Guide / Tutorial Ship Power Systems

I've seen several posts asking about ships power today so I thought I'd put together a quick guide.

The Reactor
Your ships reactor outputs a maximum amount of power. That's it. Nothing special. It has no impact on how fast anything charges, how much you can fire, how far you jump, anything. The only consideration to this is the mass as mass effects your jump range.

The reactor effectively sets how many modules you can have running at the same time, depending on how much they need. You can certainly equip a module or weapon that exceeds the maximum output providing you take that excess into account, something I will explain further on. Once you've upgraded/gotten all your other components as you want and enough power there is no reason to upgrade your reactor any further, excepting tonnage concerns. If the next rating up weighs less then definitely consider the upgrade, but if you don't need the power and it weighs more, pass on it.


Power Distributor
The Power Distributor has more functions than the obvious one of placing pips in subsystems, but I will explain that as well.

The power distributor functions as both a power relay and as a capacitor. The better it is the more power is available to a given system at once, it's charge, and the faster that charge is replenished. This is regardless of how much energy your reactor supplies. You can see the differences between the various classes and grades when comparing them in the outfitting menu. The numbers shown are an expression of the maximum output possible rather than a constant, and they are effected by the power allocations.

Power allocation works like this:

  • Sys: You can increase your systems capacitor more quickly by putting more power in here. This effects your shields and some modules.
  • Eng: You can increase your maximum speed, maneuverability, and the frequency with which you can boost
  • Wep: This increases you weapons recharge and heat dissipation. To my knowledge this does not effect ammunition reload speed. Some utility modules use this as well, such as point defense.

It is extremely important to adjust your settings frequently if you wish to be effective in combat. Power in Systems has little effect if you aren't taking shield hits or are using shield boosters. Likewise you don't need max Engines if you are following a slower ship that isn't trying to out turn you, or Weapons if you are just scanning for warrants. It has been reported that placing more pips in Sys will increase your survivability from impacts, but the reasons still appear to be speculative.

Module Prioritization

If you fit equipment that uses more than the maximum available or your reactor becomes damaged your ship may begin to shut components down. Most players experience this the first time when they attempt to deploy hardpoints in battle with their shiny new laser beams. This is preventable and easily controlled and planned for.

On the modules tab you will notice a priority setting that usually has all '1's and '2's. If the ship exceeds it's maximum output it will begin shutting down systems with the lowest priority. Despite only seeing 1 and 2's you can go as far as 5, providing you use each intervening number, meaning you can go to 3 only if you have 1 and 2, 4 only if 1-3 etc. These numbers are set via left and right.

Since you will most commonly see power issues in combat with weapons deployed it is obvious that you will want to put your non-combat items lower, ESPECIALLY you frame-shift drive. You cannot use your frame-shift drive with your weapons deployed so it should not be the same priority as your weapons. Similarly you are unlikely to need a discovery scanner while fighting, or picking up cargo while being shot at...hopefully.

I recommend thrusters, sensors, and shields be set to 1, life support and weapons to 2, combat relevant modules 3, and everything else 4/5 - including frame shift drive. As mentioned above, you cannot frame shift with weapons deployed anyway. I should mention that I have gotten strong feedback from Commanders suggesting that life support be priority 1 instead of 2 so keep that in mind when deciding your priorities.

Experiment and adapt this to your play style. By setting priorities you will be able to get more out of your ship than you have the juice for, and you won't have to sweat the previously dreaded 'Power limit exceeded, modules shutting down' message. I recommend the life support at 2 rather than 1 because even if it shuts down, you have at least 5 minutes to get out of the situation, retract your hardpoints for a moment to reset the clock, or get blown up. Given the trade between a cool on screen and audio effect and not being able to shoot I choose the life support down effect. That said, it is very unlikely that priority 2 will go down if you place them as I've described.

Once again, I hope that this has been helpful. If you have any comments, questions, or corrections please feel free to let me know so that I can address them.

See you in the black!

*I'd like to thank everyone for the feedback and corrections submitted. Keep em coming and I'll keep +reping and updating
 
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Thanks for this, it can take a mo to grasp the moddies relationship to each other and also the weight/output restrictions for newbies.
 
Rep for that nice explanation to help newcomers catch on to how it all works! Only thing I'd add is your reactor might affect jump range but solely through weight - a lighter one means more jumps are possible. Probably the biggest consideration in picking the power plant. Mine is slightly underpowered, but I just have the cargo hatch and something else that I forget set to a low priority so they get switched off when I bring out weapons.
 
I'll make some amendments. The reason I lower life support is even if it shuts down you've got 5 minutes at a minimum, and with frame shift being the biggest power hog from the non-combat modules you're looking at it being unlikely that anything else will get shut down farther up the priority list - unless you've gone WAY overboard.

Thanks for the feedback guys!
 
great advice! i had to scour the boards to find info myself as i had the priorities reversed and that hurt!

would definitely agree to upping life support as if you go up against a conda and doing hit and run you have to constantly retract weapons to replenish O2, did make a run completely forgetting to unload my weapons :( not to mention if you get slapped hard and canopy breaks your already running out of air and with a 5 min window to get to a station it can be hairy with 10 seconds left.

also, chaff launchers require sys power to launch so be mindful when you try to use them, 1 pip of sys normally gets them working if its been drained replenishing shields
 
Just to add.. More pips doesn't increase the recharge speed on your shields - your shields pull a set amount of power (better A rated shields pull more power, hence recharge faster than E rated shields).
What it does do is recharge the power 'store' that the shields pull power from.

From what I've read more pips in there also increases the strength of your shields (not confirmed myself tbh).
So if you're about to be rammed or hit something, 4 pips in there quick.

If your distributor has enough storage capacity, you might be able to get shields up purely from the stored power bars while having 0 pips the whole time.
Better power distributors have more capacity and also push more power out per second.
 
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Just to add.. More pips doesn't increase the recharge speed on your shields - your shields pull a set amount of power (better A rated shields pull more power, hence recharge faster than E rated shields).
What it does do is recharge the power 'store' that the shields pull power from.

From what I've read more pips in there also increases the strength of your shields (not confirmed myself tbh).
So if you're about to be rammed or hit something, 4 pips in there quick.

If your distributor has enough storage capacity, you might be able to get shields up purely from the stored power bars while having 0 pips the whole time.
Better power distributors have more capacity and also push more power out per second.

You are absolutely correct, although I think there is some room for misunderstanding if not worded carefully as we're talking about recharging the capacitor. I will make that clearer in the guide. Thanks for that catch! I'll make a note about shield boosters at the same time.

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great advice! i had to scour the boards to find info myself as i had the priorities reversed and that hurt!

would definitely agree to upping life support as if you go up against a conda and doing hit and run you have to constantly retract weapons to replenish O2, did make a run completely forgetting to unload my weapons :( not to mention if you get slapped hard and canopy breaks your already running out of air and with a 5 min window to get to a station it can be hairy with 10 seconds left.

also, chaff launchers require sys power to launch so be mindful when you try to use them, 1 pip of sys normally gets them working if its been drained replenishing shields


Thanks ShakeyJim, I'll add mention of both points - in particular the modules using sys.
 
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Snakebite

Banned
I've seen several posts asking about ships power today so I thought I'd put together a quick guide.
*I'd like to thank everyone for the feedback and corrections submitted. Keep em coming and I'll keep +reping and updating

Excellent Guide:

I'd just like to add that a grade 'A' life support will give you 25 minutes life when deactivated, as i've never had a firefight last anywhere near 25 minutes
and my reactor is maxed out, I find it perfectly safe to have life support a lower priority than weapons.
After all what good is your life support if you're getting your a-r-s-e kicked because you have overheated weapons and no shields !
 
What abou sensors ? Does better sensor makes your turrets or gimbal weapons tracks better ? Or simply faster scanning radar with wider range ?
 
I haven't been able to find a good way to test the sensors/gimballed weapons stuff yet but I have heard much the same thing myself. Given the low cost of sensors when compared to other upgrades I see no reason to delay upgrading them regardless.
 
Actually, the information about the pips not affecting shield strength but only recharge rate has been tested and appears to be wrong.

In fact, 4 pips on systems give you almost twice the shield strenght than 3 pips on sytems.
 
I'll make some amendments. The reason I lower life support is even if it shuts down you've got 5 minutes at a minimum, and with frame shift being the biggest power hog from the non-combat modules you're looking at it being unlikely that anything else will get shut down farther up the priority list - unless you've gone WAY overboard.

Thanks for the feedback guys!

First Post!

Actually on my Viper the C3 Frame Shift Drive takes about half the power draw of my E2 Cargo Hatch, that is 0.30MW compared to 0.63MW. This is just crazy, it's just a hatch!

Be aware that the power usage percentages in the cockpit Modules display are inaccurate, because FD doesn't
round them up or down as it should, but just truncates anything after the decimal point. Thus, my Cargo
Hatch module draws 5% of the power from the Power Plant, nominally 0.55MW (5% of 11MW), but in
reality it could be drawing as much as 0.659MW (5.99% of 11MW) and still show only that 5% usage.
That's almost 20% (19.8%) more than the 5% figure would suggest, and that's a big discrepancy.

Similarly, my Fuel Scoop is drawing a claimed 2%, a nominal 0.22MW, but again could be drawing as much
as 0.329MW, that's almost 50% (49.5%) higher than you would be lead to expect.

This can make it tricky to decide if a new power-hungry module can be accommodated by suitable tweaking
of the priorities of less important modules because that hidden margin of error could be waiting to bite you,
through not knowing exactly how much power will be saved when those modules are disabled.

I put all the figures and settings into a spreadsheet to allow me to make the relevant comparisons. I have
explicit power figures for all the modules except the Fuel Scoop and Cargo Hatch, and had to estimate those
from their usage percentages, which is when I realised the figures didn't properly add up, and it took a bit of
investigation in Outfitting and tweaking in the cockpit Modules screen, enabling and disabling modules
and watching how the Total Usage percentage changed, before I sussed out what was going on.

The estimates for Fuel Scoop and Cargo Hatch are now much closer to their true values, I believe, though there
is still a little room for minor variation in them.

I had to estimate Sensor power usage too for a while because the stations I was docked at didn't have any in
stock to allow me to bring up the details in the Outfitting screens. Eventually I docked at a starport that did
have one, and I transferred the figures into my spreadsheet.
 
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