Module priority issue

I have a vulture where I have two pulse lasers with prio 1 and a k-warrant scanner with prio 2. When the lasers are deployed power management is so high that k-warrant shuts off, which is fine. Problem is when the pulse lasers are retracted the k-warrant scanner still does not work. K-warrant scanner only works if I manually go to Modules and shut off the pulse lasers. Is this a bug? I though that the pulse laser was not supposed to use power when retracted...?

EDIT: Oh just found out the reason I can't use the k warrant scanner while the pulse lasers are retracted (even if there is now power enough) seems to be because hardpoints are retracted. So.. k warrant scanner is also a "hardpoint" and thus not usable when hardpoints is retracted? That would explain it.. it just seems strange that the k warrant scanner needs hardpoints deployed to work. Discovery scanner for example does not need hardpoints to be deployed... Perhaps someone can elaborate and explain it to me so I understand it... Please? :)
 
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I have a vulture where I have two pulse lasers with prio 1 and a k-warrant scanner with prio 2. When the lasers are deployed power management is so high that k-warrant shuts off, which is fine. Problem is when the pulse lasers are retracted the k-warrant scanner still does not work. K-warrant scanner only works if I manually go to Modules and shut off the pulse lasers. Is this a bug? I though that the pulse laser was not supposed to use power when retracted...?

EDIT: Oh just found out the reason I can't use the k warrant scanner while the pulse lasers are retracted (even if there is now power enough) seems to be because hardpoints are retracted. So.. k warrant scanner is also a "hardpoint" and thus not usable when hardpoints is retracted? That would explain it.. it just seems strange that the k warrant scanner needs hardpoints deployed to work. Discovery scanner for example does not need hardpoints to be deployed... Perhaps someone can elaborate and explain it to me so I understand it... Please? :)

Yeah your edit is correct. Try putting cargo hatch, FSD and any other non-combat modules to prio 3 or 4. Or look at a lower power KWS. Vulture is a power starved bird :S

Edit: Try creating your loadout on here and posting a link, maybe people can help you fix it easier: http://www.edshipyard.com/#/L=60N,5TP5TP,2-728c725U8c725A,7TM05U2Uc
 
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Yeah your edit is correct. Try putting cargo hatch, FSD and any other non-combat modules to prio 3 or 4. Or look at a lower power KWS. Vulture is a power starved bird :S

I have done that, hatch and FSD drive is already at lowest priority. When lasers are retracted there is actually enough power to run the k warrant scanner, but it doesn't, because it seems that the K warrant scanner wont work when the hardpoints is retracted. Is that a bug or intented? Is the k warrant scanner not intented to work when hardpoints are retracted?
 
I have done that, hatch and FSD drive is already at lowest priority. When lasers are retracted there is actually enough power to run the k warrant scanner, but it doesn't, because it seems that the K warrant scanner wont work when the hardpoints is retracted. Is that a bug or intented? Is the k warrant scanner not intented to work when hardpoints are retracted?

It is intended I think since you can only run it through a firegroup so you need to have enough power with lasers deployed to be able to use it. (It is a pain I know, especially since it uses a load of power..)
 
Move all non combat systems to priority 2 and 3. This includes FSD, Cargo Hatch, Fuel Scoops, AFMU's,Auto dock modules, ADS, DSS, even Shield Cell banks. Just retract hardpoints to use them.

D Thrusters, D Life support. You aren't likely to find yourself needing either one.
 
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Iit just seems strange that the k warrant scanner needs hardpoints deployed to work. Discovery scanner for example does not need hardpoints to be deployed... Perhaps someone can elaborate and explain it to me so I understand it... Please? :)

Pretty sure discovery scanner does need hardpoints deployed, it is just that hardpoints which deploy in FSD are kind of weird. I believe that when you first use a discovery scanner in FSD, it will autodeploy hardpoints, but only factor in the ones which deploy in FSD, not weapons and the like. Similarly, if you hit the retract hardpoints after using the discovery scanner, it will retract it. Although maybe it is different if you use a hotkey for it instead of assigning it to a weapon group. Basically anything which goes in the weapon or utility slots need weapons deployed to work.
 
Pretty sure discovery scanner does need hardpoints deployed, it is just that hardpoints which deploy in FSD are kind of weird. I believe that when you first use a discovery scanner in FSD, it will autodeploy hardpoints, but only factor in the ones which deploy in FSD, not weapons and the like. Similarly, if you hit the retract hardpoints after using the discovery scanner, it will retract it. Although maybe it is different if you use a hotkey for it instead of assigning it to a weapon group. Basically anything which goes in the weapon or utility slots need weapons deployed to work.

Discovery scanner uses a firegroup but doesn't physically deploy hard points, same as FSD interdicter.
 
If you need more power, and you haven't done this already, go for lower rated thrusters, Vulture really doesn't need them :)

^^^^
This ! :D

Class 5 Thrusters eat tons of power. Class 4 Thrusters will make alot of needed headroom, if the power is too tight - and it won't cost too much speed/maneuverability.

Notably - the Vulture is unique as it's still making >200m/s even with 0 Pips ENG.
No other Ship allows to run at 0 Pips ENG at such a minimal performance loss (and still acceptable maneuverability).

That is very very interesting, I'll have to test that out. DO you think it's a bug that pips to engine makes no real difference to vultures speed and maneuverability?
 

Deleted member 38366

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I would rather say, the weapons you are able to mount on this bird are overdimensioned.

Yep. That's exactly what the Vulture was for.
Small combat ship that carries a very big stick.

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Pretty sure discovery scanner does need hardpoints deployed, it is just that hardpoints which deploy in FSD are kind of weird. I believe that when you first use a discovery scanner in FSD, it will autodeploy hardpoints, but only factor in the ones which deploy in FSD, not weapons and the like. Similarly, if you hit the retract hardpoints after using the discovery scanner, it will retract it. Although maybe it is different if you use a hotkey for it instead of assigning it to a weapon group. Basically anything which goes in the weapon or utility slots need weapons deployed to work.

Discovery scanner uses a firegroup but doesn't physically deploy hard points, same as FSD interdicter.

The weapons don't get deployed but the other stuff does.
I imagine it like the hatches over the scanners etc... opening up but the weapons hatches stay closed.
If you've scanned something in SC then you can use the close hard point control to close the open hard points for the scanners. Deploy and close control works fine in SC.
So it's deploying some hardpoints, presumably just those required for scanning etc..., and not deploying the weapon hard points.
Be interesting to use the debug cam and see if this is visually replicated.
 
Frankly, I have no idea. But so far, everyone was surprised to see that.
I wouldn't be surprised if it was actually a bug. At least a bug that clearly noone minds, though ;)

(just from memory, I think the speed loss going 2 to 0 Pips was a mere <10%)

So I now have tested the vulture. I gotta say it feels pretty OP. It is extremely agile, have a fast boost speed (my vulture features a boost speed of 394), only pared by the Cobra(from what I can recall), have quite a large shield, whose regen rate is greatly improved by A5 power distributor, and with two C3 lasers it will destroy basically anything without needing to go back to station to restock ammo. Pythons, anacondas, clippers, vipers, cobras, adders, eagles, sidewinders, they go down just like that. Pythons hull will somewhat surprisingly be burned away very very quickly (like one wep capacitor worth of dmg ~50% hull). Anacondas goes down real quickly by destroying power plant, which is very easy to hit, and in a vulture it's relatively easy to stay out of the anacondas hit angles. And on top of that we can make do with 0 pips to engine and only see a decrease in speed of 15-20 or something, so yeah less than 10%.
 
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