Options For Modules Tab

I have flown about thinking it would be useful to be able to shut down certain modules and have them reactivate depending on if you are in supercruise or normal flight.

  • You're flying in SC scooping a star refuelling, you dont need power to say SRV bay, any weapons, cargo hatch, etc., so (custom selected) modules get turned off
  • You drop out of SC you no longer need the fuel scoop, interdictor etc., so again (custom selected) modules get turned off
Thoughts?
 
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I have a feeling that I'm missing something... Could you please elaborate and provide use case?..
Sure.. It's about saving power, power efficiency and heat signature...

You're flying in SC scooping a star refuelling, you dont need power to sat SRV bay, any weapons, cargo hatch, etc., so (custom selected) modules get turned off

You drop out of SC you no longer need the fuel scoop, interdictor etc., so again (custom selected) modules get turned off

I always have to do it manually, it would be nice to have a custom automatic way to do it, for me at least, lol, but it looks like I'm alone :(

Thanks for asking, I should add that, I just wasn't thinking.
 
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We have power prioritys.
Fuelscoop, cargohatch etc is always in 5 in my ships, weapons in 4. Weapons also don't use any power when retracted.
Also some utilities don't use power when hardpoints are retracted. I have for example the wake-scanner in priority 5, deploying hardpoints in supercruise make it work (weapons in 4 are offline) but when i deploy hardpoints in normal space, he is shut down. To make him work without retracting hardpoints i just put them from 5 to 3 so that the qeapons go offline while still deployed to switch them fast.

Always remember:
Deactivate in options "deploy hardpoints by pushing trigger"
This way you can take much more advantage out of the power prioritys.

I've always found that these 5 stats of power prioritys is the perfect amount for all my needs. So i don't have a need for another dividing of modules into "normal space modules" and "supercruise modules"
 
We have power prioritys.
Fuelscoop, cargohatch etc is always in 5 in my ships, weapons in 4. Weapons also don't use any power when retracted.
Also some utilities don't use power when hardpoints are retracted. I have for example the wake-scanner in priority 5, deploying hardpoints in supercruise make it work (weapons in 4 are offline) but when i deploy hardpoints in normal space, he is shut down. To make him work without retracting hardpoints i just put them from 5 to 3 so that the qeapons go offline while still deployed to switch them fast.

Always remember:
Deactivate in options "deploy hardpoints by pushing trigger"
This way you can take much more advantage out of the power prioritys.

I've always found that these 5 stats of power prioritys is the perfect amount for all my needs. So i don't have a need for another dividing of modules into "normal space modules" and "supercruise modules"
I know and I use them, however unless the threshold of low power is met they stay powered, maybe a low power threshold slider and you wouldn't have to use them, they of course are optional like power priorities.
 
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I know and I use them, however unless the threshold of low power is met, they stay powered, maybe a low power threshold slider and yuo would have to use them, they of course are optional like power priorities.

What's the Problem when your SRV hangar for example stays powered during supercruise? If you PP has enough of it, there's just no real difference in shutting it down 🤔
If you have problems with heat, than you'd better don't use overcharcharged powerplants :D
Other than that it's purely aesthetic
 
What's the Problem when your SRV hangar for example stays powered during supercruise? If you PP has enough of it, there's just no real difference in shutting it down 🤔
If you have problems with heat, than you'd better don't use overcharcharged powerplants :D
Other than that it's purely aesthetic
Not everyone has or even wants to use a big powerplant (Explorers) or have the option not to use overcharged powerplants , not everyone is you - Power management is aesthetic? - Urmm OK.

You seem to have a problem with the suggestion even though it wouldn't affect you or anyone who didn't want to use it at all, I don't understand that logic.
 
I have flown about thinking it would be useful to be able to shut down certain modules and have them reactivate depending on if you are in supercruise or normal flight.

  • You're flying in SC scooping a star refuelling, you dont need power to say SRV bay, any weapons, cargo hatch, etc., so (custom selected) modules get turned off
  • You drop out of SC you no longer need the fuel scoop, interdictor etc., so again (custom selected) modules get turned off
Thoughts?

I can see what you are getting at, maybe adding the option to set up power profiles for various situations, it would be nice if we could set the ship to do this automatically too.
 
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