I have some gimbled C3 lasers on my vulture which is going to the scrapheap soon, however these lasers are damn hard to find and I was wondering if I sold them would they appear in the station purchase list so one of my friends could buy them?
If I sell a component is it available to others on the same station
elite-dangerous
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Your upgrades made your power demands exceed your available power when you deployed your hardpoints. When you're equipping a ship you can see what the power draw will be with hardpoints deployed and without hardpoints deployed. If your power utilization goes over the available power from your power plant, then the ship will shut down the lowest priority systems.
The first thing you can do is pay attention to your power when you're equipping your ship.
When outfitting, the lower right of the screen shows various stats. The "Retracted" power use is when your hardpoints aren't in use, the "deployed" power use is when your hardpoints are deployed, and the "available" is what your power plant can give you.
This particular screenshot shows me evaluating a weapons upgrade that would raise my hardpoints deployed power utilization just over my total available power. Note that the red color is just what's used when that stat goes up; you have to actually read the numbers to know that it's gone over the available power.
But that laser is awesome and I still want to use it! Can I still do that?
Yes. You need to pick some things to shut down when you deploy hardpoints. You'll still get a dire warning, but only things you decided were non-essential will get shut down.
In fact, even if you don't want to equip more stuff than you can fully power, it's a good idea to set your module priorities, since it's possible to take damage in combat that reduces your power capacity.
Use the 4 to switch to the Systems panel of your cockpit, use Q/E to switch to Modules, W/S to select a particular module, and A/D to change the priorities. I suggest putting your thrusters in the highest priority (1), and putting the Cargo Hatch, Frame Shift Drive, Discovery Scanner and anything else you only want to use while docked or in frame shift into the lowest priority.
In this example, you can see that I have the Cargo Hatch at the lowest priority (4), thrusters and a low-power-draw weapon at the highest priority (1), other things essential during combat (shields, power distribution, another weapon) at the second priority (2), and things that would be really nice to have, but I can do without for a while (kill warrant scanner and life support) at priority 3.
Note that the list is sorted by how much power each module draws (the percentage), and that there's a graph on the bottom that gives you a good idea how much power utilization is assigned to each priority level.
A note on life support: If your life support goes out, you have an emergency oxygen supply that you can use for a while. It's possible to buy a life support upgrade that gets you a longer emergency oxygen supply.
After a lot more practice with running too much stuff on too little power plant, here's how I'm setting my module priorities:
- Anything required when running from a fight. Thrusters, shields, sensors, chaff launcher, heat sink launcher, shield booster, etc.
- Anything required for engaging in combat: weapons, power distributor, etc.
- Anything nice to have in combat: life support, kill warrant scanner, etc.
- Frame Shift Drive. If I have to, I'll put shield cells here, too.
- Anything that's only useful in supercruise or with hardpoints retracted: FSD interdictor, fuel scoop, cargo hatch, docking computer.
As long as my power plant can power the first 3 priorities, I'm fine. If it can't power down to priority 4, it just means I have to retract my hardpoints and wait an extra second before I can frameshift away. If I don't have power for shield cells and put them into priority 4, that's not too bad, since when I need shield cells I'm usually fleeing not shooting. If my power plant is damaged, the 1,2,3 ordering still helps. If I can't power priority 3 with hardpoints deployed, I can always go into the modules panel and shut down my most power hungry weapons while doing a warrant scan, and then turn the weapon back on once I've finished scanning.
If you're trying to sell a specific commodity, the "exported to" system list in the commodities screen of the station services is a good start, but here's what I do to locate better info:
- Figure out what economies consume and produce the resource I want to sell. Either via the description,the ED wikia commodities info pages, or this handy spreadsheet
- Go to Galaxy Map
- Go to the 'view' options.
- Set "View by color" to "Economy"
- Un-set the economies that don't consume or produce that commodity (so it's easier to see the ones that do).
- Enable the "show trade routes" option.
- Clear all the trade routes (so nothing is shown)
- Enable the one commodity you're interested in.
- Buy up some trade data from systems that might need or produce that commodity. Not all systems have trade data available (especially further away), so including producers will increase the odds of finding a trade route for that.
- Look at the trade routes for that commodity. They're the brightly colored curved line of the same color as in the trade routes selection, with bright "sparks" traveling along them to show the direction the commodity flows. Make sure to watch for smaller sparks traveling backwards along a route. You want a system that the commodity flows into but doesn't flow out of. If there's a lot of that commodity flowing into a system, it might mean they have very high demand, but it may also mean their market is flooded with it and demand is now low.
- Now you should have some candidates. Click on them and go into the system view.
- When you're looking at the system, check all of the stations. Look at both the primary and secondary economy of each station to verify that your commodity isn't produced anywhere in that system. Verify that your commodity isn't illegal at that station. See if it's in the list of top 3 imports (or at least similar to one that is), and verify that it isn't an export. Try to verify that the station you want to travel to isn't too distant from the primary star.
- Switch to Navigation tab of the galaxy map, pick "Fastest" route option, click the "route to this system" button for the destination (if you intend to grab more cargo, make sure to slide that slider over).
- Optional: Do a quick check on the intermediate route systems to make sure my commodity isn't illegal in any of them. I think for that, you only need to check the station closest to the major star, since it will be the one whose faction sets the law for the space around the star that you'll be jumping through. If you're in a poorly armed ship carrying expensive cargo, you may also want to avoid anarchy systems. This is optional, since you can usually jump through intermediate route systems without spending enough time there to get interdicted by authority or pirate ships.
The same basic technique works well for searching for where to buy a specific commodity, such as when you have a mission.
In the example of H.E. Suits, those are imported by pretty much every economy except agriculture (maybe also not service and tourist?), and they're produced in high-tech systems.
Alternately, you can skip all of that, go to Thrudd's Elite Dangerous Trading Tool, an do Search/Commodity/Station Buying and put in your commodity, station, etc and see what price different stations were buying it for in the last couple of days.
Other trade tools:
Best Answer
Short answer - no.
If you go back into Outfitting yourself, they will appear there for a short while for you to rebuy them in case you change your mind, though. A friend and myself tried to transfer equipment this way and it cannot be done, even though we were in a Wing together.
Interesting side point - the items you sell appear in the list at the same price you bought and sold them for. Whilst they are in the list, the same item will not appear for sale further down in the list even if the station sells it.
This might not seem like a problem however I have also found that when switching to new ships you get more money to play with if you sell off all your old modules first. If you paid full price for them and then want to fit out the new ship with the same (but cheaper) modules you have to fly away from the station into Supercruise, then go back and dock again to make the game forget the modules you just sold so you can buy cheaper ones from the station.