Newcomer / Intro Power plant overheating?

Hello again,
So I added a frame shift wake scanner to one of my utility slots and I get "power plant overheating" any idea how to fix that?
I added it because apparently I have to scan some wakes to get items for one of the engineers. Although I also added a chaff launcher in the other slot so now the utiliy slots are full. I'm using, "the cow" t9 heavy btw.

Thank you!
 
Hello again,
So I added a frame shift wake scanner to one of my utility slots and I get "power plant overheating" any idea how to fix that?
I added it because apparently I have to scan some wakes to get items for one of the engineers. Although I also added a chaff launcher in the other slot so now the utiliy slots are full. I'm using, "the cow" t9 heavy btw.

Thank you!
When asking for ship build advice it helps to include a link to your current build from https://edsy.org/ or https://coriolis.io/ so people can see exactly what you're working with to better advise you.

What size and grade Power Plant do you have installed? My immediate guess is this is the result of an undersized/low grade PP trying to run too much.
 
Not sure I have seen that warning.

However the higher rated scanners are fairly power hungry so you could sell and fit a C rated or lower one, the downside is you lose some range this is a problem because wakes are fairly short lived and you have to reach them with enough time left for the 10 second scan and dashing about quickly is not one of the T9’s strong points.
 
Not sure I have seen that warning.

However the higher rated scanners are fairly power hungry so you could sell and fit a C rated or lower one, the downside is you lose some range this is a problem because wakes are fairly short lived and you have to reach them with enough time left for the 10 second scan and dashing about quickly is not one of the T9’s strong points.
PP.jpg

I don't know what those numbers mean on the bottom. Obviously the "Usage" is bad. When I bring the wake scanner offline it goes down to 92%. What DO those numbers mean? output, usage, 1 and 234? Thanks again!
 
the numbers marked on the power bar relate to the "priority" column - you can set priority levels so that if your power plant cant run everything (if its too weak or becomes damaged), it will deactivate things in descending order

you essentially have 2 power usage levels, hardpoints away and hardpoints deployed. When deployed the kit equipped on the hardpoint will put a constant drain on the power plant. When fired or activated, the fired weapon will drain power from the power distributer, which will in turn place drain on the power plant until its recharged. When fired the weapons and power distributor will also generate heat, which will be proportional to how drained the power distributor capacity is with more drained capacitors generating more heat. When hardpoints are away they dont use power nor generate heat
 
Last edited:
I have a 6A power plant. How do I add my build to the coriolis?
You have to build it yourself clicking through the boxes. Well, there might be an addon for exporting from the game, but I don't have one. I added my fleet manually.

I don't know what those numbers mean on the bottom. Obviously the "Usage" is bad. When I bring the wake scanner offline it goes down to 92%. What DO those numbers mean? output, usage, 1 and 234? Thanks again!
Output will always be 100% unless you have taken Power Plant damage, or are being shot with some experimental effects(I think).
Usage I'm not how sure to explain any simpler, based on your screenshot, you are using 4% more power than your Power Plant produces.
The numbers on the bottom correspond to the numbers on the right side under Priority. This is one of the most important aspects of the game that it fails to teach new people at all. When you exceed your Power Capacity(or your PP becomes damaged/malfunctions) modules begin to shut off to bring usage below output, starting with priority 5 modules, then 4, etc.

Without going into an hour long theory explanation, a starting point for power priorities as below;
1: Thrusters, Frame Shift Drive (so you can always run away if things go badly)
2: Sensors, Life Support, Power Distributor, Shields, everything not listed on 3,4, or 5
3:Weapons, Scanners, Limpets
4: Fuel Scoops, anything non-essential that can be shut off when you deploy hardpoints(if doing so will push you over your Output)
5: Planetary Vehicle Hangars

This is just the super basics, there are countless scenarios and builds where you will want your priorities in a specialized manner, this is just to give you some reference.
 
Last edited:
if you want to automatically send your ships to coriolis or edsy you can sign up to inara.cz and then link your frontier account. After doing that you need to go to commander on the top navigation bar then click "import game data". Then go back to the commander page and your ships will be show towards the bottom of the page. Click any ship then scroll down the details page that appears - the export to edsy / coriolis buttons are at the bottom of that page
 
View attachment 361844
I don't know what those numbers mean on the bottom. Obviously the "Usage" is bad. When I bring the wake scanner offline it goes down to 92%. What DO those numbers mean? output, usage, 1 and 234? Thanks again!
Output is what the Power Pack is providing.
Usage is what the ship and modules are consuming.
The numbers underneath indicate what portion of the total used power is being consumed by each priority group.

Personally I run my priorities like this.
  1. Thrusters, FSD, Sensors, Life Support (sometimes Distributor)
  2. Shields, Shield Boosters, Point Defence, other defensive items (sometimes Distributor)
  3. Weapons, tools such as limpets
  4. Fuel Scoop, planetary vehicle hanger
  5. Cargo Scoop
Sensors are in priority 1 because you can’t dock without asking permission and you can’t ask permission if the ship can’t detect the station.

If you can arrange things so that priority 1 uses 40% or less then those modules should never lose power no matter what unless your power plant is destroyed totally in which case you blow up anyway.

The hints that appear under the spinning ship/vehicle/suit as the game loads in sometimes mention priorities.
 
Last edited:
Pretty much everything has been said, I'm going to repeat it anyway and add what I know about power plants, even though nobody asked for it :).

The red "104%" tells you that, with hardpoints deployed, all of your modules will consume 104% of your power plant's capacity - it has only an indirect connection to your ship's heat. As this is not possible, your ship will shut down modules until the power draw drops to 100% or below. To do so, it uses your power priorities. Modules that are assigned the highest biggest priority number are shut down first, then the next lower group and so on.

The result is, when you go over power (either because your power plant capacity is too low, or because your power plant is at 0% and/or malfunctions) and you didn't set your power priorities, your whole ship shuts down and you're dead in the water. In general, you want a power plant that provides enough power for all of your modules. This isn't always possible, or you can choose to bring a smaller power plant for various reasons (mostly weight saving / jump range).

The heat buildup of your ship depends on your power plant's power efficiency and the power your modules draw as well as their thermal load. You can change the power efficiency by either choosing a different power plant, or with engineering. The heat efficiency depends on the rating of the power plant - the A, B, C, D, E part of the designation. A-rated power plants are the most efficient (with an efficiency of 0.4), E-rated plants run the hottest (1.0). The class of the plant (3, 4, 5...) does not matter for heat; as long as the plant can power the modules, it does not matter if you are using a 5A, 6A or 7A plant. The game doesn't know the concept of "headroom". The only things (power wise) that matter for heat generation are the efficiency of the plant and the power draw of your modules. In other words: It doesn't matter if your modules draw 50% or 95% of your plant's capacity, the heat is the same.

If you plan to save weight on your power plant (for an exploration or jumper vessel for example), it is always the better choice to use a lower class A-rated plant than choosing a lighter plant within the class. Example: A 6A plant has a mass of 20 t and provides 25.2 MW of power. Your ship only needs 18 MW, and you want to save weight to jump further. Now you could use a 6D plant that has a mass of 16 t and provides 18.9 MW of power; but it has a terrible heat efficiency of 0.75. Instead, you could go down one class and use a 5A plant. Not only is its mass lower than the 6D (the 5A has a mass of only 10 t), it also provides more power (20.4 MW) and has a better heat efficiency (0.4). The downside is of course that the 5A plant is an order of magnitude more expensive than the 6D (4 million vs. 400k), which will not only be reflected in your wallet, but also your rebuy. But if money is no issue, always choose an A-rated plant.

As for power priorities: Everybody does it a little differently. Your goal is to keep your plant from shutting down vital modules in case you go over power, your plant is damaged or it malfunctions. When its integrity goes below 80% (I think?), your power plant can malfunction, and its output drops to 40% for a period of time. If your plant's integrity is at 0%, its output drops to 50% permanently. To be still able to move and possibly escape, your goal is to at least keep your thrusters and FSD working even at the lowest output of your power plant.

I do it this way:
  • 5: here I put things I don't need in normal space and with weapons deployed - fuel scoops, vehicle hangars, FSD boosters. Stuff I don't mind being shut off when I deploy my hardpoints.
  • 4: I put everything shield related on 4, i.e. the generator and shield boosters. My reasoning is that for my power plant to get damaged, my shields need to be down. At that point I am in trouble already, so there is no need to put shields on a lower priority number.
  • 3: group 3 is everything I need when flying in normal space and/or deploying hardpoints, i.e. weapons, scanners, limpets controllers, mining gear, and so on.
  • 1 and 2: I put all core modules on 1 and 2. 1 is usually only the thrusters and the FSD, and group 1 should consume less than 40% of the plant's power capacity. the rest of the core modules (sensors, PD, life support) go to 2.

You can use power priorities to your advantage to undersize your power plant. I do that on my exploration ships for example; I don't account for AFMUs in my power budget, put them on 1 and turn them off until I need them. If I need the AFMU, I turn it on, and either group 5 gets shut down automatically (I don't need a fuel scoop while repairing) if I am repairing in space, or the thrusters are turned of anyway when I am landed.

If you want to play around with how all that works, go and play with EDSY. Here is one of my builds where you can see how I manage power with the priorities. In the TTL (Totals and Capacities) box at the bottom left you can see that the ship uses 103.8% power capacity, and that group 5 is red in the lower line (this represents the power usage with hardpoints deployed). When I deploy weapons, group 5 is shut off, because I don't need the fuel scoop and the hangar when I am fighting. As for the colors: Blue means usage of the group is below 40%, green is below 50%, orange is between 50 and 100% and red is over 100%.

That's probably much, much more than you wanted to know. Sorry :).
 
Last edited:
Back
Top Bottom