Ships AFMS question(s)

I am heading out into the black (FINALLY!) and I need to know do I need 2 AFMS? I am planning on being out for a VERY VERY long time scanning, landing, and footfall. Do I need this piece of equipment since every single time I make my ship jump I take a certain % of damage to my ship? (what I mean by VERY VERY long time is possibly years). I do not own a fleet carrier, and even if I did I probably wouldn't take it with me because I don't know if you can auto launch it to a specific location and then fly to that location with one of my ships... I am planning on alot of work in this game and I am not sure if I need AFMS or not. I would hate to be 2 years out and then my ship stops working and I don't have AFMS to fix my ship. Futhermore can we craft ammo for it on our ship without going to a station and do we need to have a cargo wrack for the ammo?
 
No you don't. There are FCs strewn throughout space where you'll find a friendly face, a hot meal and a shower.
And repairs and restocks for your ship.
 
Well, you don't take damage every time you jump your ship unless you're overcharging at a neutron star (or possibly just doing something wrong).

But an AFMS is nice to have for those inevitable little accidents -- too close to a star -- didn't notice the high gravity -- stuff like that.

And if you want to be ultra safe, with 2 AFMS you can use them to repair each other, if needed.

You can synth ammo for it.

It's been so long since I used one I don't remember for sure, but I don't think it requires cargo space.
 
Well, you don't take damage every time you jump your ship unless you're overcharging at a neutron star (or possibly just doing something wrong).

But an AFMS is nice to have for those inevitable little accidents -- too close to a star -- didn't notice the high gravity -- stuff like that.

And if you want to be ultra safe, with 2 AFMS you can use them to repair each other, if needed.

You can synth ammo for it.

It's been so long since I used one I don't remember for sure, but I don't think it requires cargo space.
Then why is it every time I dock at a station (left one station, didnt slam into anything or get attack, FSD to a new system, scoop, then FSD to another system, then scoop again, then land at a station, no damage seemingly taken) if I go into advanced maintenance I have taken damage, everything says 100% yet I have to pay between 250 to 1500+ (depending on how many jumps I did) for repairs? It's so small of damage it doesnt even add up to 1%, yet if I did a 100 jumps it would probably be at 2% damage somewhere interally. When I went to SAG A and back I had 87% health on my FSD drive and I never crashed once, it was simply fly there and fly back, I never even smashed into a star by accident in that trip or got into a fight and had to run.
 
Oxygen. Reboot and repair requires you to shut everything down and run on emergency air for a while. If you do it once too often without synthing some air - BOOM.
 
You might want to bring a small repair limpet controller too, in case you have a hard landing. You can synth limpets when you need them, but you'll need a class 2 cargo rack for them. And it's probably a good idea to at least periodically visit a DSSA carrier to turn in exploration data.
 
You might want to bring a small repair limpet controller too, in case you have a hard landing. You can synth limpets when you need them, but you'll need a class 2 cargo rack for them. And it's probably a good idea to at least periodically visit a DSSA carrier to turn in exploration data.
nope, im planning on steering away from all human civilization until i return. I am doing economical travel after I get to a said location..... anyway quick question about Fleet Carriers, can you move your fleet carrier without having to go on board it?
 
Then why is it every time I dock at a station (left one station, didnt slam into anything or get attack, FSD to a new system, scoop, then FSD to another system, then scoop again, then land at a station, no damage seemingly taken) if I go into advanced maintenance I have taken damage, everything says 100% yet I have to pay between 250 to 1500+ (depending on how many jumps I did) for repairs? It's so small of damage it doesnt even add up to 1%, yet if I did a 100 jumps it would probably be at 2% damage somewhere interally. When I went to SAG A and back I had 87% health on my FSD drive and I never crashed once, it was simply fly there and fly back, I never even smashed into a star by accident in that trip or got into a fight and had to run.
Oh, you're talking about the advanced integrity thingy. That goes down constantly when you're in supercruise. It's not really "damage" per se, it's just a sort of stand-in for maintenance. When it gets to zero your hull is somewhat weaker, but not damaged. It really doesn't affect the operation of the ship very much. Explorers just ignore it.

Anyway, there's nothing you can do about it. It cannot be repaired by an AMFS, or anything you can take with you. Only stations (or carriers) can repair that.
 
nope, im planning on steering away from all human civilization until i return. I am doing economical travel after I get to a said location..... anyway quick question about Fleet Carriers, can you move your fleet carrier without having to go on board it?
Yes, to an extent. You cannot refuel it remotely, though, so you can only send it remotely until the Tritium runs out. Then you gotta land and put some fuel in via your ship.
 
Then why is it every time I dock at a station (left one station, didnt slam into anything or get attack, FSD to a new system, scoop, then FSD to another system, then scoop again, then land at a station, no damage seemingly taken) if I go into advanced maintenance I have taken damage, everything says 100% yet I have to pay between 250 to 1500+ (depending on how many jumps I did) for repairs? It's so small of damage it doesnt even add up to 1%, yet if I did a 100 jumps it would probably be at 2% damage somewhere interally. When I went to SAG A and back I had 87% health on my FSD drive and I never crashed once, it was simply fly there and fly back, I never even smashed into a star by accident in that trip or got into a fight and had to run.

That is ship integrity damage, which is neither module damage nor hull damage but relates to the fundamental structural integrity of the ship. The AFMU does not repair this.

However, paradoxically for something that sounds so serious it has no negative effect at all if you're just flying around - if you crash into something you will have a higher chance of blowing up in a ship with low integrity but it's not like you're going to explode by just jumping etc. Going to somewhere like Beagle Point, your ship will definitely hit 0% integrity on the trip there - I've done this and then flown 65,000LY home in that ship in perfect safety.

Edit: Ninja'd by Codger.
 
That is ship integrity damage, which is neither module damage nor hull damage but relates to the fundamental structural integrity of the ship. The AFMU does not repair this.

However, paradoxically for something that sounds so serious it has no negative effect at all if you're just flying around - if you crash into something you will have a higher chance of blowing up in a ship with low integrity but it's not like you're going to explode by just jumping etc. Going to somewhere like Beagle Point, your ship will definitely hit 0% integrity on the trip there - I've done this and then flown 65,000LY home in that ship in perfect safety.

Edit: Ninja'd by Codger.
Now this this is what I needed to know. Thank you so much!
 
I am heading out into the black (FINALLY!) and I need to know do I need 2 AFMS? I am planning on being out for a VERY VERY long time scanning, landing, and footfall. Do I need this piece of equipment since every single time I make my ship jump I take a certain % of damage to my ship? (what I mean by VERY VERY long time is possibly years). I do not own a fleet carrier, and even if I did I probably wouldn't take it with me because I don't know if you can auto launch it to a specific location and then fly to that location with one of my ships... I am planning on alot of work in this game and I am not sure if I need AFMS or not. I would hate to be 2 years out and then my ship stops working and I don't have AFMS to fix my ship. Futhermore can we craft ammo for it on our ship without going to a station and do we need to have a cargo wrack for the ammo?
I would prefer some repair limpets and a repair limpet controller to get the hull repaired.
 
do I need 2 AFMS
You need 2 so 1st can fix 2nd then 2nd can fix 1st. This will happen on rare cases like exiting hyperspace through the star. Happens once per month or so when you do everyday play-fly around. Or landing with beer. Things like that.

P.S. Anaconda takes 3 AMFU, 1 repair limpet, jumps 80+ and has 1 slot yet for anything u may wish.
 
You need 2 so 1st can fix 2nd then 2nd can fix 1st. This will happen on rare cases like exiting hyperspace through the star. Happens once per month or so when you do everyday play-fly around. Or landing with beer. Things like that.

P.S. Anaconda takes 3 AMFU, 1 repair limpet, jumps 80+ and has 1 slot yet for anything u may wish.
I dont have the double engineered 6A
 
I dont have the double engineered 6A
then it will be 72 - 78 depend on that unused slot

Any way, my IMHO Anaconda is the best ship for "never dock" journey. I made 1000 000 ly on Any, at least 350 000 was never dock round trip.
 
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You need 2 so 1st can fix 2nd then 2nd can fix 1st. This will happen on rare cases like exiting hyperspace through the star. Happens once per month or so when you do everyday play-fly around. Or landing with beer. Things like that.

P.S. Anaconda takes 3 AMFU, 1 repair limpet, jumps 80+ and has 1 slot yet for anything u may wish.
You never need to repair an AFMU. It functions exactly the same at 1% integrity as it does at 100%. If it reaches 0% you can use reboot/repair to restore it to working order.
 
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