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Overheating: Difference between revisions

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Uryence (talk | contribs)
Uryence (talk | contribs)
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Overloading (sometimes also called overheating) a module allows you to get more output from it for a short time. As the name suggests, overloading isn't something you can do indefinitely. Eventually you will burn your module out, making it inoperable.
'''Overloading''' (sometimes also called '''overheating''') a module allows you to get more output from it for a short time. As the name suggests, overloading isn't something you can do indefinitely. Eventually you will burn your module out, making it inoperable.


However, if used with care or in an emergency, the benefit gained from an overloaded module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.
However, if used with care or in an emergency, the benefit gained from an overloaded module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.
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Modules that are overloaded generate heat. This heat builds up relatively quickly over time, and causes damage to the module, and any module next to it in the same rack. Heat damage is what limits the use of overloading and has to be balanced between the need for the extra boost, and the risk of losing the module entirely.
Modules that are overloaded generate heat. This heat builds up relatively quickly over time, and causes damage to the module, and any module next to it in the same rack. Heat damage is what limits the use of overloading and has to be balanced between the need for the extra boost, and the risk of losing the module entirely.


Every module has a certain amount of health (visible in the repair shop or when you compare multiple mods from the variants tab on the info screen) and overloading does a set amount of damage, found in the attributes tab of the info window for the module. When the amount of heat damage is greater than the module health, the module will cease working until it is repaired in a station.
Every module has a certain amount of health (visible in the repair shop or when you compare multiple mods from the variants tab on the info screen) and overloading does a set amount of damage, found in the attributes tab of the info window for the module. When the amount of heat damage is greater than the module health, the module will 'burn out' and cease working until it is repaired in a station's repair shop.


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.
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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.
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 ==


If a module has been damaged by heat, '''but not destroyed''', then in-space repairs can be made using '''Nanite repair paste'''. This isn't excessively expensive, however the costs can add up if you use it alot. As a rough rule of thumb, 1 minute, and 1 unit of paste repairs 10 points of heat damage. Several skills can be trained to speed up repair time, and reduce the amount of paste required. If a module is destroyed (burntout) then it can't be repaired with Nanite paste.
If a module has been damaged by heat, '''but not destroyed''', then in-space repairs can be made using '''Nanite repair paste'''. This isn't excessively expensive, but the costs can add up if you use it a lot. As a rough rule of thumb, 1 minute, and 1 unit of paste repairs 10 points of heat damage. Several skills can be trained to speed up repair time, and reduce the amount of paste required. If a module is destroyed (burned out) then it can't be repaired with nanite paste and will have to be repaired in a station with a repair shop.


You can't use a module while it's being repaired, and you can't overheat anything while any module on your ship is being repaired.
You can't use a module while it's being repaired, and you can't overheat anything while any module on your ship is being repaired.