Ships Module Priorities.

So 5 groups is redundant and there are a few questions on this :
1. There was something in the plans (develop) that was removed and the priority 5 was forgotten to be removed.
2. We really do not know all the mechanics of the game and the EDSU also do not know about it.
3. I do not assume that it was done just like that, because in this case there could be 9 priorities.
 
So 5 groups is redundant and there are a few questions on this :
1. There was something in the plans (develop) that was removed and the priority 5 was forgotten to be removed.
I doubt that. In fact I doubt it was premeditated in detail by the devs how extensive, if at all, players would use the priorities. Some players, like me, like to micromanage their priority settings, some don't care at all and keep everything in one group (and complain afterwards when they float helplessly in space when their plant fails :p ). Five levels sounds like a nice flexible number, so they went with that. That's how I imagine it went.
 
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I'd ask what you're talking about but it's fairly obvious you have no idea
This is indeed bugged. EDSY colors the modules based on the retracted power budget instead of the deployed one. Look (again) at my Viper above, the group 3, which hold my weapons (plasmas and rails), is shown green when it should be orange, because with deployed weapons the modules use more than 50%. Group coloring is correct in the TTL box, but module coloring is wrong.
 
You can easily buy a power plant for your ship that only produces enough power to power the top 4 power priority-group modules. So a 5th is differentiated. The OP is talking nonsense.
 
I copied the following a long time ago from a post somewhere. I didn’t write it but it’s the best description of PP failure modes I have come across. And I believe that it’s still accurate on how the PP operates as it takes damage. I apologize that I didn’t copy the original author’s name. If anyone knows the original author, please give him credit.

————-
“Power plant integrity:

As with most things, malfunctions start at around 70% integrity when taking further damage. The effects are as follows:

- malfunction, integrity above 0%: output briefly reduced to 40% normal

- malfunction, integrity at 0%: output briefly reduced to 20% normal, risk of catastrophic failure resulting in ship destruction

- no malfunction, integrity at 0%: output permanently reduced to 50% normal

  • a PP at 0% can be restored to 1% by rebooting. Not tested. Reportedly other modules need to be at 100% prior, although this doesn’t make sense.


A power plant malfunction causes output to drop to 40% for 5 secs and then return to 100%.

A power plant at 0% integrity will result in power output dropping to 20% for 5 secs and then return to a backup mode running at 50%.

My advice is to turn everything off while docked, then start turning things on in order of priority, keeping in mind the <20% (destroyed PP malfunction), <40% (standard PP malfunction), and <50% (destroyed PP stabilized output) thresholds, adjusting as necessary to keep critical modules functional when the going gets rough.



Pri 1: vitals
Pri 2: defense
Pri 3: offensive
Pri 4: lesser stuff for combat or normal flight
Pri 5: SC stuff and least important
—————


And this is why there are 5 power priorities and a good recommendation on how they should be implemented.
 
OP think of it like this:

If your power plant drops output for whatever reason to just ever so slightly less than your total consumption, in your situation everything in group 3 will turn off. Whereas if you have stuff in groups 4 and 5, only the stuff in group 5 will turn off. If only your cargo hatch turns off, that's probably not a big deal. If your shields, sensors and thrusters also turn off, that's a little more worrying.

That's why they're called "priorities."
 
I copied the following a long time ago from a post somewhere. I didn’t write it but it’s the best description of PP failure modes I have come across. And I believe that it’s still accurate on how the PP operates as it takes damage. I apologize that I didn’t copy the original author’s name. If anyone knows the original author, please give him credit.

————-
“Power plant integrity:

As with most things, malfunctions start at around 70% integrity when taking further damage. The effects are as follows:

- malfunction, integrity above 0%: output briefly reduced to 40% normal

- malfunction, integrity at 0%: output briefly reduced to 20% normal, risk of catastrophic failure resulting in ship destruction

- no malfunction, integrity at 0%: output permanently reduced to 50% normal

  • a PP at 0% can be restored to 1% by rebooting. Not tested. Reportedly other modules need to be at 100% prior, although this doesn’t make sense.


A power plant malfunction causes output to drop to 40% for 5 secs and then return to 100%.

A power plant at 0% integrity will result in power output dropping to 20% for 5 secs and then return to a backup mode running at 50%.

My advice is to turn everything off while docked, then start turning things on in order of priority, keeping in mind the <20% (destroyed PP malfunction), <40% (standard PP malfunction), and <50% (destroyed PP stabilized output) thresholds, adjusting as necessary to keep critical modules functional when the going gets rough.



Pri 1: vitals
Pri 2: defense
Pri 3: offensive
Pri 4: lesser stuff for combat or normal flight
Pri 5: SC stuff and least important
—————


And this is why there are 5 power priorities and a good recommendation on how they should be implemented.
The 20% figure came up again, I wrote about it before because I read something a long time ago. Maybe it has already been changed and now there are only 40 and 50 ?
There is no such limit on EDSY.
Sorry, you also has only words, from one source, and it is not even known from where.
If there is another limit (the same 20%), then there are no questions. It will be necessary already 5 priorities, while it is not visible.
I write based on what I see in the game and on EDSY and I have no basis on any other sources.
 
OP think of it like this:

If your power plant drops output for whatever reason to just ever so slightly less than your total consumption, in your situation everything in group 3 will turn off. Whereas if you have stuff in groups 4 and 5, only the stuff in group 5 will turn off. If only your cargo hatch turns off, that's probably not a big deal. If your shields, sensors and thrusters also turn off, that's a little more worrying.

That's why they're called "priorities."
I don't mind the name, I mind that there are five instead of four.

If I start explaining it to you, it will probably be very difficult to understand.
Just give me a link to EDSY as you see it and I can easily remove one priority there without any consequences.
 
No, you can't. Clearly you don't do much exploring. This allows me to run mutiple AFMUs simultaneously in supercruise, or a single AFMU with shields & SCA on, and if you set the AFMUs on priority 4 the planetary vehicle hangar literally will not function. https://edsy.org/s/vsOrnyW

Good luck with that, genius.
 
No, you can't. Clearly you don't do much exploring. This allows me to run mutiple AFMUs simultaneously in supercruise, or a single AFMU with shields & SCA on, and if you set the AFMUs on priority 4 the planetary vehicle hangar literally will not function. https://edsy.org/s/vsOrnyW

Good luck with that, genius.
You have no weapons and therefore 3 groups are enough, for your not correct configuration since YOU don't have a 40% and 50% split.
 
Sooooooo remember when I pointed out that setting the planetary vehicle hangar and the 3 AFMUs to the same power priority group means THE PLANETARY VEHICLE HANGAR LITERALLY WILL NOT FUNCTION? Yeah, I prefer it when I can actually drive my SRV, dumbass 🙄😂
 
Also - my god this is even better, and truly hilarious - when you turn on a SINGLE AFMU in your build, the life support turns off. Not only have you prevented me from going for a drive, you've suffocated me to death 😂😂😂
 
Sooooooo remember when I pointed out that setting the planetary vehicle hangar and the 3 AFMUs to the same power priority group means THE PLANETARY VEHICLE HANGAR LITERALLY WILL NOT FUNCTION? Yeah, I prefer it when I can actually drive my SRV, dumbass 🙄😂
Your hangar build is always red, ie it will never work. Either EDSY gives wrong information.
 
Also - my god this is even better, and truly hilarious - when you turn on a SINGLE AFMU in your build, the life support turns off. Not only have you prevented me from going for a drive, you've suffocated me to death 😂😂😂
What do the words "turn on the AFMU" mean?
Is it when it works or when it is switched on as a module on the panel - modules key 4 ?
 
Your hangar build is always red, ie it will never work. Either EDSY gives wrong information.

Well, my colossally obtuse friend, actually playing the game will tell you things edsy does not. As will actually listening to people who actually play the game when they take the time to tell you things.

The hangar powers up when the thrusters are off, which happens when you land. Like I said, obviously you haven't done much exploring.
 
Well, my colossally obtuse friend, actually playing the game will tell you things edsy does not. As will actually listening to people who actually play the game when they take the time to tell you things.

The hangar powers up when the thrusters are off, which happens when you land. Like I said, obviously you haven't done much exploring.
It doesn't work that way for me.
When I'm parked in the hangar my engine consumes the same amount of power as when I'm flying.
 
F*** me sidewise, this guy 😂😂😂😂😂

When you land ON A PLANET.

Jesus dude just stop, learn, then stop min-maxing in EDSY, get out in the black and play the bloody game already 🤣
 
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