Newcomer / Intro Power over the limit with hardpoints deployed

Fairly new here... If my ship loadout exceeds my maximum power when hardpoints are deployed, is there a way that I can still use the ship? I tried and it shutdown my engines life support and everything vital. Is there a way I can tell the ship what to shut down so that I can still use it in combat with say the FSD shut down and then maybe retract the hardpoints and have the FSD power back up?
 
What you can do is (in the right screen, Modules) to assign Priority Levels to most of the modules. Initially you have 3 levels, but when you assign something to level 3 level 4 becomes available, and level 5 becomes available to choose when level 4 is used (sounds complicated, but you will understand it once you have a look).

When you start planning your priorities, work out what you need for a Combat situation. Typically you do not need the FSD (as you cannot jump when you have hard points deployed) or (if you have one fitted) a Discovery Scanner, so these can be assigned the lowest priority level. Things such as weaponry, thrusters, sensors and shields are needed when in combat, so should have high priorities.
 
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Cargo hatch is nice one to put on low priority. Turning off the FSD gets you lots of power back but if you want to jump out then it adds an extra delay as it turns back on so this is a bit of a trade off.
 
There are priority numbers next to each module in your system panel (right look). You can set them to shut down in sequence if power goes over 99% (#1 being the highest priority).
Most people set their FSD, KWS, fuel scoop. etc. to a lower priority so that they shut down when hard points are extended. Then they will power back up when hardpoints are retracted.

If you are running a combat ship, just shut your cargo scoop for 2% increase in power. (you won't need it unless collecting materials).

A way to test your loadout......

While in the station where you can replace modules, go to the System panel (right screen) and look at your modules.
Shut down the (supercruise) modules (like FSD, Fuel scoop) one by one and see if your power usage drops below 100%.
If they do, you are golden. You can tweak your priority this way also.
If not, you need to reduce your power usage by buying more efficient modules or losing one you can live without.

Just remember, when your FSD shuts down, it needs some time to charge back up. So if you are in a running game trying to flee pirates. Just remember you can be a sitting duck for up to 10 seconds.
 
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so its "ok" to over power fit a ship? ive been avoiding it cos i did it once and everything shut down and scared me! I guess I can de-prioritise like you say the FSD and Docking Computer and keep the combat stuff liike you say. Thanks for the advice
 
I have to say that I ONCE built a ship configuration that was overpowered. I got interdicted, deployed weaponry, and my ship 'died'. Meanwhile the NPC attacker just went "Fish, barrel, SHOOT". Then I and my ship really died. I learned from my mistake.
 
I found this old video extremely helpful on understanding power management/module priorities especially when you don't have enough power (when I first started playing a year ago) and is still relevant:
[video=youtube_share;oO1E9_sPtvg]https://youtu.be/oO1E9_sPtvg[/video]
 
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so its "ok" to over power fit a ship? ive been avoiding it cos i did it once and everything shut down and scared me! I guess I can de-prioritise like you say the FSD and Docking Computer and keep the combat stuff liike you say. Thanks for the advice

Yep, it's a bit more advanced but common enough on certain ships that are a bit underpowered. When you think about it, it makes perfect sense to divert power from things like your cargo hatch to your weapons during combat, it's just more efficient. However, you'll want to trial-and-error your setup before going into heavy combat, and remember that if someone shoots out your power plant, you can have even less power available sometimes. Everyone/every ship will be different, but here's an example of how you might set up your priorities:

1. ESSENTIALS - thrusters, maybe FSD
2. WEAPONS - lasers, cannons, etc.
3. DEFENSE - shield generator, cell banks (I also put life support in here)
4. NON ESSENTIAL MISC - warrant scanner, power distributor, etc.
5. NON COMBAT - Fuel scoop, cargo hatch, etc.

Some people put their FSD lower down their list, but I prefer to keep it online at all times so I can escape if need be. I have mine set up so that when I deploy, anything set to level 5 will power off. Then, if things go wrong, 4 will be turned off and if things go really bad, 3 will be turned off. When 3 goes off, life support goes off, so that tells me when it's time to get the heck out of the situation. Reason being, if your level 3 gets shut off, that means they've already gotten through your shields.

But each to their own, like most things in the game, there's a lot of different "right" ways to set up power!
 
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There is no point in having your FSD at priority 1 unless you feel that the 10s boot-up time would be a hindrance to your survival.
 
There is no point in having your FSD at priority 1 unless you feel that the 10s boot-up time would be a hindrance to your survival.

Well, the way I look at it personally, the only time priority levels get shut off other than 5 is when the situation is going south. I'm not too combat-focused myself, so at that point I put away hardpoints, boost and wake away from the situation. I can afford to keep it powered while my hardpoints are deployed, and like knowing that if things get hairy, my FSD is going to be ready to get me out of a jam ASAP.

But I completely respect that other people have different priorities! This just suits my personal play style. It's obviously better to understand the underlying mechanics and tailor the fit to your own needs.
 
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cheers peeps,

i just thouight it was a case of "everything turns off" not that you could specify the priority... this will help me a lot - now i can put that shield generator back on and change priorities :)
 
All good advice above. Also bear in mind both Core and Optional modules can be up/downgraded (if you have the cash) and basically vary in power consumption according to their size (1-8) and rating (A-E). So if you don't mind a few compromises and juggling priorities you can shave some MW by accepting lower grade engines etc. Or for example instead of using an A rated life support that gives you 25 mins emergency support you may be able to get away with perhaps a grade D. That will use less power at the expense of only having 7 mins 30 secs support but has the benefit of being lighter. Of course you take the risk of not being within 7 minutes of landing at a station with repair!

The same goes for weapons, generally speaking ballistic/missiles use far less power and distributor power draw than lasers/railguns/plasma weapons. If you have an A-Rated Power Plant already and don't want to compromise, that's when you can boost output by using certain Engineers such as Felicity Farseer. They can also reduce module power consumption depending on their specialities. There's plenty of info available in the Engineers discussion. Level 1 or Level 2 upgrades usually use fairly simple to obtain materials which don't need weeks and weeks to grind, contrary to popular belief!

For example I needed a couple of extra MW on one of my ships. From going to a Pristine or Major reserves (higher chance of finding stuff!) planet or moon (you need the SRV) to landing at Farseer Inc and rolling the dice until a decent recipe appeared took less than an hour. I ended up with the extra 2MW needed with the bonus of the Power Plant being a bit more heat efficient and lighter (but slightly worse integrity).
 
Priority 1
  • Thrusters
  • Life support (unless you have an A-rated one and want to shut off the power to it when in combat - you get 25 minutes of air) or you can afford to keep it at priority 1.
  • Sensors
  • Power distributor (your ship will still work with it powered off, but you can't change power settings)
Priority 2
  • Guns
  • Scanners
  • Shield
  • Utilities
  • FSD
Priority 3

  • Cargo hatch (it's probably better to just turn it off in most cases, imo).

Shield cell banks should stay active whenever possible, as should the FSD. If you can't have them active with hardpoints deployed, they should be activated when you stow them.
 
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I would suggest that you work out what priority levels you set yourself. Everybody has their own flying style (and preferences of vessels), so what works for me may not work for you. Once you have a configuration try it out in either Solo or Private Group (so you can see if it basically works or not), and make any tweaks as required.
 
Agreed my power priorities are similar to the above but not he same, each to their own but remember to experiment with them in a low risk combat environment as it can get messy if you get it wrong.
 
Oh, one last thing. When I make a change to modules. I check that my power priorities will work in combat by deploying hardpoints after I leave the station.
That will tell you right there if your systems will shut down at a bad time. It gives you the flexibility correcting your power priority or turning round to make module adjustments.
 
Get an A rated life support turn it off in combat - the breathing sounds are awesome! Also strangely the cargo hatch is only required for scooping not trading so i usually just turn mine off even ina trader.

If you have a vulture you quickly learn all about power management.....
 
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