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Found 6 posts.
Pilots Guide
,
Modules
Posted by
Kornelius
on 2016/01/05 18:00:22.
Rating:
0
Elite Dangerous: Module damage vs Bulkheads
Testing how module damage changes regarding Hull reinforcement packages and bulkheads.
Pilots Guide
,
Modules
Posted by
Kornelius
on 2015/05/29 16:43:26.
Rating:
0
DevTracker: Power specific modules
There's been a lot of intense debate over modules offered by the various powers, a lot of opinions and suggestions raised, which is always great (as long as it's conducted politely).
Pilots Guide
,
Modules
Posted by
Kornelius
on 2015/05/19 21:56:43.
Rating:
0
Elite Dangerous: Module priorities
Any given time you can have any amount of modules enabled but total power output must be under 100%. By setting module priorities right you can have different modules in different flight modes and use your power plant more effectively.
Pilots Guide
,
Modules
Posted by
Kornelius
on 2015/05/02 21:01:09.
Rating:
0
Elite Dangerous: Modules or Subsystems
Damage that is transferred to a subsystem is not applied to the hull.
Elite Dangerous
,
Modules
Posted by
Kornelius
on 2015/04/27 23:59:34.
Rating:
0
DevTracker: About Weapon and module variants
The variant weapons were removed because they were breaking the system that distributes modules in outfitting across systems unfortunately.
Elite Dangerous
,
Modules
Posted by
Kornelius
on 2015/04/27 23:22:31.
Rating:
0
DevTracker: About Ship Modules
Some modules cannot be sold if there is no stock to replace them with because they are mandatory for the space ship to function.
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