Viper MKIV power and weapon problems

Hi

I have a A power distributor and Power Plant. If I put the turret beam lasers on the (1) hardpoints on top and the gimbiled multicannons at the bottom (2) hardpoints then I get total power loss when I deploy my weapons.

It does not happen when I put the lasers at the bottom (2) hardpoints and the multicannons at the (1) top hardpoints. Everyone says it is best to put the lasers at the top, but how do manage the power? I have a chaf, module repair unit, shield bank and that anti missile point weapon thing.

Please help
 
Immediate observation: the Auto Field Maintenance Unit (AFMU = module repair unit) has a high power draw, and doesn't need to be switched on when you're not actually using it; so definitely best to switch that off (from the modules list in your right-hand cockpit panel).

The fact that everything is turning off suggests that you haven't got any module power priority set. On the modules tab of the right hand cockpit panel, there is a "priority" figure that you can adjust, which determines how the ship will respond when it doesn't have enough power; things with a lower priority (= higher number in this column) will switch off first. For a combat ship, the cargo hatch is normally the thing to set with the lowest priority, possibly followed by the frame shift drive (since you need to retract hardpoints to activate FSD anyway, and the weapons only draw power with hardpoints deployed). You need to make sure that in the bottom "Usage" part of the Modules tab, the priority 1 items are no more than 100%; any priority levels above 100% will switch off when the hardpoints are deployed.

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Oooo thanks. Will check it out. What weapons and what grade to you use on the Viper MkIV?

I think your original suggestion of a combination of beam lasers and multicannon is sensible, it's just a matter of managing the power draw. I wouldn't bother with turreted though, I would use either both gimballed or one gimballed and one fixed. For my own Viper I have medium beam lasers and small cannon, but bear in mind that I'm not really a combat pilot :)

One other thing about your original build - I would suggest that you take out the shield cell bank, which also draws a lot of power. Shield cell banks generate a lot of heat when used, so are best used on ships where they can be combined with a heat sink as well. Module reinforcement or hull reinforcement may be more useful to you (and they don't require power!).
 
And remember: you can also go to an engineer for an overchraged power plant. Even a grade 1 modification is often enough to meet excessive power demands.
 
Ditch the AFMU and the shield cell bank, as above

Good shields and some hull and module reinforcement will make it tough enough without the power issue
 
How do I unlock those engineers? And if I unlocked a engineer, can I use him or her to do work on all my ships or just the one ship? Also can you use a engineer to do multiple upgrades for you or do they specialize in one department , say like weapons or powerplant and so on? I have 1 engineer that invited me, but I have to get metta alloys for her.
 
How do I unlock those engineers? And if I unlocked a engineer, can I use him or her to do work on all my ships or just the one ship? Also can you use a engineer to do multiple upgrades for you or do they specialize in one department , say like weapons or powerplant and so on? I have 1 engineer that invited me, but I have to get metta alloys for her.
Each engineer specialises, and have different requirements for invite. Felicity who you have an invite is a good one to open, meta alloys you can get from barnacles found in the Pleiades and other places, they can be bought at a base in Maia.
Lots of info here on them all.
 
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