reboot repair failed?

Hi lolanon... i courious too. Had two FMU fitted to my ship and powerd but got the same massage. Can anyone tell me here what that ammounition thingy is on that FMU ? Does it rearm my kinetic weapons ?

Thanks to all...
 
How does this work? I tried it and it says it failed...

you have to have modules at 0% health in order for it to initiate correctly. Then it will canniballize modules, starting with those at the highest health percentage, to make your 0%-modules operable, then reinitalize your ships systems. If you have no systems at 0% health, it will fail.

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Hi lolanon... i courious too. Had two FMU fitted to my ship and powerd but got the same massage. Can anyone tell me here what that ammounition thingy is on that FMU ? Does it rearm my kinetic weapons ?

Thanks to all...

FMU's are activated, via your "modules" menu, in the right panel. they consume "ammo" when repairing internal compartment-modules from >0% to 100% health.
 
you need a module with 0% (eg. thrusters) and other modules with more than 5% health. For every percentage you repair, it will take double from "healthy" modules. Using the AFMU to keep repairable modules at 100% and using those to repair things the AFMU can not (thrusters, etc) is a way to survive longer in the void and actually makes AFMUs useful for something. At least, this is how I understand it, as I've never gotten so damaged while exploring.
 
Minimum 1 module need have 0-5% Health any more and reboot will not work

Power plant cant be fixed this way only in repair shop inside a station can fix this module
 
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I am about 1800LY from habitable space. My hull and some modules are ess than 100% to varying degrees but nothing critical.

So while super cruising to my next planetary target, I decide in my infinite wisdom "Ooooh, why don't I try this new reboot-repair thingy and see what it does"...

...after being emergency ejected from SC, losing several more % points on varies modules and being told that repair/reboot had failed...I vowed not to try it again.
 
I am about 1800LY from habitable space. My hull and some modules are ess than 100% to varying degrees but nothing critical.

So while super cruising to my next planetary target, I decide in my infinite wisdom "Ooooh, why don't I try this new reboot-repair thingy and see what it does"...

...after being emergency ejected from SC, losing several more % points on varies modules and being told that repair/reboot had failed...I vowed not to try it again.

Don´t open the windows or shut down the eninge if your faster than light ;-) happend to me too...
 
so no reammo for weapons ? Sad... We need this.

No you don't it is part of the balancing between kinetic and energy weapons, energy weapons don't need ammo but you have to balance your heat/power, kinetic weapons are easy on power/heat but have limited ammo...result is balance.
 
I've had to replenish the cockpit oxygen twice already for emptying the ash tray and empty bear cans out of the window :)

my ventilationsystem gets my air clean. But every few thousands Ly i need to clean my frontshield by hand. So engine off, windows open and get my wet flannel and go starship washing :) Haven´t seen a car wash ahhh spaceship wash since left... I think this could be a good way to earn a few bucks. Hey FD---> next update is not Powerplay. Ist spaceship wash ! WE need this ;-)
 
Minimum 1 module need have 0-5% Health any more and reboot will not work

Power plant cant be fixed this way only in repair shop inside a station can fix this module

No power plant repair? So this whole thing adds nothing of value for explorers? I understand the use for pew pew though.
 
so no reammo for weapons ? Sad... We need this.

No you don't it is part of the balancing between kinetic and energy weapons, energy weapons don't need ammo but you have to balance your heat/power, kinetic weapons are easy on power/heat but have limited ammo...result is balance.

If I was an FD dev and had my evil head on I'd be tempted to introduce an armoury module but give it a ridiculously weak damage model and have it cook off everything in the ammo store if it took a direct hit.
evil_smiley.gif
 
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No power plant repair? So this whole thing adds nothing of value for explorers? I understand the use for pew pew though.

Nor can the canopy - I tested it in beta, I broke the canopy then kicked off a reboot, it repaired all the PEW PEW stuff but I started gasping for air 30ly from a station lol! I'll have to upload the test! haha
 
I've had to replenish the cockpit oxygen twice already for emptying the ash tray and empty bear cans out of the window :)
The empty beer cans can be used as ammo for multi-cannons. You need to crush them down a bit though to fit in the barrel.

The ammomagazine is hit... Scuttle the ship :) all man offboard. The captain will stay on bridge... .hehe.
Alternatively have the fuel tank do the same. Similar to the WoT "brewing up".
 
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