Power manegement on the fly

Simple idea I would like to share and see in game is being able to control (turn off and on) module priority groups.

Most combat ship builds I see today use Overcharged as Power Plant engineering modification. The point is you usually don't want to power all of your modules all the time - do you really need FSD interdictor and Planetary Hangar when dogfighting...? That modules use some power so you could turn them off to make space for what you need now and use other engineering modification instead. Turning on/off modules in Internal Menu is too complicated to effectively use it in combat, without losing your target. Especially when using standard non-superwide display.
For now module priority groups has almost no actual usage.

What I would like to see it being able to turn off whole module priority group by a keybind (like CTRL + 4 would turn on/off whole .4 module priority group)


Module_priority_control.png

*image from https://elite-dangerous.fandom.com/wiki/Module_priority_control
 
I find the powermanagement system as it is perfectly suitable. I have my priority 1 modules that must function under any circumstance, so use at most 40% of the toal power. Priority two are all additional combat relevant modules. priority 3 and lower are only powered on with hardpoints retracted or even only when landed and the thrusters turn off.
 
I find the powermanagement system as it is perfectly suitable. I have my priority 1 modules that must function under any circumstance, so use at most 40% of the toal power. Priority two are all additional combat relevant modules. priority 3 and lower are only powered on with hardpoints retracted or even only when landed and the thrusters turn off.
That's right when it comes to power itself, except if your Power Plant is enough to power all modules. But power is only one side - working modules also generate heat, so you may want to turn off/on modules (hardpoints, FSD [that's why you can engineer it to faster boot sequence] wake scanner etc) in the middle of the fight, escecially when flying in Silent Running.
 
I use armoured plants and set anything non-combat related in the lowest group. Those then switch off automatically if hardpoint usage takes power use over 100%. Anything left are the modules I need for combat.

So basically, what you're asking for already happens automatically if you set things up right. If you've engineered your powerplant into the point where your power use is way below what your power plant allows, you've probably made a build error (unless it's an overcharged plant in which case you've definitely made a build error).
 
I use armoured plants and set anything non-combat related in the lowest group. Those then switch off automatically if hardpoint usage takes power use over 100%. Anything left are the modules I need for combat.

So basically, what you're asking for already happens automatically if you set things up right. If you've engineered your powerplant into the point where your power use is way below what your power plant allows, you've probably made a build error (unless it's an overcharged plant in which case you've definitely made a build error).
Bit harsh. Armoured often just doesn't cut it. Multiple SCBs, Prismatics, Enhanced Drives on smaller ships, overcharged is often a necessity. In my fleet I have 19 overcharged and 13 armoured plants, the rest are low emission. The grade 6 overcharged ones from the recent CGs went into my Vulture and Viper III, enabling builds that were previously impossible.
 
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