Difference between revisions of "Modules"
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Revision as of 12:14, 20 December 2008
Contents
What are Modules and what do they do?
Modules are temporary ship modifications that provide bonuses to various ship functions. There are three kinds of modules: high, medium, and low. Each kind of module corresponds to a slot type on a ship hull, and may only be placed in the matching slot.
Fitting Modules
To fit a module onto a ship, the ship must have sufficient CPU (measured in Tf), sufficient powergrid (measured in MW) and an open module slot of the correct type.
CPU and powergrid are measures of how many modules have been fitted to your ship. The total CPU (or powergrid) need of all modules fitted to your ship must be less than or equal to the CPU (or powergrid) provided by your ship. Skills, modules, rigs, and implants can affect the amount of CPU (or powergrid) provided by your ship. More expensive and larger ships frequently have more CPU (or powergrid). More expensive named, faction, deadspace, or officer items sometimes use less CPU (or powergrid).
An error message will be displayed if you attempt to fit a module that uses more CPU (or powergrid) than your ship currently has available.
You can remove fitted modules at any space station.
The effects of Modules
Modules may affect your ship or targeted ships. Either type of module may require capacitor use upon activation. Certain modules also have negative effects, such as increasing signature radius, reducing speed, or reducing total capacitor.
Where to get Modules
Modules can be bought on the player market, and can be manufactured from blueprints.