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| === Module Heat Damage ===
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| Every time an overheated module's cycle ends, that module has a chance to deal Heat Damage (not to be confused with the Thermal Damage dealt by ship weapons) to itself and other modules on the same rack. The amount of damage a module will deal to other modules on an overheat cycle is visible in game in a module's Show Info window, under the name <code>Heat damage</code>. These values are generally higher for smaller-ship modules, lower for larger-ship modules, and somewhat proportionate to the modules' cycle times. (Faster-cycling modules generally have lower heat damage.) This Heat Damage value is the value which can be reduced by the skills listed at the top of this page. This is also the value which is increased by the negative system effect of [[Wormhole_space#Red_Giant|Red Giant Wormhole systems]]. Modules will not always deal heat damage to themselves or others on every cycle ending, but when they do deal heat damage they will always deal exactly their listed amount of damage. Modules which have sustained heat damage will start to show red outlines around their icons in the hotbar (more red indicating more heat damage). The red outline will flash when a module sustains further heat damage from additional overheat cycles.
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| Module heat damage can be repaired in three ways:
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| * Docking in a Starbase with a Repair Shop, or an Upwell Structure, and either bringing up the Repair Shop window from the starbase menu, or right-clicking on the damaged ship (or modules if they are unfitted) and selecting <code>Get Repair Quote</code>. Repairs in an NPC-owned station cost ISK.
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| * Tethering to an Upwell Structure. While Tethered to an Upwell Structure, the Tether effect will repair module heat damage as well as the more visible shield/armor/hull/capacitor repairs it grants. However, this repair can be inconsistent at times, and either may not repair all damaged modules or may not repair them fully.
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| * Consuming Nanite Repair Paste. Right-clicking the icon for a damaged, not-actively-cycling module in the hotbar will bring up a menu, containing the option <code>Repair</code> and a number in parentheses. That number is the amount of Nanite Repair Paste that will be consumed to perform the repairs. Selecting this option will begin to slowly repair the module (but will not immediately remove the Paste from cargohold) .
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| ** Paste used in repairs is removed from cargo when the repair completes. While a module is being repaired, the module cannot be activated, and no other modules on the ship can be overheated.
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| ** Repairs can be cancelled from the same right-click menu. Cancelling a repair before it is complete (including jumping a gate) will stop the repair at its current point, and remove repair paste from cargo based on how far the repair got. Jumping through a stargate will automatically cancel any repairs.
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| ** It is not possible to begin repairing a module if there is not enough paste in cargo to fully finish repairing it.
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| ** It ''is'' possible to repair a module while it is being Reloaded. This is a commonly recommended tactic for use on Ancillary repair modules and Rapid missile launchers: Overheat the modules while they are in use for their limited cycles, and then Repair the heat damage sustained during their long reload cycles.
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| === Heat Attenuation Values === | | === Heat Attenuation Values === |