Newcomer / Intro Messed up my power distributor - need advice

Hey Commanders,
I've been mining in an Asp Explorer for a couple weeks now. I had it pretty well tuned with all the stuff I need.
Then, like a dummy, I tinkered with my build and now I've got a power-distribution problem.

Problem is, when i get to a mining site and try to use my pulse scanner, or any other mining tools, the ship automatically disables some other modules (like FSD, or life-support)
Apparently, i don't have sufficient power (or sufficient something-else?) to keep everything running at once.
I can work around it by:
  • when in transit, manually prioritizing FSD, shields, weapons, life-support
  • when in an asteroid field, manually prioritizing pulse scanner, cargo hatch, prospector controller, collector controller
but this is kinda tedious, and it was all working just a while ago.

I got in trouble when i decided to 'improve' my power distributor by swapping out the 4D for a 4A... and even now after I set it back to a 4D, I'm still stuck.

Maybe y'all can advise why i can't keep everything running at the same time?

Thanks for any wisdom you can offer!

Siderwinder

My current build is:
[Asp Explorer] [+1]
HardPoints
S: 1F/F Pulse Laser [+1]
S: 1F/F Pulse Laser [+1]
S: 1D/F Rail Gun [+1]
S: 1D/F Rail Gun [+1]
Utility
U: 0C Pulse Wave Analyser [+1]
U: 0I/T Point Defence [+1]
U: 0I/T Point Defence [+1]
Core
BH: 1C Lightweight Alloy bulkheads
PP: 5D Power Plant
TH: 5E Thrusters [+1]
FD: 5D Frame Shift Drive [+1]
LS: 4E Life Support [+1]
PD: 4D Power Distributor [+1]
SS: 5D Sensors [+1]
FT: 4C Fuel Tank (Cap: 16)
Optional
6: 6E Cargo Rack (Cap: 64)
5: 5D Shield Generator [+1]
3: 3E Cargo Rack (Cap: 8)
3: 3A Fuel Scoop [+1]
3: 3D Collector Limpet Controller [+1]
2: 1D Prospector Limpet Controller [+1]
2: 2D Refinery [+1]
1: 1I Detailed Surface Scanner
---
Mass : 358.80 T empty
446.80 T full
Fuel : 16 T
Cargo : 72 T
Cabins: 0
Speed : 255 m/s (347 boost)
Range : 17.93 LY unladen
15.04 LY laden
Power : 10.00 MW retracted (65%)
13.88 MW deployed (91%)
15.30 MW available
 
Also that's a hell of alot of stuff in a sidey. I won't go over it suffice to say that's your issue. Too much stuff on board. 2 defence thingys...why?
1d prospector limpet will reduce your yield from a asteroid considerably. Swap for a 1A. Same with collectors they'll run out of steam use A rated.
Your frameshift drive should be A rated too. This increases your jump range considerably.
You only need a pulse wave analyser for deep core mining.
Consider losing the weapons if mining is the task ahead. You can easily avoid pirates. Fit a chaff module.. if your pulled out of sc by one pop chaff boost low wake gone..losing weps will save weight increase jump range and less load on power and dizzy.
Good luck.
 
Having just run your build through Coriolis the only issues I can find are the E rated core modules which should be at least D rated, however you haven’t listed any mining tools fitting those take you over your total power available. Changing your Power Distributor to a 4A has very little effect on your total power though it will be better at its job, increasing your Power Plant to a 5C or 5A will solve the problem.

@Dragsham his name is Siderwinder the ship is an Asp Explorer.
 
Sell the Asp and buy a T6, which you can then outfit with A-rated power plant, distributor, FSD, fuel scoop, prospector and collector limpets, and D-rated sensors and life support. That will make a much better mining ship than what you have. After one trip, you should be able to upgrade to aT7, which is a better mining ship than an an Asp.

Whatever ship you buy, never buy it until you have the money to outfit it properly. With E-rated thrusters, you'll be blown up when you get interdicted. For just about every ship other than for exploration, you need A-rated FSD, PD and thrusters otherwise it can become a liability. Outfit the ship and then choose a power plant with enough power to power everything.

Now that you can make so much money from mining, there's no excuse for not outfitting sufficiently to do the job.

Don't put weapons on a mining ship. They will only get you into trouble. You don't need to fight anyone.

T7 miner
 
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Brilliant feedback - thanks one and all!
1. sorry about not linking to a coriolis/edsy link... silly of me.
2. you're all right about the weapons... i've never used them, and would be crap in a dogfight anyway. I'll lose them
3. about the Asp instead of a T6/T7... i had it in my head I would be 'exploring, and mining along the way if/when i found a promising spot'. Thus the Asp. But it seems the mining load-out shortens my jump range enough that this is not a useful exploration ship. I should probably just admit I'm mining, and optimize for that. turns out, it's fun!
4. I'll A-rate my FSD, PD and thrusters. excellent advice.
5. and... i will not mine under the influence of single-malt!

Many thanks to you all for your thoughtful guidance.
Siderwinder
 
5. and... i will not mine under the influence of single-malt!
Mining is significantly improved with the presence of a good single malt. I recommend Laphroaig, but I'm weird like that.

About your ship, I would always recommend A rating your power plant. Size 4A is lighter, have more power, and better heat dissipation than size 5D, so if you want to lightweight you're always better downsizing instead.

Having a non A-rated FSD is never recommended outside of specific combat builds.

Some of the tediousness you describe can also be alleviated with power priority. For example you will never need Fuel Scoop, FSD booster, and DSS active with hardpoints deployed, so they can safely be put at priority 5.
 
Interesting observation about de-prioritizing Fuel Scoop, etc. I hadn't considered that.
I DID follow the good advice above - lost my weapons, added chaff, A-rated my power plant, FSD, boosters, and collector limpet controller.
I've got a huge jump-range now (compared to before) and ship can cover much more ground in an asteroid field in the same timespan.
Only downside I've come across is that my jump range jumps me past the obscure systems, where I was formerly getting sale-able mapping data, and occasionally finding gas giants w/ rings! It's like I'm riding an express train now, where before I was stuck on the local that made every stop along the way.
But - WhooHoo - I can cover lots of space, and no worries about managing all the modules.
All good!
Siderwinder.
 
Interesting observation about de-prioritizing Fuel Scoop, etc. I hadn't considered that.
I DID follow the good advice above - lost my weapons, added chaff, A-rated my power plant, FSD, boosters, and collector limpet controller.
I've got a huge jump-range now (compared to before) and ship can cover much more ground in an asteroid field in the same timespan.
Only downside I've come across is that my jump range jumps me past the obscure systems, where I was formerly getting sale-able mapping data, and occasionally finding gas giants w/ rings! It's like I'm riding an express train now, where before I was stuck on the local that made every stop along the way.
But - WhooHoo - I can cover lots of space, and no worries about managing all the modules.
All good!
Siderwinder.
Switching to Economy rather than Fastest in the Galaxy Map will make you do more jumps on the route. If you have an empty cargo hold there is a slider in the map that will make the route platter think you have that much load aboard and ir will plot shorter jumps based on that much load.
 
where I was formerly getting sale-able mapping data, and occasionally finding gas giants w/ rings!
Your profit when mining comes from selling what you mined as fast as possible. Passively honking the systems en route to your sell location is not going to add much.

If you enjoy finding new planets, I would suggest exploration rather than mining.
 
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