Wear & Tear Question

I am in an ASP and chosen the explorer route for now. I am well aware of the potential wear & tear costs that will happen during such a journey.

I am wondering if there is any way to check on the amount of the wear & tear during flight, without having to dock to a station. Right now I have no idea what my current status is.

I have searched the forums but haven't found any hint on this. Do you commanders happen to have an idea if this is possible ?

Thanks.
 
Yes, i'm currently exploring too & i noted that if you go to the modules tab on the right screen, the last column shows you the % health of each module on your ship
 
Yes, i'm currently exploring too & i noted that if you go to the modules tab on the right screen, the last column shows you the % health of each module on your ship
Yes, I know this page, but I think that shows the damage status of each module and not the wear&tear status. The damage I can easily repair with my repair kits, but wear and tear has to be fixed at a station. At least that is my understanding based on my previous observations on this topic.
 
Check, no, not until your hull starts dropping, that said, keeping your throttle in the optimal zone reduces wear and tear significantly.

you mean during supercruise? or at any time? is that confirmed info or based on your observations, can you go a bit more into detail?
i only have a cobra but i don't do high volume trading or high paying missions, so paying (what feels like, not exactly sure) 2-3000 cr for just 1-3% w&t always annoys me quite a bit...
 
you mean during supercruise? or at any time? is that confirmed info or based on your observations, can you go a bit more into detail?
i only have a cobra but i don't do high volume trading or high paying missions, so paying (what feels like, not exactly sure) 2-3000 cr for just 1-3% w&t always annoys me quite a bit...
Still testing it out, but from the flights I've done so far, it seems so, once I get back to civilization I'll find one of the far off stations, and test it fully, flying from middle of nowhere station, to star and back again, at various throttle levels to test out.
 
Check, no, not until your hull starts dropping, that said, keeping your throttle in the optimal zone reduces wear and tear significantly.

Your hull doesn't drop from W&T. Its effective health will go down tho (and that of your modules) by max 30%.
And no, you can't check outside a station.
 
I'll find out when i return from my trip what cost the ship integrity will be, i'm only using the modules as a guide to ship damage, as iv just plotted a course & gone. With my next trip out i'll re-jig my Asp to get a better exploration loadout, like better jump ranges, repair kits, etc...atm just enjoying the view
 
Still testing it out, but from the flights I've done so far, it seems so, once I get back to civilization I'll find one of the far off stations, and test it fully, flying from middle of nowhere station, to star and back again, at various throttle levels to test out.

thanks! have some rep.
 
Got back to inhabited space & parked up last night, after my trip to the California Nebula in my Asp, about 1900 ly round trip. Damage wasnt as heavy as i thought, considering my hull strength was down to 80%, those pesky suns. The ship integrity was down to 77% costing around 130k to fix & my repair bill was around 35k, i expected a bigger bill, still to cash in my exploration chips, so i'll make a bit of profit from my couple of days excursion.
 
The 3 prime contributors to wear&tear seem to be distance travelled in supercruise, hull damage, and overheating. In other words, ignore anything 100,000Ls away from the primary star if it doesn't look like a collection of, like, 3 earth-like worlds, make sure your heat never reaches 100%, and have some heatsinks for those moments where you jump into a system and land right between a very close binary pair. I have actually successfully done an exploration mission of several days in a Clipper, which is much more expensive to maintain than an Asp, came back with like 3 million credits worth of data for just ~55k wear&tear cost this way.

However, I do find it sad that wear&tear (and repair) cost is currently such a massive disincentive for so many things - very distant supercruise targets, using armor and accepting hull damage in intense fights with the big ships (as opposed to the current "shields down = you lose financially anyway" paradigm) and so on. :(
 
Don't worry about it OP. Let W&T get to 100% if you want, just don't enter combat in that state (so be careful when you return to civilized space). You'll have to do a lot of travelling to achieve 100% though.
 
I have now (prematurely) come back from my exploration trip due to excessive damage caused by NPC pirates and checked on my W&T, which was at 84% costing me roughly 54K Cr, which is by no means in the range what others are reporting.

There seems to be a lot of guessing and myths surroundingW&T, which prompted me to define my personal Wear&Tear mythbuster project. I will now try to measure and document how W&T and it associated costs behave (on my ASP) depending on a range of variables, some of which are often mentioned to have an effect .

I will try to take the following into account:
- type of travel ( normal, SC, hyperjumps )
- distance of travel
- time of travel
- thruster settings ( below blue, blue, above )
- heat
- equipment class
- cargo load

If you have additional ideas, please tell me so.

This will take some time and repeating work ( but hey, this is ED ;) ), but in the end I hope to have come up with some solid numbers on W&T and its inner workings.

I will post my results in this thread.

cheers
 
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As there are a few wear and tear experts in this thread: is it true that wear and tear cost have doubled or tripled since the 1.1 release?
 
Personally, I don't think that w&t add anything to the game. Yes, it is more realistic maybe, but do players really want to bother with it, especially as the costs of repair are so high. I don't bother repairing now and have found that it makes not too great a difference, but it's annoying that the w&t costs are still shouting out at me.
 
I wasn't aware of the W&T until I saw a mention here recently. I had to pay something like 100 kcr for repairing it (can't remember the percentage anymore), and I've been flying it for dozens of hours. It's barely noticeable, IMHO.
 
No
(and a bit more to actually post this reply)

Pre 1.1, when I spent some time cruising a system for bounty hunting in my Asp, the hull damage from interdictions would be approximately equal to the wear and tear cost.
In 1.1, hull damage from interdictions is significantly more because NPC's no longer submit. But the wear and tear cost is now 2-3 times the cost of the hull damage.

So I think wear and tear cost at least in my scenario has increased by an order of magnitude.
 
I feel like an idiot for not noticing this sooner. A few days ago I first noticed that under Repair in the bulletin board there was another item, Integrity. Repairs didn't seem to be too expensive for me, until I noticed Integrity. When I saw this earlier I couldn't believe it:

Screenshot_0309.jpg

20,000cr for 5% Integrity repairs? Wow. Better stay focused on those most lucrative astronomical objects.

But, oh well. That's the name of the game I suppose... something else to put in my Beginners and Buyers Guide.
 
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