Newcomer / Intro Power Limit Exceeded?

Good Night everyone,

I have a little problem in understanding the power usage of my ship! My power plant is overcharged grade 5... aaaand I'm always told my power limit is exceeded - modules disabled... power usage is constantly at 107% no matter how many modules I disable manually... no matter if hard points deployed or not...

...why is that?!

power usage.JPG
 

Thing is I'm getting this warning everytime... I know the power plant is a number to low, but I disabled modules manually and everything runs fine, so why telling me that the power limit is exceeded and modules are going to be shut down.... just want to understand...
 
Which modules did you shut down manually? In that link, all of them are supposed to be powered up - but even with weapons retracted, you're at 100,8 % power use, which means that the two prio 5 modules will be disabled - and this is the message you see.
 
Well, the modules are already shut down, alway, so why giving me this warning everytime... guess its just unnecessary game mechanics... because no further module is going to be shut down and everything runs like it should be...
 
Oh just found out!
It's about the 107% power usage aaand the game differs between really manually shut down the module or letting it shut down via module priority (what I did) ... when I manually shut down the AFMU (e.g.) I run below the 100% Limit !

Pretty sure there will be no further warning!
Thanks for the input!
 
You might as well ditch or at least shut down the manifest scanner as it is no use to you in an unarmed ship, it only tells you what another ship has in its cargo handy for a pirate with ways and means to get the cargo but not for anything else.
 
All your modules are either priority 1 or priority 4. When you exceed 100% power usage (usually when you deploy hardpoints), this causes important systems, like your FSD, to turn themselves off. There are other priority levels, like 2 and 3 (that's the mistake you're making with the priorities). These will obviously be prioritised over 4 when your hardpoints are deployed.

Change the priorities so critical systems are 1, defensive systems are 2, offensive systems are 3 and cargo hatch, vehicle hangar, fuel scoop, FSD booster and AFMU (these systems are just gravy on the meat and potatoes) are priority 4. If you have problems with power using an FSD booster, make that 4 and everything else 5. That might stop it being switched off at the wrong time, but priority 5 is, in my experience, only really necessary on extreme edge-case builds.
  1. Critical systems: thrusters, FSD, sensors, life support - you can still escape if everything else is off.
  2. Defensive systems: shield, shield boosters, chaff, heatsinks - these will help you escape as they will prevent your core systems going down.
  3. Offensive systems: your guns - these will protect your defensive systems as long as you blow up your opponent before they get your shields down and attack your power plant.
  4. Gravy systems: everything else. If you're in combat, these systems basically don't matter and should be off.
Your ship will work just fine with cargo hatch and vehicle hangar as priority 4, but it's good practice to consider how critical your systems are. Priority 1 and 2 systems are the ones that keep you alive. Priority 1 systems are the ones that should never go down, even when your power plant has been taken out and only produces 40% of its full power.
 
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