My ship shut down and said I was out of power?

I bought a viper, and got interdicted on my first run. i submitted, and started to run...when I realized I was in a viper with 2 75,000 beam weapons. About as soon as I pulled out the guns...it happened. I had to also buy a 179,000 frameshift drive to make the jump...and I upgraded shields and added shield cells. The ship wouldn't move, but I could shoot my pulse lasers. It said oxygen would run out in 3 minutes...and I had no power to any systems. What the heck?
 
Your powerplant cant handle your OP upgrades you need to redirect power in the modules section or buy a better Power plant.
 
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I bought a viper, and got interdicted on my first run. i submitted, and started to run...when I realized I was in a viper with 2 75,000 beam weapons. About as soon as I pulled out the guns...it happened. I had to also buy a 179,000 frameshift drive to make the jump...and I upgraded shields and added shield cells. The ship wouldn't move, but I could shoot my pulse lasers. It said oxygen would run out in 3 minutes...and I had no power to any systems. What the heck?

lol upgrades, like Christmas presents should come with this warning: batteries not included.

you upgraded everything that drained power but forgot to upgrade your power plant.
 
You forgot to pay your utility bill. It happens, and the pilots federation can be real jerks about it. It'll be in the contacts section of your nearest pilots federation super station.
 
I've never run these weapons, shields or a shield cell. If I take off the shield cell, would I be ok...or should I also downgrade the shield? Will the modules section tell me if my power is wrong or right? Kind of scared to log back on to see what happened...since I cut the computer off.
 
I've never run these weapons, shields or a shield cell. If I take off the shield cell, would I be ok...or should I also downgrade the shield? Will the modules section tell me if my power is wrong or right? Kind of scared to log back on to see what happened...since I cut the computer off.

Set your frameshift drive to 3 in the modules section along with your cargo hatch, you wont need them when fighting and all they do is take up power, it might be enough.
 
From the FDAQ in my sig:
Weapons/Modules/Insurance
Competent: I don't have enough power/Can't buy a bigger power plant!
You should use priorities for your modules. Priority 1 is highest and 5 lowest.
Using priorities you can put equipment that's 5% or more of your total power capacity.
The idea is that modules that you don't need in combat can be powered off and the candidates are FSD, Cargo Hatch (Cargo Scoop), Fuel Scoop, discovery scanners and the like.
You should use the following priorites:
5: Cargo Hatch, Fuel scoop, and discovery/planetary scanner (they don't use much power)
4: FSD
3: These are your non-essential modules if your power plant gets damaged in combat, like KWS, life support etc.
2: These are your less important modules if you power plant gets damaged in combat, maybe shields as you likely lost them and secondary weapons.
1: Everything else pretty much.

When buying a power plant, you can subtract the power use for priority 4 and 5 on top from the "Deployed" value in the outfitting window to figure out how much power you need.
 
In the right hand tab, under "modules", you can disable subsystems. Basically, your power plant will put out a certain amount of power, which is then used by your modules in one of two modes: deployed and undeployed. Deployed is when you have your weapons out, and generally requires more power. You can see your current power supply and requirements in a station outfitting shop.

In your case, your undeployed requirements are clearly within your power plant's output, but your deployed requirements are above. Because of this, when you deployed hardpoints, the ship chose some modules to switch off. I'm not sure of the logic it uses to pick which, but it's usually Bad.

If you don't want Bad, there are three options. 1) Fix your loadout so that your deployed power requirement is within your power plant's output. 2) Manually disable enough modules, such as your fuel scoop, that you don't want to use when you're expecting a fight (highlight the module in the right-hand tab and hit select). 3) Give your ship some assistance choosing modules to automatically disable by setting priorities. For example, you really don't want to lose shields, as once they go down they take ages to regenerate, so this module should be priority 1. On the other hand, since you probably don't expect to be scooping fuel while your weapons are out, you can set the fuel scoop to priority 2, and it'll be disabled automatically when you deploy hardpoints. Change priorities by highlighting the module and hitting right/left.

Up to a point, you can avoid this by buying better gear, but when running A class modules, there are some loadouts that just can't handle deployed hard points without using the modules tab, so it's worth getting familiar with it.
 
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When you are in 'outfitting' keep an eye on the specs to the right.
In particular 'Power use' there are three numbers
Retracted = Ships total power usage with weapons retracted
Deployed = Ships total power usage with weapon deployed
Available = Max power output your current Power plant can deliver
.
If if the deployed figure is close to your available you have several options:
.
Go into the right hand cockpit UI panel and change your systems priotites
Weapons - Sensors - power distributor - power plant - and defensive weapons/modules should be set to priority 1
Everything else to 2
.
Or you can upgrade your power plant
.
Change your loadout for modules that use less power.
 
Go into the right hand cockpit UI panel and change your systems priotites
Weapons - Sensors - power distributor - power plant - and defensive weapons/modules should be set to priority 1
Everything else to 2
.
Well that's a lazy way of doing, it but it works :/
A 5 minute call to Geico or reading of my modules guide and Bob posted above could save you millions on power plant costs and ship insurance
 
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From the FDAQ in my sig:
Weapons/Modules/Insurance
Competent: I don't have enough power/Can't buy a bigger power plant!
You should use priorities for your modules. Priority 1 is highest and 5 lowest.
Using priorities you can put equipment that's 5% or more of your total power capacity.
The idea is that modules that you don't need in combat can be powered off and the candidates are FSD, Cargo Hatch (Cargo Scoop), Fuel Scoop, discovery scanners and the like.
You should use the following priorites:
5: Cargo Hatch, Fuel scoop, and discovery/planetary scanner (they don't use much power)
4: FSD
3: These are your non-essential modules if your power plant gets damaged in combat, like KWS, life support etc.
2: These are your less important modules if you power plant gets damaged in combat, maybe shields as you likely lost them and secondary weapons.
1: Everything else pretty much.

When buying a power plant, you can subtract the power use for priority 4 and 5 on top from the "Deployed" value in the outfitting window to figure out how much power you need.

Thanks, this helped. (and others helped)

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A 5 call to Geico

What is that?
 
Turn your cargo hatch off and not have your kill warrant scanner on at the same time as the fuel scoop can save quite a bit. Don't have all your shield cell banks on together.
 
What is that?
I meant 5 minute call...
Some stupid US commercial ;)

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Turn your cargo hatch off and not have your kill warrant scanner on at the same time as the fuel scoop can save quite a bit. Don't have all your shield cell banks on together.

Someone may opt to use lower rating cell banks. You can combine two B-s of much lower class to boost more at once, but yeah.
 
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I had a similar experience today.
I'll post my failings here now, so we can all have a good laugh. And maybe learn from it too.

So right up untill now, all I've done is pretty much just trading. I have done some shooting, but not a lot, and not recently.
Today I got offered a mission called "naval progression opportunity". The feds are asking me to go kill one of their own generals in exchange for a promotion within their ranks.
I'm interested in the mission because I think maybe a higher rank can lead to another permit, giving acces to a new system.
So I added roughly 1.25 million credits worth of new weaponry to my cobra. 2 gimballed class 1F beam lasers, 2 gimballed class 2D beam lasers (500k each!) and 2 turreted defense lasers.
I did remeber to add them to a fire group. But that's about it ...
The 3rd USS I entered contained my target. General Taylor.
He was aboard a federal dropship. Facing the dropship I kind of got the idea I may have gotten in over my head.
I quickly formulated the plan to fly past him, so I could start the fight with a salvo to the back of the dropship.
Right when I passed him the general opened a comms channel and said: "Light 'm up boys!".
Which was when I realised he was going to start the fight wheather I was ready for it or not. So I quickly deployed my hardpoints ...
Nope! ... everything went dead! The engines stalled! I had been very stupid indeed, not even testing my new setup before seeking out my target.
The general had come about and opened fire. In the meanwhile I was waiting for my hardpoints to retract again ... and those 2 seconds seemed to last forever while the lasersbeams were flying past me.
As soon as the power to my engines was restored I asked myself: "what would brave sir Robin do?".
Yes, I chickened out and ran away ... I gave the engines several boosts with flight assist off, to get away from the dropship as quickly as possible, and then I hit my FSD.
I've come to the conclusion that taking on a federal dropship is a silly way to start a shooting career. I should first learn how to set up my ship for a fight, because I completely failed that. And maybe start with some mild bounty hunting first ...
 
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you played long enough to buy a viper and kit it out, and didnt know about redirecting power to modules?? You crazy cmdr you.

I had an Adder, upgraded to a Cobra, and now have both the Cobra and Viper. :) Movin on up

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I've come to the conclusion that taking on a federal dropship is a silly way to start a shooting career. I should first learn how to set up my ship for a fight, because I completely failed that. And maybe start with some mild bounty hunting first ...

I would have liked to see you take on that dropship lol
 
You should use priorities for your modules. Priority 1 is highest and 5 lowest.
Using priorities you can put equipment that's 5% or more of your total power capacity.

Ok so I tried to tweak the priorities, but mine only go 1-4, and cargo rack, power plant, and discovery scanner can't be changed and are stuck on level 2.
 
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