Interesting problem. Ship unpowered. Cannot board.

I am a bit stumped.

I am out in the black (not very far, literally just passed HIP 63835, Apexing back probably liveable) running an ASPX in very low power mode. Out and about in the rover doing xenobiology, when ranged too far from the ship and it autodismissed.

However, I forgot that with the vehicle hanger powered, the ship is over-power budget.

It launched and lost power immediately. (How did it launch?)

Luckily, I am on a very low-G moon, so hull damage is not squeeky-bum time yet. About 40-ish%

I tried moving far away from the ship so it disappeared from the instance and recalled. Literally, it appeared and did a fantastic impression of the Adama maneouver - dropping like a brick into the scenery from a kilometer up.

It tumbled for a few kilometers/minutes, and I am now stood in front of it on foot, having finally come to rest.

My question is this - how the frikkin' hell do I get back into it? Landing gear isn't deployed, so no boarding button. SRV can't get underneath it, so no boarding that way either. Ideally, I need to edit power priorities onboard, while not aboard. Thoughts? Anyone got out of this?
 

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The only thing that comes to mind is to sacrifice your srv. From the main menu, go to "Help and info" and "Stuck Recovery". I don't know where you'r ship will be when you board it, though.

Good luck, cmdr.
 
It's not power problem, it's surface's problem.
You can dock even if it flies yet though. My anaconda just keeps low without landing and hangar is active - drive under it and you can dock.
Landing is needed to go outside only, "beam" allows to go back without landing.
 
For future reference, the solution to this is to set the priority to number 2 on the vehicle hangar.

That way, when the ship needs additional power, the first thing it's sacrifices is anything that isn't priority one.

I would also do the same thing with any AFMUs.
 
For future reference, the solution to this is to set the priority to number 2 on the vehicle hangar.
Actually it's a good idea to go through all the modules and set their priority between 1 and 5, so that only the critical modules (life support, thrusters, FSD...) are at priority 1, and the other modules at lower priorities depending on how important they are. Even the shields could be put on priority 2 because they are less-than-top-critical.
 
For future reference, the solution to this is to set the priority to number 2 on the vehicle hangar.

That way, when the ship needs additional power, the first thing it's sacrifices is anything that isn't priority one.

I would also do the same thing with any AFMUs.

Not just priority 2.
The solution is to properly set all power priorities and put the SRV hangar on priority 5 - the lowest one.
One doesnt need the srv hangar to be powered in flight. Only after the ship lands and the thrusters are turned off - with the main power hunger module off (the thrusters), the ship will have enough power to power up the srv hangar after landing.

This T-6 of mine is the perfect example.
The design goals were: maximum jump range, solid shields, size 4 srv hangar, no cooking when engaging fsd and all toys that make possible guardian farming.
But, T-6 is inherently hot - and not in the good way. And it doesnt help its PP is undersized.

So to maximize jump range i decided to use a Colonia Bridge FSD, but this is running hotter than the standard, so i had to run low emissions PP, but that means not enough power and so on.
All in all, Srv hangar is on priority 5 - which means it's off until i land. Supercruise tools (fuel scoop and SCA) are on priority 4 and will turn themselves off then i deploy weapons and i end up with a rather cool and perfectly functional Type-6 which is just perfect for guardian sites (it's as small as a DBX and can land basically anywhere, while still having 32t of cargo if i want to ferry some guardian stuff out of the site)
 
Install and load an older version of elite without planetary landings and hey presto you are back in the ship in orbit.
 
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