1 - Damaged Power Generator.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?
So that you don't lose 1/3rd of your modules for 1% missing power.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?
I'm sorry, but you misunderstand the meaning of my words. And it's not because of the translation.So that you don't lose 1/3rd of your modules for 1% missing power.
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.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.
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?
Oh, that's great.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
I see you know what I'm talking about.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.
There are 5 priorities, but you don't have to use all of them if you don't need so many.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?
The OP seems to think that all your modules being turned on draws exactly 100% of power plant output.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% ingreenblue, and groups below 50% inbluegreen, so you see at a glance if your power budget and module priorisation is to your liking or not.
Stop !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.
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.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%).
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.I don't understand the criteria for reaching 40 and 50% for EDSY. (where is it written about this ?)
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.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.
1. As for the 40% and 50%, I'm sorry, but those are just your words. I need confirmation of what you're saying.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.
I have always used 5, but recently wondered why ? What's in it for me? And I couldn't answer my question.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.
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.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.
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.2. About the 5th priority group, you don't understand me, I probably can't explain it to you. I'm sorry.
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.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.