Try using a D-rated one. The range is 2.5km, and it uses very little power. The higher rated ones just give you more range. +.5km per rating.I mean you're scanning the ship right in front of you. Why is it such a power sink? You look at the discovery scanners and they use none, but the KWS, that thing is absurd. Why not allow people to use modules that don't imbalance the game without forcing them to sacrifice things that do?
Your hardpoints need to be deployed to use the kws, so seeing the power priorities in such a way that the kws per down when you draw your weapons would make it useless.Nothing forces you to keep them powered along all your other weapons/systems.
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Configure them on a different weapon group, or as a low priority module, so when you deploy weapons, it gets shutdown automatically.
Nothing forces you to keep them powered along all your other weapons/systems.
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Configure them on a different weapon group, or as a low priority module, so when you deploy weapons, it gets shutdown automatically.
Try using a D-rated one. The range is 2.5km, and it uses very little power. The higher rated ones just give you more range. +.5km per rating.
Your hardpoints need to be deployed to use the kws, so seeing the power priorities in such a way that the kws per down when you draw your weapons would make it useless.
Yes I am familiar with setting priorities. That wasn't the point. Why do they need to take so much power to begin with? It's basically a radio.
In an RP kind of explanation connecting up with all of those factions to review for bounties had to take some power. From a non story angle I'd say because of all the credits it helps you earn. I favor all of the power management features the game has. It is good you can't just jam everything on a ship and off you go. Making decisions engages the player, I believe.
It takes four hours for data to travel from Rosetta (the craft that is pacing a comet in our solar system right now) back to earth with a high powered radio. How long would it take to get a message from the distant factions involved with being wanted? Consider it the price you pay, for it's relative speed.
Which I disagree with, since I receive the "scan" warning when my friend runs the scan on me. When the ship you're not scanning exits your view, your scanning stops. I would think the S in KWS indicates you are indeed scanning.There is no good reason other than game mechanics of course. FD want to make it costly (both CR and MW) to increase the range. Why even range to the ship being scanned is a parameter is also ridicoulus. As long as we can identify the target (and that we can do for ranges of hundreds of Ls in SC) the KWS should work. Basically the KWS is a remotely updated database of bounties that the "scanned" ship is checked against, there is no scanning taking place other than what the regular targeting system does. It does not scan the ship like for example the Cargo Scanner, who actually by some means x-ray the ship and indicate what cargo it holds.
Very annoying design. I would prefer a limitation on the classes to be more how many ships it can hold bounties for in the database, how many fractions it will auto-update for and so on. No range what so ever.
Which I disagree with, since I receive the "scan" warning when my friend runs the scan on me. When the ship you're not scanning exits your view, your scanning stops. I would think the S in KWS indicates you are indeed scanning.
In an RP kind of explanation connecting up with all of those factions to review for bounties had to take some power.
What you guys are doing is suggesting work arounds. I am well familiar with them. My question is where is the logic behind their enormous power draw.
Which I disagree with, since I receive the "scan" warning when my friend runs the scan on me. When the ship you're not scanning exits your view, your scanning stops. I would think the S in KWS indicates you are indeed scanning.
I mean you're scanning the ship right in front of you. Why is it such a power sink? You look at the discovery scanners and they use none, but the KWS, that thing is absurd. Why not allow people to use modules that don't imbalance the game without forcing them to sacrifice things that do?
What you guys are doing is suggesting work arounds. I am well familiar with them. My question is where is the logic behind their enormous power draw.
I think it's actively hacking the computer on board the target ship, and querying the bounties from there. The cargo scanner does something similar when it gets the inventory of the ship.
In that case, you would need to expend power in order to overcome the ship's security systems, and greater range would require more power.