How do you calculate how long you can shoot your Lasers?

A thing that i could not figure out so far.

Is it only based on the power distributor? or does it also need enough available energy from the powerplant?
so for example (with hardpoints deployed) a power usage of 50% would be better than 90%?
or does the power means nothing as long as it wont pass the 100% mark and only the distributor determines how much energy is available for them?
 
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Power means nothing. A better distributer will let you fire longer if you have pips in weapons. As well as boost more and heal your shields quicker depending on where your pips are
 
the power distributor conserves energy, the powerplant recharges it - even while shooting, so you are best equipped with both top class, if you plan to use a lot of lasers

btw theres a simple way to find out/prove it: raise your weapons energy 1/2 pip-wise and see if its lowering, stuck, or raising up while shooting. its a puzzle! :D

considering the powerplant charging weapon-energy bar while shooting:
if its lowering = you need a better powerplant, the conserved energy wont last long.
if its stuck = you found the sweetspot for firing an endless laserbeam. watch the heat.
if its raising = your powerplant is *too* powerful. demand a refund! ...or add some more weapons and.. perhaps a heatsink
 
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In my experience the powerplant is either good enough or not good enough: you can either power your weapons or they wont work at all. The distributor determines how much energy you can store max, and how fast it recharges. So get the best distributor and whatever powerplant allows you turn the weapons on. :) Higher rated powerplants do help with heat though, so a heavy-laser loadout might want a high-rated (not high-class!) powerplant.
 
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Yeesh, there seems to be a alot of erroneous info in here. I will not claim to be an expert on this knowledge by any means, but here are the following things I have heard to be different or seen/studied myself:

1. Powerplants only "power on" a module, like a weapon. Powerplants also play a role in heat dissipation/management (efficiency rating). Going over 100% power usage is possible if you set module priorities for non conflicting modules (like setting FSD Interdictors and Fuel Scoops as priority 2 since they will never be used when hardpoints are out).
2. Power Distributors work as such:
-Weapons - a recharging capacitor to fire weapons from. The better the Distributor, the larger the capacity and faster the charging rate.
-Systems - a recharging capacitor to refill shields from and supposedly other misc components. Shield refill has a low fixed ceiling, so as long as you have enough power to meet that, no more power here helps.
-Engines - a recharging capacitor to boost from. The better the Distributor, the more often you can boost.
2.a. Power Distributor - Power Management: Pip Settings
-Weapons - The more pips here, the faster the recharge. Or more accurately stated, 4 Pips = the max rate given by the module, less seems to be percentage based (2 pips out of 4 = 50% of the module's described charge rate).
-Systems - More pips here does fill the capacitor faster, but for recharging shields, as long as there is enough recharge to keep feeding the shield rechargers, it doesn't increase the speed at which shields recharge. Pip settings DO however give the shields more damage resistance. There are some formulas around on the forums here, Starlighter or something did the study.
-Engines - Pips do fill the capacitor faster and allow more boosting, but to me the main point of pips here is the ships top speed. Over the course of a few different studies, all seem to agree that ships seem to have a "scale" or "window" for speeds at different pip settings that is unique to each ship. For instance, an Asp can get top speeds of 120 at zero pips and 260 at 4 pips, but a Vulture can get just under 200 at zero but only 230ish at 4.

To answer the OP's initial question, the method I use is to take the Distributor spec's from ingame, treat those numbers as 100% or at 4 pips, then scale them for lower settings. For the weapons, I use, again, Starlighter I think, data put together from every weapon, specifically the DPS and EPS values. The formula is something like: firing time=capacity/(Weapon EPS-Capacitor Charge).
 
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