Newcomer / Intro Oxygen depletion

Help! Oxygen depleted even though i have put all my weapons and utilities into storage and upgraded power. Don't know if it is a bug but i can't leave station or play the game at the moment basically.
 
check your powerpriorities in right hand panel.

probably life support priority is set to 2. set it to 1, and disable the cargo hatch (or set that to 2).

check, that you have enough power - if somehing is red in the right hand panel, it is turned off due to having not enough power.
 
Oxygen is supplied by your life support module. Make sure you haven't accidentally turned it off in the modules panel on the right. Also make sure you have some fuel.
 
Thanks! Life support was set to inactive after i overloaded power trying to use new weapons etc. Seems strange that it doesn't just disable weapons etc instead.
 
Ok cheers, so is 1 top priority or 3? If i set life support to 1 and weapons to 2 will that disable weapons first then or the other way round? Sorry just want to be sure.
 
Hi and welcome to your new life! If your Life Support module is the stock E rated then it's worth upgrading at least to the D version for a very modest sum. Power draw is increased slightly but it's worthwhile as not only does it increase your emergency oxygen to 7 mins 30 secs but it's lighter, so it will slightly increase your jump range due to lower weight of the ship. The A rated version gives you 25 mins oxygen supply but in your situation that's probably overkill (!)

There is often confusion about the differences between Class rating and Module rating. Class 1-8 is the size of the module that can be fitted into the ship's available slots (1 is the smallest). These can be seen in ship outfitting which is divided into Core (vital) and Optional sections. Certain ships have a separate Military Slot section but they only accept hull and module reinforcements plus shield cell banks (revives shields but only if they are still up). Certain modules such as the PAS (Planetary Approach Suite) are built in when you buy a ship and is not worth selling as you won't be able to land on planets/moons. Generally larger ships need higher class rated modules otherwise they will just not be up to the job. On the other hand for example you cannot fit a Class 3 Power Plant into a Sidewinder as its Power Plant slot only allows up to Class 2. It has been known for explorers to fit lower class modules to save weight and gain jump range but normally you fit the highest class possible.

Module Rating A-E basically refers to the quality and performance of the module. E is the lowest rating with least performance and cost. D is often a popular choice because they are always the lightest in a class and reasonably priced. C and A rated weigh the same with A having the best performance but also the highest cost and highest power draw. B rated modules are a step towards A performance but are always the heaviest. Although a 2A module might perform better than a 3E for example, as said above it's usually best to fit the highest class you can, it's integrity (damage resistance) would be better as well.

Without going into detail as there are vast amounts of info already out there, the Engineers can upgrade modules they specialise in often to well beyond stock values, so from my experience they are worth the effort and patience.

Hope the above makes things a bit clearer!
 
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You should probably set your module priorities to something like this.
1. Life Support, FSD, Thrusters, Power Distributer, Sensors.
2. Shields and other defence, Fighter Hanger, Power Distributer, Sensors.
3. Weapons.
4. Fuel Scoop, SRV Hanger.
5. Cargo Hatch.

The items in italics are the ones I switch round in attempt to keep the priority 1 items at 40% or lower of total power, if you can do this they should keep working after a fashion no matter how low your power supply gets due to damage.
 
You should probably set your module priorities to something like this.
1. Life Support, FSD, Thrusters, Power Distributer, Sensors.
2. Shields and other defence, Fighter Hanger, Power Distributer, Sensors.
3. Weapons.
4. Fuel Scoop, SRV Hanger.
5. Cargo Hatch.

The items in italics are the ones I switch round in attempt to keep the priority 1 items at 40% or lower of total power, if you can do this they should keep working after a fashion no matter how low your power supply gets due to damage.

Why have FSD at 1 - you can't use it with the hardpoints extended.

I always set it to 4 - not that it ever gets "disabled" ever since that nice Flic gave my Vulture power gen a bit of a leg-up. ;)
 
Why have FSD at 1 - you can't use it with the hardpoints extended.

I always set it to 4 - not that it ever gets "disabled" ever since that nice Flic gave my Vulture power gen a bit of a leg-up. ;)

When priority setting was brought to my attention I read that items in priority 1 would always get enough power to work even if your power supply was down to 1% as long as the priority 1 items didn't consume more than 40% of the power supplies original output, it is apparently why the 40% line turns blue on the coriolis shipbuilder display if you achieve that. So it isn't a measure for dealing with starting out with more kit than power but an emergency get you home in your new space going colander measure.

And no I have no idea where I read this, I have been sober since then, but it is most likely to be here, the CG forum or Dangerous Discussions.
 
When priority setting was brought to my attention I read that items in priority 1 would always get enough power to work even if your power supply was down to 1% as long as the priority 1 items didn't consume more than 40% of the power supplies original output, it is apparently why the 40% line turns blue on the coriolis shipbuilder display if you achieve that. So it isn't a measure for dealing with starting out with more kit than power but an emergency get you home in your new space going colander measure.

And no I have no idea where I read this, I have been sober since then, but it is most likely to be here, the CG forum or Dangerous Discussions.

I hadn't seen that, it is definitely worth considering. I don't really play in pew-pew so I don't plan as if I am prepared to take certain levels of damage - if I have to fight then basically if my shields have gone - so have I (leaving a h-wake). ;)
 
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