Hooray for non-horizons while it lasts.

I am still out in the black near Colonia.
Exploring new worlds and getting my ELW collection mapped.
The ISS Titanic going strong, with 75 ly jump range.
Noticed that I only have 26 units of Polonium, so only that number of Premium Boosts.
Not that I've used any for a long time.
But this little moon I just mapped has Polonium (0.5%)
So, worth a look for a few minutes, I might even find some.
Land, nice and easy, only 0.25g
Try and deploy SRV, no joy, powered off to save power from my puny power plant.
OK, not using thrusters, so no problem, power up the SRV bay.
Jump into SRV, and head off to explore that large crater I saw on the way down.
The crater is a bit further than I thought, still going at full speed for a couple of minutes.
Message from ship arrives - "power limit exceeded , modules shut down"
What ? It was OK when I left it, what happened ? I'm in the middle of nowhere, there's no-one here to mess with my ship.
Drive frantically back to ship.
Yep, the docking bay light is off. There is no way to get back on the ship.
Work out what happened.
I was far enough away for the auto-dismiss to kick in, but there was not enough power for the engines.
So it shut down all non-essential modules, including the SRV bay.
ISS Titanic was trying to depart, but still didn't have enough power, it was blowing dust clouds but not taking off.
So I'm stuck in my SRV, not able to board my ship.

Solution - log out and log back into the non-horizons version. Works ok, but is deadly to immersion.
Moral, don't wander away from your under powered exploration ship without powering down the engines and maybe the FSD booster as well.
Perhaps setting SRV bay power at priority 1 and thrusters at 2 would work as well, but I'm not going to try it.
If and when FD update the base version to Horizons, as has been suggested, this escape route will be closed.
 
Have you noticed your pips being changed to 4sys 0eng and 2wep when boarding the ship? In my case when i board my aspx my cargo hatch is turned on again as well wich is super annoying
I noticed a while back that my cargo hatch and srv bay were being turned off evertime i docked at a station with my corvette but that stopped after a while
I saw a thread on this in the bug report forum with a dev response so lets hope it gets fixed soon
 
I think (not that it isn't nice to have a workaround to escape this situation...), that SRV bay priority 5 is the way to avoid this happening, it leads to the bay powering up when the engines are off (they're off when landed, or can be turned off), when engines come back on the SRV bay shuts down and the ship has power. Not tried it, but this is usually what minimum power explorers suggest. Usually thrusters and FSD are the only thing I have in priority 1.
 
Why would you be so under-powered? Since you're landing on planets, you have Horizons, which means you have access to Engineers. Which means there's no reason to be underpowered like that.
 
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Why would you be so under-powered? Since you're landing on planets, you have Horizons, which means you have access to Engineers. Which means there's no reason to be underpowered like that.

You underestimate my will to minmax for jumprange (and quite a few others, too). What am i gonna field if not a 2d overcharged 5 power plant and still have to power down half my ship? Suffer 5 tons of power plants? Nay i say. :]
 

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D
Why don't you just fly a ship that has enough power for everything?
 
You underestimate my will to minmax for jumprange (and quite a few others, too). What am i gonna field if not a 2d overcharged 5 power plant and still have to power down half my ship? Suffer 5 tons of power plants? Nay i say. :]

Suffer an extra half-ton for a 2A Guardian Power Plant, and a matching Guardian Distributor for the synergy effect? I do this on one of my Orcas and produce 104% power. Use the Stripped Down special effect on your thrusters and FSD: https://coriolis.io/outfit/anaconda...P/dGZIUAAAA=.EweloBhBmSQUwIYHMA28QgIwVyKBQA==
 
You underestimate my will to minmax for jumprange (and quite a few others, too). What am i gonna field if not a 2d overcharged 5 power plant and still have to power down half my ship? Suffer 5 tons of power plants? Nay i say. :]

I didn't dare even go under a 3A overcharged, stripped down for my phantom, I have power to spare so I could gone smaller I suppose, but I do like having enough power to run everything, just flying to the engineer with the 3A standard I have stuff shutting down!

I must admit though to using the horizons escape a couple of times in recent weeks but I didn't consider it immersion breaking because I was hung up up some settlement building that shouldn't have happened anyway, so immersion was already broke big time!
 
Suffer an extra half-ton for a 2A Guardian Power Plant, and a matching Guardian Distributor for the synergy effect? I do this on one of my Orcas and produce 104% power. Use the Stripped Down special effect on your thrusters and FSD: https://coriolis.io/outfit/anaconda...P/dGZIUAAAA=.EweloBhBmSQUwIYHMA28QgIwVyKBQA==

I dont see why? https://s.orbis.zone/1o3f (normal) vs https://s.orbis.zone/1o3o (guardian) Im losing 4ly for more frequent boosts (as if id need that) and the ability to keep the cargo hatch, collector and hangar powered on outside of where i need them. Wheee...
And i certainly wouldnt take that Anaconda anywhere, its got literally nothing, cant power a FSD booster unless i turn off everything yet again but even then has lower jump range than the explorer im using. And its more expensive, to boot.
... And heres the same Anaconda with FSD booster and without guardian power. https://s.orbis.zone/1o3- Lighter, cheaper, jumps far further.


None of the guardian tech is worth it thanks to engineering. All but the AX weapons (against thargs only), shield booster and of course FSD booster are worse than normal engineered modules, which honestly is a damn shame. Arguably a good stepping stone for before you can get into engineering, but for that i feel they need to be a lot more accessible than they are. And the guardian power distributor is... just no. You said half a ton more for the power plant and thats ok... but then you are spending an extra 79.5 tons (omg!) on the power distributor to make it work, a no sell for exploring.
 
I think (not that it isn't nice to have a workaround to escape this situation...), that SRV bay priority 5 is the way to avoid this happening, it leads to the bay powering up when the engines are off (they're off when landed, or can be turned off), when engines come back on the SRV bay shuts down and the ship has power.
This is correct.

Even on ships with a big surplus of power my SRV bay goes on priority 5, because it does absolutely no harm to put it there.
 
This is correct.

Even on ships with a big surplus of power my SRV bay goes on priority 5, because it does absolutely no harm to put it there.

Well, how does that work when the ship decides to dismiss itself and tries to power up the thrusters ?

Not sure which modules were disabled when the ship tried to take off TBH. Or what the original priorities were.
But the ship didn't take off and still the SRV bay was taken off line.

BTW I'm running a stripped down G2 (only) overcharged PP producing 13.8 MW mass 2.25 t
With everything on the ship needs 16.3 MW, but that includes the FMU which is permanently disabled.
Also the Guardian Booster was on as well, and that uses quite a lot of power.
 
Have you noticed your pips being changed to 4sys 0eng and 2wep when boarding the ship? In my case when i board my aspx my cargo hatch is turned on again as well wich is super annoying
Yup, I noticed the same. It was mucking with my pips when returning to the ship.
...putting 4 in sys was especially annoying, considering I don't have shields on my explorer.
 
Have you noticed your pips being changed to 4sys 0eng and 2wep when boarding the ship? In my case when i board my aspx my cargo hatch is turned on again as well wich is super annoying
I noticed a while back that my cargo hatch and srv bay were being turned off evertime i docked at a station with my corvette but that stopped after a while
I saw a thread on this in the bug report forum with a dev response so lets hope it gets fixed soon

Same here. It seems like it only started doing this on my ship yesterday.
 
Looks like this is still one of the "5 tricks about ED you still may not know" mentioned in yt videos occasionally. ( I knew 4/5 until I heard about this one last year)
 
I dont mind the ship automanaging pips and turning off thrusters when landed, but what i dont get is why it turns on the cargo hatch. Its not like im gonna swoop cargo or jettison while im outside the ship to begin with, but who knows maybe its required for me to bring in cargo using the SRV. Not that i want any cargo in my haul (if i even have one) on deep space exploring.
 
I am still out in the black near Colonia.
Exploring new worlds and getting my ELW collection mapped.
The ISS Titanic going strong, with 75 ly jump range.
Noticed that I only have 26 units of Polonium, so only that number of Premium Boosts.
Not that I've used any for a long time.
But this little moon I just mapped has Polonium (0.5%)
So, worth a look for a few minutes, I might even find some.
Land, nice and easy, only 0.25g
Try and deploy SRV, no joy, powered off to save power from my puny power plant.
OK, not using thrusters, so no problem, power up the SRV bay.
Jump into SRV, and head off to explore that large crater I saw on the way down.
The crater is a bit further than I thought, still going at full speed for a couple of minutes.
Message from ship arrives - "power limit exceeded , modules shut down"
What ? It was OK when I left it, what happened ? I'm in the middle of nowhere, there's no-one here to mess with my ship.
Drive frantically back to ship.
Yep, the docking bay light is off. There is no way to get back on the ship.
Work out what happened.
I was far enough away for the auto-dismiss to kick in, but there was not enough power for the engines.
So it shut down all non-essential modules, including the SRV bay.
ISS Titanic was trying to depart, but still didn't have enough power, it was blowing dust clouds but not taking off.
So I'm stuck in my SRV, not able to board my ship.

Solution - log out and log back into the non-horizons version. Works ok, but is deadly to immersion.
Moral, don't wander away from your under powered exploration ship without powering down the engines and maybe the FSD booster as well.
Perhaps setting SRV bay power at priority 1 and thrusters at 2 would work as well, but I'm not going to try it.
If and when FD update the base version to Horizons, as has been suggested, this escape route will be closed.

Simple solution, thrusters at priority 1 and SRV 2 or higher ( i'm suggesting 5).
Once non-horizons won't exist anymore, this power priority mistake will be the death to many cmdrs out there :D

Seriously....how can people take a journey into the void without knowing about power prioritys and management? [blah]
 
Well, how does that work when the ship decides to dismiss itself and tries to power up the thrusters ?
Let's say priority 1 contains the thrusters and some other things which run within the plant output (life support, FSD, etc.)
Priority 5 has the SRV.
For simplicity we'll say no other modules are turned on.

When in normal flight, there isn't enough power to run the SRV bay, so as it's on priority 5, it automatically powers down and the rest of your equipment keeps running.
When you land, the thrusters power down. Even the smallest thrusters use more power than the largest SRV bay, so there's now enough power to run the SRV bay, and it powers up.
When you dismiss the ship, the thrusters power up again. Now there's not enough power to run both "1" and "5" together, so 5 is shut down. There is now enough power to run the thrusters.
Recall the ship, it lands, the thrusters power down, and you can now run the SRV bay again.

Not sure which modules were disabled when the ship tried to take off TBH. Or what the original priorities were.
But the ship didn't take off and still the SRV bay was taken off line.
What happened here was the ship tried to take off - which re-enables the engines. Engines + SRV bay + enough other stuff to exceed capacity was all on priority 1, so you lose power to all of it. You now don't have enough engine power to complete or abort the take-off routine, and you don't have a working SRV bay either.
 
I think (not that it isn't nice to have a workaround to escape this situation...), that SRV bay priority 5 is the way to avoid this happening, it leads to the bay powering up when the engines are off (they're off when landed, or can be turned off), when engines come back on the SRV bay shuts down and the ship has power. Not tried it, but this is usually what minimum power explorers suggest. Usually thrusters and FSD are the only thing I have in priority 1.
I love you!
Fifth year playing, thought I had module priority all figured out.
Not at all, what a nice solution, I was powering down/up the bay manually (Asp with a 2A PP).
I never even noticed that thrusters were actually shut down when landed.
This post is gold.
 
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Like other posters I think I just picked it up from Youtube (possibly even the "5 tricks you may still not know" video) by accident. I actually don't run really stripped load-outs. Yet.
 
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