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== Controls == | == Controls == | ||
[[File:eveheat3.png|350px|thumb | [[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]] | ||
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options. | You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options. | ||
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The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows. | The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows. | ||
[[File:eveheat3.png|350px|thumb | [[File:eveheat3.png|350px|thumb|Consider this image again. Varying levels of heat damage are visible as red fringes around the modules. The rack heat dials above the capacitor show that the low and mid slot racks are only a little hot, while the high slot rack (rightmost dial) is nearly as hot as it can be.]] | ||
Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation: | Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation: | ||
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=== Preventing Heat Damage === | === Preventing Heat Damage === | ||
[[File:eveheat2.png|350px|thumb | [[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]] | ||
It is possible to overheat intelligently, in ways that limit the amount of heat damage caused. | It is possible to overheat intelligently, in ways that limit the amount of heat damage caused. | ||
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In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly. | In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly. | ||
[[File:eveheat1.png|350px|thumb | [[File:eveheat1.png|350px|thumb|The pilot of this Stabber has two small energy neuts fitted in the high slots, but as these are secondary tools and less likely to be heated than the guns, they are placed to space the guns out and absorb heat damage. In the mid slots, the shield extender—not an active module—is positioned to separate the often-overheated, strongly heat-generating MWD from the tackle modules—which might themselves be overheated to get extra tackle range early in a fight.]] | ||
Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between. | Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between. | ||