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1 - highest priority
2 -
3 -
4 -
5 - lowest priority
Lowest priority modules will be disabled first when you exceed your powerplants capacity. If this isn't enough the system will disable the other modules in that order: 4, 3, 2, 1
The following modules should be at 1 at all times:
- life support
- thrusters
For lowest priority i recommend stuff like docking computer, fuel scoop and everything you do not need in a fight.
Distribute the other modules between 2 and 4.
This one - definitely true! You should be able to move away from a fight even if nothing else is working. Then, away from a fight, you can try to salvage your situation.
But if you can't move and you are a sitting duck in a middle of a fight - you are a dead duck.
(Modules that are absolutely required to function and escape from a dangerous situation.)
- Thrusters (required to move)
- Frame Shift Drive (required for FTL travel and emergency jumps)
- Power Distributor (required to boost away from a threat and strengthen shields if still up)
- Life Support* (required to live)
- Sensors* (required to request docking)
Priority 2: Important.
(Modules that are important but not absolutely required.)
- Shields
- Utility Mounts (any)
- Cargo Hatch*
Priority 3: Weapons and Tools.
(Modules you need to be active when hardpoints are deployed but are not required to escape.)
- Weapons
- Mining Tools
- Shield Cell Banks*
- Limpet Controllers*
- Fighter Hanger
- Frame Shift Drive Interdictor*
Priority 4: Unimportant.
(Modules that can safely be disabled when not in combat.)
- Vehicle Hangers
- Guardian Frame Shift Drive Booster*
Priority 5: Intentionally Disable.
(Modules that are very power hungry but can be intentionally disabled when Hardpoints are deployed.)
- Fuel Scoop
- AFMU*
(* module priority can be changed depending on power options, ship build type and personal preference)
Not having them set as a critical component is a really bad idea.
Edit: i've a ship that is so powertuned i need to turn off the lifesupport while fighting.
Brings a whole new meaning to intense dogfighting.
What's your power plant? Did you engineer it yet, overcharging is extremely usefull.
Or what of your modules? Type A scanners gobble up quite some juice while type b or d can do just fine as well. You just need to compensate a bit for the reduced range. Somewhat the same applies to life support, I hardly use type a there because of increased power and mass.
None of my ships 'over consume' power, there's just no need.
Actually turning your power distributor off only stops you changing your pips. It still charges the capacitors as per your last pip settings.