Postby TorTorden » Wed Feb 28, 2018 5:10 pm
Priority settings designate in which order a module will yield it's power draw.
lower the number, the less cooperative it will be.
So just like niceness setting on a *nix system.
Output at 100% means nothing is wrong with your reactor, it's a healthy reactor.
If it takes damage it will start failing meaning it will drop as low as 40% output, meaning you have less than half as much power as normal.
the second is how much power the modules in the list can draw, if all are online at once.
Most combat ships I own is pushed in regards to power mostly from highly demanding shields and guns. Often to a tune of 110%+.
This works since when your guns are retracted. They aren't drawing any power.
And when you are fighting you most likely don't need modules like a fuel scoop, cargo hatch and fsd interdictors, so you can use priorities so that these modules offline nicely and without hassle when you deploy your hardpoints.
I personally prioritise so things I only need in supercruise is set to group 5, lowest possible Priority, like scoops, interdictors etc.
Guns and weapons on 4.
Shields and utilities on 2-3.
Group 1 the one group that will never offline unless of a catastrophe, is reserved for thrusters, and gtfo modules.
So my number 1 often look like.
thrusters, fsd if possible, heat sinks, chaff, point defence, that stuff.
And tuned to be below the 50% mark of the power yield. so if I get my power plant shot out.
I can still limp off into cruise or jump out.
Hey I'm Thor -
People call me Bob.
Rule 1: Pillage. Then burn.
Rule 2: No such thing as overkill, as long as there are reloads.