Ship Builds & Load Outs Understanding Total Power

I have a Vulture that has been engineered. I will post the coriolis link, but after entering all the data in, it doesn't match what the in-game values show.

https://s.orbis.zone/1Pt6

In Game it says my max power is 18.56. My retracted power is 18.60 while be deployed power is 19.45. This is -89MW when deployed.

Without turning stuff off, how do I fix this? I assume the only thing to do is modify my PD till it can output 19.45+? It appears perhaps I could also engineer my thrusters to have a lower power draw? This is the largest draw on my power plant. Would lowering the PD fron the 5a thrusters help?

If I select my modules tab in game, it says I am at 101% Usage. This is with both shield cell banks turned on.

Thanks in advance for any help.
 
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It's down to setting module power priorities as not all modules will used together, e.g the fuel scoop and interdictor can only be used in super cruise and the weapons can only be used in normal space.

You really don't want to fire off three SCB's at once as they'll cook the ship so either remove two and replace with something else or power two down until the first is empty then power it down and activate the second one.

Revised build with two class 3 beams

https://coriolis.io/outfit/vulture?...eloBhAOEoUwIYHMA28QgIwV3fEQA==&bn=Hit and Run

Or what I'd use it'll run cooler and jump a lot further but will need a lot of engineering

https://coriolis.edcd.io/outfit/vul...weloBhAOEoUwIYHMA28QgIwV3fEQA==&bn=Vulture 5A
 
Sometimes you just got to cut back on power use. Your PP is already OC5, there's nothing more you can do here except make a less power hungry build. And no, I would not compromise the thrusters on a combat ship (nor would I use beam lasers ;)).
 
Prior to recent engineering changes I would have agreed 100% about using beams but G5 efficient make beams viable, I do reckon 5A thrusters on the Vulture are a bit OTT considering it's already one of the most agile ships in game (5A pitch 66 deg/s, 5C pitch 62 deg/s), with fixed weapons this level of agility can be hard work.

After all before engineers you had to choose between best thrusters or best shield and you usually had to fit pulse lasers to scrape within the power limitations, currently the Vulture can be fitted with almost any load out without major issues, it used be a real challenge (like the FDL pre class 6 power plant) ;)
 
I appreciate the help. Could I get someone to look over my coriolis link and suggest how to set up the priorities? I am struggling to understand that part of it as well. Thanks!
 
I appreciate the help. Could I get someone to look over my coriolis link and suggest how to set up the priorities? I am struggling to understand that part of it as well. Thanks!

Rather than several SCB's with just over 1000 MJ recharge you'd be better with a single similar capacity SCB (a 5B in the military slot) as you can add some hull reinforcement and other modules.

https://coriolis.io/outfit/vulture?...eloBhAOEoUwIYHMA28QgIwV3fEQA==&bn=Hit and Run

Setting power priorities is essentially deciding what module is least important and assigning it the lowest priority, e.g. the cargo hatch only needs to powered up to scoop/dump cargo so set it to priority 5.
Other modules like the interdictor and fuel scoop only function in super cruise set them to 3 and 4 respectively, 2 for the docking computer and 1 for everything else, although with the single SCB most of your power issues have disappeared anyway.

If you're going to engineer thrusters and other modules the power demands will increase so you may have to revise the build to accommodate future engineering changes.
 
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