Kill warrant scanner priority to 4

Now that i've settled down in a system where I can raise a family, I spend my time mix and matching different combination of different things, on my fleet of bounty hunting ships...currently playing around with priorities.

By default it is set to 1 but lately I've put it to 4, who else has tried it at this value? What results you getting?
 
Seems a little weird. You can only use it when your hardpoints are deployed, and if you're over 100% power with hardpoints deployed, that setting will probably disable it.

If you're not over 100%, you don't need to worry about module priorities, so why change it?
 
Seems a little weird. You can only use it when your hardpoints are deployed, and if you're over 100% power with hardpoints deployed, that setting will probably disable it.

If you're not over 100%, you don't need to worry about module priorities, so why change it?

Because in the event of a power-plant malfunction, having a good power priority setup will ensure you'll retain some functionality instead of aimlessly drifting in space without power.

To OP, I agree that the KWS along with the cargo scanner should be set to priority 4 as you will usually be using it before actual combat takes place. The only other time it would be useful would be if you wanted to scan something while under attack with a damaged power-plant, although that seems risky...
 
Because in the event of a power-plant malfunction, having a good power priority setup will ensure you'll retain some functionality instead of aimlessly drifting in space without power.

To OP, I agree that the KWS along with the cargo scanner should be set to priority 4 as you will usually be using it before actual combat takes place. The only other time it would be useful would be if you wanted to scan something while under attack with a damaged power-plant, although that seems risky...

As Drake points out that might well mean having to stow weapons between every kill which would a real hassle.
 
For power management, you need only priority 1 and 2. Anything that needs to be deployed (weapons, KWS, wake scanner) needs to be set at 1. Priorities 3 and up are there for if your power plant takes any hits and is not really needed on shielded ships.
 
For power management, you need only priority 1 and 2. Anything that needs to be deployed (weapons, KWS, wake scanner) needs to be set at 1. Priorities 3 and up are there for if your power plant takes any hits and is not really needed on shielded ships.

It functions perfectly at 4, so essentially it does not need to be set to 1.
 
Most people use over 100% usage so when hard point deploy certain systems shut off. So I would set fsd to 3 knowing that group 3 extend past 100. I deploy and get modules shut down message. So never put a scanner on low priority.

If you are below 100 it doesn't matter. If you say I get module failire in a fight it will shut lower ones first. It doesnt. Its random but mainly thrusters go first and these are priority one.
 
It functions perfectly at 4, so essentially it does not need to be set to 1.

What the hell... Mate, I do suggest you look a bit more into what modules priority actually does.


Edit :


As people have been saying : as long as you have enough power for everything, assigning priorities will not matter. You can put random numbers everywhere.

It will matter though, if you ever were to NOT HAVE ENOUGH POWER for everything. Then, bad things begin to happen. Especially if you have set random numbers everywhere.
 
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well my FSD is set to 3, life support to 2, cargo hatch off.....and KWS to 4..... did I offend you somehow by asking this question? it works fine at 4, and I'm going to do more tests to see how it acts when my deployed power output is above 100%
 
well my FSD is set to 3, life support to 2, cargo hatch off.....and KWS to 4..... did I offend you somehow by asking this question? it works fine at 4, and I'm going to do more tests to see how it acts when my deployed power output is above 100%

No, sorry if my post made you believe that. Your post was correct, it simply was so obvious that I had the feeling you were completely missing the point. On a second read, it might not be the case. Apologies for that.
 
What's going to happen if you're over 100% total power and you set the KWS to priority 4 is you won't be able to use it.

This is what priority does; When over 100% you need to set a priority to certain systems so that when you unsling your weapons your circuits don't fry and turn off your whole ship. To achieve this you need 2 priorities, because there are only 2 states for the ship. Weapons in or out. Note when I say weapons this includes the KWS, wake scanner, cargo scanner and discovery scanner. If any of these modules, along with any weapons, are set to priority 2 then they will deactivate once the hardpoints are deployed.

Then we have damage control priority management. This is extremely useful for cold running combat pilots, because damage to the power plant can affect it's power output, but can be used for shielded ships just the same although the chances of power failure are of course much lower. This is where the multiple layers of priority really count. As the power plant takes damage output can vary, so if your ship loses just a bit of power you can be set to lose say your lifesupport at 5, weapons 4, power distributor 3, sensors 2 and thrusters at 1. This way you can keep the ship running as long as possible while taking damage to the power plant.

Hope this helps. :)
 
I use all 5...

Partly for any problems with the powerplant, but mostly so that I can do things like being able to toggle chaff and heatsink on (which need my KWS offline because of power) with a single click instead of having to turn KWS off and then scroll down and turn the other things on.

Important stuff when you're engaged in a fight.
 
What's going to happen if you're over 100% total power and you set the KWS to priority 4 is you won't be able to use it.

This is what priority does; When over 100% you need to set a priority to certain systems so that when you unsling your weapons your circuits don't fry and turn off your whole ship. To achieve this you need 2 priorities, because there are only 2 states for the ship. Weapons in or out. Note when I say weapons this includes the KWS, wake scanner, cargo scanner and discovery scanner. If any of these modules, along with any weapons, are set to priority 2 then they will deactivate once the hardpoints are deployed.

Then we have damage control priority management. This is extremely useful for cold running combat pilots, because damage to the power plant can affect it's power output, but can be used for shielded ships just the same although the chances of power failure are of course much lower. This is where the multiple layers of priority really count. As the power plant takes damage output can vary, so if your ship loses just a bit of power you can be set to lose say your lifesupport at 5, weapons 4, power distributor 3, sensors 2 and thrusters at 1. This way you can keep the ship running as long as possible while taking damage to the power plant.

Hope this helps. :)

Sure does man!! :D
 
For power management, you need only priority 1 and 2. Anything that needs to be deployed (weapons, KWS, wake scanner) needs to be set at 1. Priorities 3 and up are there for if your power plant takes any hits and is not really needed on shielded ships.

For simplistic power management you only need priority 1 and 2. If you want to have more complex configurations the you need all five (and I wouldn't have minded a couple more).
 
Silly question - is there a way to reset all the priorities back to their starting default? Having randomly and accidentally changed some priorities through the ghastly UI, resetting them back to a sane state quickly would be nice.
 
For simplistic power management you only need priority 1 and 2. If you want to have more complex configurations the you need all five (and I wouldn't have minded a couple more).

If power usage is the only consideration you're using, then there is only simplistic. You only have 2 states in your ship. The complex configurations are ONLY any use when taking damage to the power plant. See my last post for a full explanation.
 
Makes perfect sense, then priorities actually kick in when the power plant has to assign itself accordingly, when power is lost and certain systems have priority over others.
I get it! yay! :D
 
If power usage is the only consideration you're using, then there is only simplistic. You only have 2 states in your ship. The complex configurations are ONLY any use when taking damage to the power plant. See my last post for a full explanation.

Not true. You can have ancillary modules, the obvious example being the SCB but in my case also the KWS. They aren't on all the time, but when they are on they need to take power in preference to other modules. You use power priorities to manage these modules without shutting your shield generator down every time you want to scan something.

Edit: to give a concrete example, here is my current loadout. Not the type of loadout you're going to be able to pull off without putting a bit of thought in to managing power priorities in more situations than a degraded power plant.
 
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