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Normally i guess the center of the ship is the standard target. This means if you hit exactly, then you will hit the area where the module is located - you still need to aim with fixed weapons.
If you attack from very far away and the reticle is larger than the enemy ship, you will hit the area in the middle of you reticle. So if you are far way its just harder, but f.e. if the target is flying directly to you or away , using the same vector, then you are quite able to hit.
In the left window you can select a module of a targeted ship to attack the sub component.
Its cumbersome.
If you want easy buying Vouce Attack and an HCS voicepack let's you call the target and the automation will do it for you.
Gimbals and turreted weapons will target a targeted module.
When targeted your gimballed weapons will hit that target. Fixed weaps will hit it if you aim properly.
I use a rotary dial on my button box, right next to the one to select prev/next threat.
I've got a knuckle switch by one of my trigger fingers, that I use for module target selection.
Yes and railguns have micro-gimbals.
exactly.
Fixed weapons have a micro gimbal effect and do actually lock on subtargeted modules from large distance. It is quite useful for long range module sniping with rails.
A fixed beam lazer is surprizingly good at cutting down modules, actually.
taking out thrusters completely immobilizes the enemy. It will then be helplesly floating through space. it can shoot at you if it gets you in front of them by chance, but they cannot maneuver. With disabled thrusters it is also unable to escape by performing a hyperjump or a supercruise transition. Packhounds are extremely effective at taking out thrusters.
power plant at 0% will reduce its power output down to 50%, hence result in some other modules (particularry the shield generator and frame shift drive) to permanently shut down. But besides that the ship remains maneuvarable and can use some of its weapons too. However when the powerplant is at 0% every further hit to it has a chance to trigger critical explosion disrupting the ship. Concord cannons and superpenetrator railguns are effective at disrupting power plants. Specialized builds can achieve critical power plant explosions when the hull still has 90%+.
My personal best PP kill was on an anaconda which had 97% hull left. That was with a cobra MK V equipped with 3 concord cannons.