Ships Module Priorities.

Now puzzled why we have 5 module power priorities ? Shouldn't there be only 3?

1 - Damaged Power Generator.
2 - Enabling hardpoints with weapons.
3 - Everything else.

Why 2 more?
 
Now puzzled why we have 5 module power priorities ? Shouldn't there be only 3?

1 - Damaged Power Generator.
2 - Enabling hardpoints with weapons.
3 - Everything else.

Why 2 more?
1 - Damaged Power Generator.
2 - Enabling hardpoints with weapons.
3 - Collectors / Cargo
4 - Fuel scoop/FSD (enabled when weaps withdrawn and cargo scoop powered down)
5 - Planetary Vehicle Hangar (enabled when landed)

Also, my early Titan materials gatherer had one group for getting past the pulses, and another for collecting once inside, maybe something like this
1723365554093.png

It needed the lighter power plant to outrun Glaives, so no cargo and synthesis limpets when you get there.
 
So that you don't lose 1/3rd of your modules for 1% missing power.
I'm sorry, but you misunderstand the meaning of my words. And it's not because of the translation.
I'll try to explain it to you now.

I only know two ways to change the power supply.
1. Damage to the generator, after which only 20% of the power is released and the rest of the modules are shut down.
2. Weapons, when the sockets are removed, the energy is enough for other modules if the total consumption is more than 100%.

That's why only 3 priority groups are needed.

For example the cargo hatch, it is open or closed, but always consumes energy.

I think I've made the point.
 
Shield.
Drives for escaping - thrust or wake out.

Power plant is not covering 100% of module input. Usually there is extra spare supply on top. So the tiers of modules drawing off will shut down at varying times depending on how you've modded or overcharged your plants (of varying sizes).
 
I'm sorry, but you misunderstand the meaning of my words. And it's not because of the translation.
I'll try to explain it to you now.

I only know two ways to change the power supply.
1. Damage to the generator, after which only 20% of the power is released and the rest of the modules are shut down.
2. Weapons, when the sockets are removed, the energy is enough for other modules if the total consumption is more than 100%.

That's why only 3 priority groups are needed.

For example the cargo hatch, it is open or closed, but always consumes energy.

I think I've made the point.
No, once more, you didn't, and that's why I usually refrain from answering you. You've made an arbitrary assumption and fail to see beyond it. Maybe someone else, kinder and with more patience will take the time to develop a more thorough explanation.
 
Now puzzled why we have 5 module power priorities ? Shouldn't there be only 3?

1 - Damaged Power Generator.
2 - Enabling hardpoints with weapons.
3 - Everything else.

Why 2 more?

Shield and power distributor are priority 3 in your example? Not sure I'd want that

Are you considering where total power output is > 100%. e.g. I often have this sort of setup
1 power + thrusters
2 shields
3 field maintenance / limpets / beams (thermal vent) / shutdown neutraliser / caustic sinks / heatsinks
4 AX weapons. Only available if say field maintenance is disabled
5 fuel scoop and frame shift drive. Only enabled if hardpoints are not deployed

Dropping into normal space can utilise weapons by powering down scoop / fsd
Enabling field maintenance shuts down weapons if insufficient power to run both (depending on build)

I do this in AX combat, titan attacks, titan rescues, and expect it could be of benefit for other activities or ship builds. While it may be of no value to you that doesn't mean it isn't useful or even critical to others
 
Shield and power distributor are priority 3 in your example? Not sure I'd want that

Are you considering where total power output is > 100%. e.g. I often have this sort of setup
1 power + thrusters
2 shields
3 field maintenance / limpets / beams (thermal vent) / shutdown neutraliser / caustic sinks / heatsinks
4 AX weapons. Only available if say field maintenance is disabled
5 fuel scoop and frame shift drive. Only enabled if hardpoints are not deployed

Dropping into normal space can utilise weapons by powering down scoop / fsd
Enabling field maintenance shuts down weapons if insufficient power to run both (depending on build)

I do this in AX combat, titan attacks, titan rescues, and expect it could be of benefit for other activities or ship builds. While it may be of no value to you that doesn't mean it isn't useful or even critical to others
Oh, that's great.
Why did you separate the first three groups in your example?
What did you get from this division and how will you achieve it ? When will it work?

I just can't figure out how I can properly utilize the 5 group division. I don't see how I can achieve 5-group division in the game.
And please, who understands it, maybe he can teach me this.
 
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My usual convention, the idea is that things that allow me to escape from a bad situation have the highest priority and things that keep me from getting into a bad situation have the next highest priority:

1: thrusters, life support, FSD (in certain combat builds it gets priority 5)
2: power distro, sensors, shield, shield boosters, heat sinks, point defence, ECM, other defenses*
3: weapons and mission payload (limpet controllers, utility scanners etc), cargo hatch on non-combat ships
4: shield cell banks, FSD booster on non-SCB equipped ships,
5: FSD interdictor, cargo hatch on combat ships (normally powered down), fuel scoop, SRV hangar, FSD booster if I have it on a combat ship with SCB-s (a very rare occasion, but it can happen)

*When I'm planning on a hybrid hull tank build that can keep the thrusters, PD, sensors and shield under 50% or 40% power, the defenses go to priority 3. On shield tank builds or non-combat ships I don't bother with that since the power plant almost never takes that much damage outside of PvP.
 
My power priorities are usually set like this, unless an underpowered plant prevents it:

1 - Thrusters, FSD - as with @Shurimal, the FSD gets bumped to 5 on power starved combat builds
2 - Life support, sensors, distributor
3 - everything guns or deployable; guns, limpets, scanners, all that jazz
4 - everything shields if I have them - my shieldless builds usually only use four priority levels
5 - the unimportant rest - hangars, fuel scoop, cargo hatch, stuff I don't need and can get turned off when I deploy hardpoints; sometimes the FSD ends up here

I also try to keep groups 1 and 2 under 40% of the plant's power so I still can maneuver and escape when the plant fails, but that doesn't always work.
 
I also try to keep groups 1 and 2 under 40% of the plant's power so I still can maneuver and escape when the plant fails, but that doesn't always work.
I see you know what I'm talking about.
I don't care what is in these groups, I want to know 5 conditions of switching these groups - as I know only 3 myself.
Who can tell me clearly these 5 conditions?

P.S. And my understanding is that station damage is 20%, not 40%.
 
I see you know what I'm talking about.
I don't care what is in these groups, I want to know 5 conditions of switching these groups - as I know only 3 myself.
Who can tell me clearly these 5 conditions?
There are 5 priorities, but you don't have to use all of them if you don't need so many.

To try and make it as clear as possible (my understanding is that you use machine translation, so as little goes missing in translatin as possible🙂):

Priority 1 (most important systems) - things that keep you mobile and alive to escape from a bad situation if your power plant is malfunctioning. Thrusters and FSD, also life support. A malfunctioning power plant that is putting out 40% of it's power should be able to keep this group working.

Priority 2 - things that keep your ship safe and functioning, but can be turned off without you becoming dead in the water. Shields, heat sinks, sensors, power distributor. Ideally, a "destroyed" power plant working at 50% output should be able to power 1st and 2nd priority.

Priority 3 - mission critical things. Without these you cannot complete your task, but you can survive and get back home safely. Weapons, limpets, scanners, mining tools etc.

Priority 4 - things that make life easier, but without which you can still complete the mission. Shield cell banks, FSD booster and stuff like this. This can be rolled into group three but I prefer to keep it separate so that in case I make a mistake like turning on the cargo scoop or swapping a module and forgetting to set its priority I lose group 5 and 4, not groups 4 and 3 (where my guns are).

Priority 5 - things that you only need under very specific circumstances and never at the same time when also needing your guns or even thrusters. FSD interdictor, fuel scoop, SRV hangar (this only needs to be able to be used when your ship has landed and the thrusters are turned off).
 
Let me elaborate my thinking. This is what I think I know (please correct me where I am wrong), and why I put my priorities the way I do (as an example to look at, here is my daily driver Viper IV on EDSY, it evolved from being my Odyssey mission runner to being my daily driver and mission runner for everything that doesn't involve cargo):

AFAIK, a power plant failure reduces its output to 50%, this is permanent as the plant cannot be repaired with an AFMU. A malfunction reduces its output to 40%, this is temporary for the duration of he malfunction and the worst case for your power output.

I put the thrusters and FSD on priority 1, because that's what you need to escape - thrusters to move, FSD to jump. In my Viper, together they consume 34% of my plant's output capacity - so that Viper can always move and jump no mater in how bad a shape the plant is in.

I put sensors, life support and distro on 2 because they are nice to have in an escape or other plant failure scenario, but not exactly essential for being able to jump out. Together with group 1, they consume 41 percent of my capacity, so group 2 will switch of on a malfunction, but not on a permanent failure.

Group 3 is the hardpoints, which only draw power if you deploy them (this is important for the higher groups), and everything else I might need in combat like a KWS or other scanners. This is my bread and butter group, and on unarmed ships like mining vessels I put the mining gear, collector limpets and such on that group. On most of my builds it is impossible to keep the weapons group below 50 or 40 percent, but if I lose the plant, combat is over and it's probably time to get out of there anyway.

Group 4 gets everything concerning shields, so on the Viper, that's the generator and the boosters. I don't really use SCBs, but they would go here too. I like to keep shields separate from the rest just for neatness, I don't see a scenario where the power output drops and turns off the shields but not the weapons unless you carry only very light weaponry or have a huge power budget, but I still like to keep shields on a separate group.

Group 5 is everything unimportant or unused in normal space. Cargo hatch goes here as well as hangars as well as a fuel scoop. I usually put an FSD booster here too, as it is not crucial for an escape in case of a plant failure. On my Viper, this group gets turned off when I deploy guns because I don't have enough power for everything, but I don't need any of it when I have my guns out. On a ship with collector limpets (for example a combat vessel for collecting mats from destroyed enemy ships) I put the hatch on 3.

AFMUs are kind of special. I usually put them in group 1 and turn them off, and don't really account for them in the power budget. When I need them, I turn them on, and the other groups get turned off until I have enough power for the AFMU, and if I repair while landed the thrusters are off automatically and I should have enough power anway. That's another reason I put shields on 4 instead of 3 together with the guns; When I get jumped while repairing, I can live and survive without shields (I never skip hull day), but I might not be able to without guns.

EDSY makes it very easy to calculate your power budget beforehand; it shows groups below 40% in green blue, and groups below 50% in blue green, so you see at a glance if your power budget and module priorisation is to your liking or not.
 
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Let me elaborate my thinking. This is what I think I know (please correct me where I am wrong), and why I put my priorities the way I do (as an example to look at, here is my daily driver Viper IV on EDSY, it evolved from being my Odyssey mission runner to being my daily driver and mission runner for everything that doesn't involve cargo):

AFAIK, a power plant failure reduces its output to 50%, this is permanent as the plant cannot be repaired with an AFMU. A malfunction reduces its output to 40%, this is temporary for the duration of he malfunction and the worst case for your power output.

I put the thrusters and FSD on priority 1, because that's what you need to escape - thrusters to move, FSD to jump. In my Viper, together they consume 34% of my plant's output capacity - so that Viper can always move and jump no mater in how bad a shape the plant is in.

I put sensors, life support and distro on 2 because they are nice to have in an escape or other plant failure scenario, but not exactly essential for being able to jump out. Together with group 1, they consume 41 percent of my capacity, so group 2 will switch of on a malfunction, but not on a permanent failure.

Group 3 is the hardpoints, which only draw power if you deploy them (this is important for the higher groups), and everything else I might need in combat like a KWS or other scanners. This is my bread and butter group, and on unarmed ships like mining vessels I put the mining gear, collector limpets and such on that group. On most of my builds it is impossible to keep the weapons group below 50 or 40 percent, but if I lose the plant, combat is over and it's probably time to get out of there anyway.

Group 4 gets everything concerning shields, so on the Viper, that's the generator and the boosters. I don't really use SCBs, but they would go here too. I like to keep shields separate from the rest just for neatness, I don't see a scenario where the power output drops and turns off the shields but not the weapons unless you carry only very light weaponry or have a huge power budget, but I still like to keep shields on a separate group.

Group 5 is everything unimportant or unused in normal space. Cargo hatch goes here as well as hangars as well as a fuel scoop. I usually put an FSD booster here too, as it is not crucial for an escape in case of a plant failure. On my Viper, this group gets turned off when I deploy guns because I don't have enough power for everything, but I don't need any of it when I have my guns out. On a ship with collector limpets (for example a combat vessel for collecting mats from destroyed enemy ships) I put the hatch on 3.

AFMUs are kind of special. I usually put them in group 1 and turn them off, and don't really account for them in the power budget. When I need them, I turn them on, and the other groups get turned off until I have enough power for the AFMU, and if I repair while landed the thrusters are off automatically and I should have enough power anway. That's another reason I put shields on 4 instead of 3 together with the guns; When I get jumped while repairing, I can live and survive without shields (I never skip hull day), but I might not be able to without guns.

EDSY makes it very easy to calculate your power budget beforehand; it shows groups below 40% in green blue, and groups below 50% in blue green, so you see at a glance if your power budget and module priorisation is to your liking or not.
The OP seems to think that all your modules being turned on draws exactly 100% of power plant output.
 
AFAIK, a power plant failure reduces its output to 50%, this is permanent as the plant cannot be repaired with an AFMU. A malfunction reduces its output to 40%, this is temporary for the duration of he malfunction and the worst case for your power output.
Stop !
Where did the 50% figure come from?

And I don't understand all of your phrasing. Failure 50%, malfunction 40% (I thought there was only one figure - malfunction - and for some reason I thought it was 20%).

I don't understand the criteria for reaching 40 and 50% for EDSY. (where is it written about this ?)

If these figures are confirmed, then there are 4 modes:
--- [1] - group
1. 40%
--- [2] - group
2. 50%
--- [3] - group
3. ХХ% (Nests released / Nests removed)
--- [4] - group
4. ???
--- [5] - group

Still not clear how the switching between group 4 and 5 can be achieved.

P.S. Oh I figured out how to ask very simple to understand what I mean :)
Make on EDSU that 5 groups are painted in 5 colors ! There are always 2 groups in the same color (no matter what color) and it means that these 2 groups can be combined into 1.
 
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Stop !
Where did the 50% figure come from?

And I don't understand all of your phrasing. Failure 50%, malfunction 40% (I thought there was only one figure - malfunction - and for some reason I thought it was 20%).
Those figures come from the game. It works like this: You undamaged power plant has an output capacity of "X" MW (my Viper above has a capacity of 17.472 MW) - that's 100%. If the integrity of your plant goes below 80%, it starts to malfunction, and it's power output drops to 40% of the capacity for a certain time, and then it goes back to 100%. Once the plant's integrity reaches 0%, the plant will fail permanently, and its power output will be reduced to 50% permanently.
I don't understand the criteria for reaching 40 and 50% for EDSY. (where is it written about this ?)
EDSY sums up your power usage and displays it in the bottom left corner. If a group stays below 40%, it will color it blue, if it goes over 40% but stays over 50% it will be colored green. EDSY also shows these color codes next to the modules where you set the priority.
If these figures are confirmed, then there are 4 modes:
--- [1] - group
1. 40%
--- [2] - group
2. 50%
--- [3] - group
3. ХХ% (Nests released / Nests removed)
--- [4] - group
4. ???
--- [5] - group

Still not clear how the switching between group 4 and 5 can be achieved.
That's not how it works. You don't assign power percentages through the priority groups, you set the order in which things get turned off if your plant doesn't have enough power. For example: Imagine your plant can deliver 15 MW, but when you deploy your weapons, all your modules together draw 18 MW. What the ship will do is turn off modules assigned to priorities in descending order until you are not using more power than the plant can deliver - first it will turn off the modules you assigned to group 5, if that is not enough it will turn off modules in group 4, then 3, than 2, and then 1.

So the worst thing you can do is not assign priorities - with everything in group 1, your whole ship will be shut down if you draw more power than our plant can deliver. I guess that is the #1 rookie mistake when you start building power starved ships - the Vulture is one such ship with a notoriously tight power budget.
 
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Those figures come from the game. It works like this: You undamaged power plant has an output capacity of "X" MW (my Viper above has a capacity of 17.472 MW) - that's 100%. If the integrity of your plant goes below 80%, it starts to malfunction, and it's power output drops to 40% of the capacity for a certain time, and then it goes back to 100%. Once the plant's integrity reaches 0%, the plant will fail permanently, and its power output will be reduced to 50% permanently.

EDSY sums up your power usage and displays it in the bottom left corner. If a group stays below 40%, it will color it blue, if it goes over 40% but stays over 50% it will be colored green. EDSY also shows these color codes next to the modules where you set the priority.

That's not how it works. You don't assign power percentages through the priority groups, you set the order in which things get turned off if your plant doesn't have enough power. For example: Imagine your plant can deliver 15 MW, but when you deploy your weapons, all your modules together draw 18 MW. What the ship will do is turn off modules assigned to priorities in descending order until you are not using more power than the plant can deliver - first it will turn off the modules you assigned to group 5, if that is not enough it will turn off modules in group 4, then 3, than 2, and then 1.

So the worst thing you can do is not assign priorities - with everything in group 1, your whole ship will be shut down if you draw more power than our plant can deliver. I guess that is the #1 rookie mistake when you start building power starved ships - the Vulture is one such ship with a notoriously tight power budget.
1. As for the 40% and 50%, I'm sorry, but those are just your words. I need confirmation of what you're saying.
I have no reason not to trust YOU, I just need it so that I can explain it to someone else based on more than just your words.

2. About the 5th priority group, you don't understand me, I probably can't explain it to you. I'm sorry.
 
Some need 5, some need less. Most of my ships only use 1. If you only need 3, just use 3. It's not a big deal.
I have always used 5, but recently wondered why ? What's in it for me? And I couldn't answer my question.

I got some help and it seems that there are two power plant limits and that explains the need for group 4. But still I haven't found the answer why I need 5. Its physical meaning and not just what I want.
 
1. As for the 40% and 50%, I'm sorry, but those are just your words. I need confirmation of what you're saying.
I have no reason not to trust YOU, I just need it so that I can explain it to someone else based on more than just your words.
Well suit yourself. Hop into the game and try it out. Either have a buddy snipe out your power plant first to below 80% integrity (I think), and then to 0%, or do a bunch of emergency drops to damage your plant accordingly, and see what happens.
2. About the 5th priority group, you don't understand me, I probably can't explain it to you. I'm sorry.
Again: The groups are priorities to shut modules down in case you don't have enough power, not power assignments. YOU don't switch these groups, YOUR SHIP turns of modules belonging to the groups in descending order if it needs to save power. Just hop in game and try it out - put on some power hungry guns (rail guns are good for this) and a smallish power plant that can supply your ship with retracted hardpoints but not deployed ones (the game shows you this in the status area at the bottom in outfitting), assign your modules to groups, and deploy your guns, and see what happens.

I have always used 5, but recently wondered why ? What's in it for me? And I couldn't answer my question.

I got some help and it seems that there are two power plant limits and that explains the need for group 4. But still I haven't found the answer why I need 5. Its physical meaning and not just what I want.
it's not the power plant limits that dictate the group assignments. Some make do with using three groups, some four, some five. Some don't care at all, especially when you have a huge power budget (think Krait II with a G5 overcharged plant). How many groups you use and how you distribute your models is really user preference, although there are some guidelines already outlined in this thread.
 
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