to the thread here, but in my current ship mock-up, I have FSD as higher priority and Guardian FSD Booster as lower priority. Should it go offline, would it just reduce my jump range potential, or would there be other drawbacks, like needing to wait for the FSD to reboot or something like that?
just a reduction of jump range. where it can trip you up is if you are in danger with a route already plotted and you try to jump - you will need to select a different jump point. similar to setting a route pre cargo then filling up with cargo only to find you have a shorter jump range and need to reroute.

most common when coming back into the bubble from a voyage.
 
just a reduction of jump range. where it can trip you up is if you are in danger with a route already plotted and you try to jump - you will need to select a different jump point. similar to setting a route pre cargo then filling up with cargo only to find you have a shorter jump range and need to reroute.

most common when coming back into the bubble from a voyage.
Good to hear. Thanks. o7
 
I think it is because of how reinforcement package modules are implemented in the game.

They just change resulting characteristics of the ship.
In the case of 'human' they only added hull points / module protection points without taking something.
FDev tried to make guardian modules to take power so they would have some consequences (+ added raw shield point increase).

My understanding is that while GSRP/GHRP/GMRP were disableable (and their power priority could be changed), it did nothing when you disabled them - or there were problems with it.
Thus FDev said 'to the hell with it if we can't fix it' and removed priority / disabling from these modules.


EDIT: There are now several more issues reported, diluting the voting possibility - I found 6 of them ... though none is confirmed.
https://issues.frontierstore.net/issue-detail/818
https://issues.frontierstore.net/issue-detail/941
https://issues.frontierstore.net/issue-detail/1383
https://issues.frontierstore.net/issue-detail/1450
https://issues.frontierstore.net/issue-detail/1595
https://issues.frontierstore.net/issue-detail/2878
 
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