Newcomer / Intro Repairing in the field

Outfitting name: Auto Field-Maintenance Unit

My shields were taken out, and hull sustained further knocks -- down to 85%. It was an ambush by pirates and oh, there were quick to open fire! Anyway, I escaped and in got out of FSD into an empty space to initiate repairs.
Thrusters repaired from 92% to 100%
Cannons repaired from x to 100%
Everything repaired to a 100%.

But looking ahead (HUD), the status of my ship still says 85% ?!
Thta's not fair! What's the point of spending almost 200k on the AFMU anyway? Could this be a bug?
 
I believe that 85% is your hull. That doesn't get repaired by the AFMU, nor does wear and tear unfortunately. The AFMU is only for maintaining your modules.
 
That's fine if the AFMU only maintains the modules. I found that as long as your thrusters is > 1%, you can FSD back to your ship to get repaired.

And to use the AFMU in a combat field you'd *have* to be far, far away from dangers or risks of being targetted. Otherwise, you'd be blast out of your cockpit.

So it begs the question if the AFMU is a must have in the ship.
 
So it begs the question if the AFMU is a must have in the ship.

I'd say probably not essential for general play as you're never that far from a repair station, but more likely would be for deep space exploration.

Am i right in saying that you can now cannibalize some minor systems to repair others, or is that something that has still to be implemented?
 
I'm considering taking my Asp for its first proper exploration trip. Having never used one, would people generally recommend a field maintenance unit or is it a waste?

I think some people actually fit two so you can repair one with the other.
 
I'm considering taking my Asp for its first proper exploration trip. Having never used one, would people generally recommend a field maintenance unit or is it a waste?

It depends upon how far you're going to travel. If you're only going to venture out a couple thousand light years then it's probably more of a luxury than a necessity. If you're headed to Sagittarius A* then you'll want to bring one, a lot can happen in the course of a 50,000 LY round trip.

Of course it doesn't repair your hull or your canopy, so it's not a replacement for careful flying.
 
If you are flying an Asp for exploration you probably have empty module slots and it doesn't affect your jump range so I don't think it hurts to take one. I've got one and never needed it (yet). Its there as a bit of a safety net.
 
Of course it doesn't repair your hull or your canopy, so it's not a replacement for careful flying.

Dammit. Lo$t! Should have known better.
It would, however, be REALLY nice if we can all purchase an R2D2 like and improve the dents on my hull from 85% back to 100%.

Having said that I just need to ask another question.
So if I managed to escaped with only 1% left on my hull and have repaired ALL my modules, how much effort does it take for the enemy to blow me away? 5 seconds?
 
Dammit. Lo$t! Should have known better.
It would, however, be REALLY nice if we can all purchase an R2D2 like and improve the dents on my hull from 85% back to 100%.

Having said that I just need to ask another question.
So if I managed to escaped with only 1% left on my hull and have repaired ALL my modules, how much effort does it take for the enemy to blow me away? 5 seconds?

At 1% hull you're going to want your shields to hold up. You'll also want to submit to any interdiction attempt immediately because you won't be able to survive losing the interdiction minigame (which causes you to take hull damage).
 
Afmu are really only of use to long distance explorers now that you can reboot. People always say take 2, but with power plant being a limiting factor, 1 is ample to keep your fsd working
 
Hi

Can anyone explain the reboot function for me please, as I'm new to exploration and never had any kind of repair module fitted previously?

Thanks

Cmdr Nuggy
 
I think (I may have this completely wrong) the reboot is available to everyone and xanabalises other system parts to get one specific thing working. So if someone has damaged your thrusters heavily you can get them working enough to get to a station for repair.

The repair module being talked about here is a seperste module that fixes any/all damaged modules to 100% and has a limited "ammo". You have to buy it in outfitting do it takes up a slot.
 
Please tell me that the repair module makes cool noises, like the sound of someone banging and drilling in the background :)
 
Afmu are really only of use to long distance explorers now that you can reboot. People always say take 2, but with power plant being a limiting factor, 1 is ample to keep your fsd working

You wouldn't need to keep 2 of them running, so if you have the extra space and money is no object, you could bring 2 or 3 or 5 along, even if it's just for giggles.

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Please tell me that the repair module makes cool noises, like the sound of someone banging and drilling in the background :)

I've never used one, but now I'm imagining some dialog to it as well.

[banging, drilling, then a loud cracking noise]
"Oops. Well, hmmm. Didn't really see the point in that thing anyhow. Hello, Commander? Everything is fine now. You'll be wanting to head home. Now. Right now. Everything is okay."
 
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I don't play with sound on so I'd have no idea what it sounds like.
After the first week of ED, I think I have heard all the sound effects I need to hear. Missing another won't lose much. ;)
 
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