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BalduursGATE Field ManualEnergy and power management4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-ENERGIE-MANAGEMENT · guide.dogfight-energie-managementOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-energie-management.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Expert

Energy and power management

Two things are called energy in a fight: the speed you fly and the power you distribute between thrusters, shields and weapons.

Valid from patch
4.10.0
Game data version
4.10.0-hotfix (55227)
Version
1
Updated
2026-09-13
Review statusSourced

Every control function and game object used exists in the current game version. The statements come from the sources listed.

Review path and sources

Editorial in-game review

Nobody from the editorial team has flown it in game yet. The information comes from the sources listed below.

Context. the situation described is explained tactics, not a measurement. The game functions named and their default bindings are sourced.

What you will learn

  • Recognise the situation in which energy and power management matters.
  • Know what you do then – and how the opponent answers.

Prerequisites

What this is about

There are two kinds of energy in a fight. The first is your speed: it decides how tight and how fast you can turn, and it is less after every turn. The second is the power distribution between thrusters, shields and weapons – it can be changed in the cockpit at any time.

The situation

Any fight lasting longer than two passes. Short fights are decided by position; long ones by who budgeted his energy better.

What the opponent does

He budgets too – usually without noticing. Anyone who never switches to shields loses them earlier; anyone who never goes to thrusters gets out of nothing.

What you do

Budgeting speed: do not turn faster than necessary. Boost is a reserve, not a state. After every hard manoeuvre go briefly straight to get speed back – but never so long that he can aim at it.

Distributing power: there are three sensible base settings:

  • Thrusters when you have to leave or need angle.
  • Shields when you know you will be hit – on the run-in, in an overshoot, when breaking off.
  • Weapons when you have the firing solution and can hold it.

And a fourth: reset when the situation is unclear. A balanced distribution beats the wrong one.

Follow-up

The switch belongs to the manoeuvre, not between manoeuvres. Weapons before the run-in, shields during the pass, thrusters when breaking out – three key presses tied to three moments you already know.

How the opponent answers

He switches too, or he uses exactly the moment when you are on weapons and your shields are thin. Changing the distribution makes you vulnerable somewhere – that is the price.

What you need

The four power functions blind, and an eye on your own speed. Nothing more.

Power distribution and speedq1

Power distribution is bound by default to the function keys, each group with increase, decrease, maximum and minimum. Plus the speed limiters.

Game actionDefault keyboard/mouseDefault joystickTrigger
Engines - Increase (Tap)f6not bound by defaultsingle press
Shields - Increase (Tap)f7not bound by defaultsingle press
Weapons - Increase (Tap)f5not bound by defaultsingle press
Reset Assignmentsf8not bound by defaultsingle press
Toggle Power - ShieldsOnot bound by defaulttoggle
Toggle Power - WeaponsPnot bound by defaulttoggle
Toggle Power - ThrustersInot bound by defaulttoggle
Speed Limiter - Enable / Disablenot bound by defaultnot bound by defaulttoggle
Speed Limiter - Step Up (tap)Left Alt + Mouse wheel upnot bound by defaultsingle press
Speed Limiter - Step Down (tap)Left Alt + Mouse wheel downnot bound by defaultsingle press

Game default binding, game version 4.10.0-hotfix (55227). If you rebound it yourself, your binding applies.

Anything marked “not bound by default” you have to bind yourself in the game settings – we do not guess a key.

HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.

Typical mistakes

  • Never switching. The most common waste in the whole fight.
  • Constant boost. In the end you have none when you need it.
  • Staying on weapons while being hit. The firing solution is gone, and the shields with it.
  • Switching in the middle of a turn. The glance at the keys costs more than the distribution gains.

Exercise

training.energie.01ExpertPartner: requiredUNCONFIRMED
Goal
Change the power distribution in a fight without looking and without losing the nose.
Preparation
A partner as opponent, agreed beforehand. Go through the four functions blind once on the ground first.
Task
Three rounds of two minutes. Round 1: power to thrusters, only evade. Round 2: to shields, take hits. Round 3: to weapons, attack. Then switch freely in a fight and say out loud after each switch why.
Success criterion
You change the distribution at least three times in a fight and can justify every change.
Partner
required
Functions needed
  • Engines - Increase (Tap)
  • Shields - Increase (Tap)
  • Weapons - Increase (Tap)
  • Reset Assignments
  • Toggle Power - Shields
  • Toggle Power - Weapons

Next step

Once you budget your energy you have capacity left to watch more than the one opponent: situational awareness.

Checklist

  • You recognise the situation without anyone calling it for you.
  • You know your next two steps before the first one starts.
  • You have flown the exercise and debriefed afterwards.

On your Stream Deck

These functions belong to this topic. Which key that is for you is shown by the BalduursGATE plugin based on your own bindings – on purpose, no key is listed here.

Profile page FLIGHT MOVEMENT

  • Speed Limiter - Step Down (tap)
  • Speed Limiter - Step Up (tap)
  • Speed Limiter - Enable / Disable

Profile page ENGINEERING

  • Engines - Increase (Tap)
  • Reset Assignments
  • Shields - Increase (Tap)
  • Weapons - Increase (Tap)

Read next

Links are stored in the hub entry – the index computes the reverse direction. No address is hard-coded here.

← Back to the Academy

Sources

  1. q1GAME DATAACTION-MASTER – Steuerungsfunktionen und Standardbelegung aus defaultProfile.xml und global.ini (SC-4.10-ACTION-MASTER.json)Build 4.10.0-hotfix (55227)Name, Gruppe, Auslöseart, Profilseite und die Standardbelegung (Tastatur/Maus/Joystick) gelesen – keine eigene Belegung.

Patch and version information

Valid from
4.10.0
Valid until
open
Game data version
4.10.0-hotfix (55227)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.dogfight-energie-management