Ships Module Priorities.

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
YOU don't switch these groups, YOUR SHIP turns of modules belonging
Well, we're getting closer to an understanding.

Name the four states of the ship, please!
 
Stuff that you want to work at 40% power (priority 1)
Stuff you want to work at 50% power (priority 2)
Stuff you want to power down when deploying hardpoints (priority 4)
Stuff that doesn't need to be powered in normal flight e.g. planetary vehicle hangar, AFMU (priority 5)
Everything else (priority 3)

...for example.
 
+1

Well, we're getting closer to an understanding.

Name the four states of the ship, please!
There are no "four states". Let's play with example numbers: Your plant can output 15 MW. With hardpoints deployed, all your modules draw 20 MW. Your ship now starts turning off modules according to the priorities you set, starting with group 5. You have a couple of modules on 5 that together draw 1 MW. The ship turns off the modules in group five, now your active modules draw 19 MW - too much. Now the ship turns off the modules in group 4, which draw 3 MW. Now your active modules draw 16 MW - still too much. Next it turns off group 3, which has modules drawing 8 MW (imagine this is where you got your weapons). Now all your active modules draw 8 MW in total, which is less than your plant can output, and the ship stops turning off modules.

Now in that example, when your plant malfunctions temporarily, your power output drops to 6 MW (40% of 15 MW), and the ship now also turns off group 2, where you have, say, modules drawing 1.5 MW. Now your active modules draw 6.5 MW - crap, still too much. The ship now turns off group one, which basically turns off your whole ship, and you're stranded. That's why these 40% and 50% marks matter, and why you should have thrusters and FSD on group 1 and hopefully drawing less than 40% of your plant's nominal output.

(sorry, had to edit a few times for clarity)
 
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Name the four states of the ship, please!
  1. Weapons retracted, power plant at 100% health
  2. Weapons deployed, power plant at 100% health
  3. Power plant above 0% but below 80% health. Intermittent power malfunctions happen, reducing power output to 40% of full power. Power malfunctions can also happen due to special weapon effects like Thargoid lighting attack or pulse disruptor laser
  4. Power plant at 0% health. Power output reduced to 50% of full power. Weapon hits to power plant can result in critical failure and destruction of ship. Not a recommended situation.
 
+1

Well, we're getting closer to an understanding.

Name the four states of the ship, please!
If your available power becomes less than your current power consumption, priority groups will be shut down until your power consumption is at or below the power available. The shutdown starts with priority group 5, and works it's way down to group 1.

There are no ship states involved. It's simply a comparison between what you have, and what is needed.
 
  1. Weapons retracted, power plant at 100% health
  2. Weapons deployed, power plant at 100% health
  3. Power plant above 0% but below 80% health. Intermittent power malfunctions happen, reducing power output to 40% of full power. Power malfunctions can also happen due to special weapon effects like Thargoid lighting attack or pulse disruptor laser
  4. Power plant at 0% health. Power output reduced to 50% of full power. Weapon hits to power plant can result in critical failure and destruction of ship. Not a recommended situation.
well that's four states alright. I didn't think of it that way ;).
 
  1. Weapons retracted, power plant at 100% health
  2. Weapons deployed, power plant at 100% health
I've been modeling this on EDSY right now.
It's not quite like that, when you turn the jacks on and off it's just a reduction of one group.


Here's an example (it's just an example to show you)
Here the shield is group 3, move it to group 4 - nothing changes !
 
when you turn the jacks on and off it's just a reduction of one group
Precisely. Because your weapon is assigned to one priority, and if you retract hardpoints (that is, turn the weapon off) this priority group's power consumption as a whole reduces. You can do the same to any priority group by turning modules assigned to that priority off in the module management interface.

Or, put another way, a ship with retracted hardpoints is in a lower power state since weapons are turned off,
 
I've been modeling this on EDSY right now.
It's not quite like that, when you turn the jacks on and off it's just a reduction of one group.


Here's an example (it's just an example to show you)
Here the shield is group 3, move it to group 4 - nothing changes !
Nothing changes in EDSY when you change group assignments of modules, except the visualization of the groups in the lower left corner and possibly the color of a module. Note that the configuration in your second example is not possible in game - you have nothing on group 3, which the game doesn't allow. when you clear group 3 (for example), group 4 becomes 3, and 5 becomes 4. The game cannot "skip" groups.

But EDSY shows you that, in your first example, your KWS and cargo hatch get turned off when you deploy hardpoints - group 5 and its modules are marked red to show that.
 
Precisely. Because your weapon is assigned to one priority, and if you retract hardpoints (that is, turn the weapon off) this priority group's power consumption as a whole reduces. You can do the same to any priority group by turning modules assigned to that priority off in the module management interface.

Or, put another way, a ship with retracted hardpoints is in a lower power state since weapons are turned off,
I find it very strange that I'm hard to understand.

Okay, let's put it this way:
You give me a real example of 5 groups in EDSY, I throw out the 5th group and you will realize that nothing has changed !
 
I find it very strange that I'm hard to understand.

Okay, let's put it this way:
You give me a real example of 5 groups in EDSY, I throw out the 5th group and you will realize that nothing has changed !
I am not too sure what you expect to change, maybe you can elaborate?

As for a real world example: Take the Viper I linked above. You can see that I have the hangar, the cargo hatch and the fuel scoop on 5, and these get turned off when I deploy hardpoints (they are marked in red). Now put these on group 4 instead and see what happens: Now in addition to those three modules, my shield generator and shield boosters, which were already on 4, are marked red, indicating that when I deploy weapons, my shields get turned off. Because I moved the hatch, scoop and hangar from priority 5 to 4, and now the ship turns off group 4 instead of 5 (because there is no 5), as I am over the power budget. Note that all my modules combined actually draw 103 percent of the available power - which isn't possible of course (that figure is in the lower left corner of the EDSY screen).
 
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I am not too sure what you expect to change, maybe you can elaborate?

As for a real world example: Take the Viper I linked above. You can see that I have the hangar, the cargo hatch and the fuel scoop on 5, and these get turned off when I deploy hardpoints (they are marked in red). Now put these on group 4 instead and see what happens: Now in addition to those three modules, my shield generator and shield boosters, which were already on 4, are marked red, indicating that when I deploy weapons, my shields get turned off. Because I moved the hatch, scoop and hangar from priority 5 to 4, and now the ship turns off group 4 instead of 5 (because there is no 5), as I am over the power budget. Note that all my modules combined actually draw 103 percent of the available power - which isn't possible of course (that figure is in the lower left corner of the EDSY screen).
 
"Why would you use 5 power groups?"
several examples given with clear explanation
"No you're doing it wrong"
😂
I don't get it.
Didn't I prove myself right with my last example on the Viper?
You can give me as many examples as you want, I will easily throw out the 5th group from them - proving that it is not necessary and does not have any physical meaning.
 
you can do that, nothing wrong with it. I explained in great detail a few posts back why I like to keep the shields separate from my "weapons group". But you don't have to do that. As I said, it's, above all, user preference.
All right.
I found your message.
I like to keep shields separate from the rest just for neatness,
Yeah, I get it, it's just for flavor, no need.
 
I don't get it.
Didn't I prove myself right with my last example on the Viper?
You can give me as many examples as you want, I will easily throw out the 5th group from them - proving that it is not necessary and does not have any physical meaning.

In your example, the weapons are no longer green, so they'll switch off if the power plant malfunctions and output drops to 50%
 
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