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Two modules overloaded, and next to each other in the same rack will damage each other as well as themselves, causing them to burn out that much faster. Care has to be taken whilst fitting a ship to try and fit modules that are likely to be overloaded away from each other. Note that whether or not modules are 'next to each other' is determined on the fitting screen, and not the location of the buttons on your screen in space. Moving the buttons around has no effect on heat transfer. | Two modules overloaded, and next to each other in the same rack will damage each other as well as themselves, causing them to burn out that much faster. Care has to be taken whilst fitting a ship to try and fit modules that are likely to be overloaded away from each other. Note that whether or not modules are 'next to each other' is determined on the fitting screen, and not the location of the buttons on your screen in space. Moving the buttons around has no effect on heat transfer. | ||
Some people fit offlined modules | This is because in addition to taking the listed heat damage in the info tab, each overloaded mod has a percentage chance to damage other modules in the rack. This "splash damage", when multiplied by having more than one module overheated, can lead to very rapid heat damage. The tachyometer-looking heat displays around the capacitor in the central HUD display a kind of damage multiplier, from 1-4, that increases the amount of heat damage taken the more heat is built up in the rack. | ||
Some people fit offlined modules in between modules they plan on overloading to act as a 'heat sink' and limit the transfer of heat. Of course, this means a slot isn't being fully used, and could be a waste, so a balance has to be struck. What happens is, if the RNG for the splash damage hits the offlined module or the empty slot, no damage is done and you can effectively overheat longer. | |||
== Repairing Heat damage == | == Repairing Heat damage == | ||