Ship damage while exploring

So I'm out on my second expedition at the moment, my first was a short tester just so I could tag some things with my name, around 4000ly total in a Cobra.
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I'm now out on my first 'proper expedition' and I'm around 11500ly out heading steadily corewards. I've had 3 instances now where I've been forced from supercruise, the first was a planets moon entirely invisible from behind, that I would have collided with when aiming for one of its visible sister moons. The second was an over aggressive fuel scoop. And finally the third was nearly a real disaster, binary system consisting with of K class and neutron star very close together. As soon as I came ins system I was teleported about 2ls sideways so that I didn't spawn inside the star.
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So as it stands the ship isn't in too bad a shape, I'm currently at 97% hull and 93-97% on the various sub systems. My question is this (took me long enough to get round to it in fairness) at what % damage do systems start playing up, malfunctions, unexpected wayward behaviour and what have you? I'm trying to set myself a sensible bingo point for when I reach X damage I turn round and head to home, allowing me have the same number of potential incidents on the return trip before things start going sideways. Anyone have any pointers?
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P.S. in case you're interested, my total distance covered so far is around 15,000ly now, I've approximately 6 ELW, some 25ish WW, 8 Neu, 2 BH's, and I've also found 2 terraformable HMC's, 2 Wolf Rayet stars (which were awesome and MASSIVE), a T Tauri that was so big it had an A class orbiting it and a variety of weird and wonderful things, 3 red dwarfs in a triangle separated by less than half an LS. So yeah its been great, I just hope my trusty DBE can get us back in one piece!
 
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You'll be fine, for the most part.

See, things like the cargo hatch, would go lose and open releasing cargo, while taking damage and below certain percentage. I imagine this is to help pirate interaction since it is pretty much the only system I can see some consequence.

As per the other ones, having them at 80%, 98%, 53% or 30% is pretty much the same, honestly.

AFMU unit can help you to make repairs on those anyways.

So, in short, you are good to go back and forth...it also takes an incredible amount of fecal piloting to bring your whole ship modules to 0%!!

In which case, kinda deserve to die dude, and be banned from the pilot guild forever! lol..

Safe travels CMDR!
 
This is why explorers should carry an AFMU. To repair the critical systems like FSD and thrusters. You can't do anything about your Power Plant damage, so that along with your hull % is your deciding factor.
If your hull or Power Plant get to less than 50%, give serious consideration to turning around and coming back.
 
Thank you for all the advice guys, I'll probably start making my way home at 66% on any module or hull. I decided to go proper bare metal on my DBE so no AMFU and no heatsinks. She does run cool though bless her and has a decent FSD range, the only creature comfort I have is a tiny shield for return trip protection and docking and an extended fuel tank.
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I didn't want to take an ASP because of the, bee-swarm in a jar/biplane/high speed moist fart, noise from its sublight engines, plus I've not touched a DB yet, I've gotta say she's not bad at all but her handling is like flying through treacle at supercruise.
 
Honestly, once you know what you're doing the only damage you're likely to take is due to showing off or not paying attention.

I went on a roundabout route to SagA* and the only times I took damage where when I flew too close to stars for too long to get some nice exterior shots for a music video, and screwing up by deactivating my thrusters while in supercruise in order to use the repair kit on it (causing more damage as a result).

My current T6 loadout has heat sinks (in case I get wedged in the inferno), but no repair kit.
 
Something to note - FSD can start failing from 90% and lower.. Pretty much the main reason I always carry at least one AFMU. You really don't want to be far from home with a faulty FSD.
 
Yup. Another system I like to keep at 100% with the AFMU is the fuel scoop. Not sure at what damage % it starts acting up, but having it crap out thousands of ly from home would be less than optimal.
 
Can the FSD or thrusters malfunction when in SC? If they do then that would be bad news as it would just cause more damage!
 
I've got a couple of AFMUs which I've had to use a few times, mostly after I've been careless with fuel-scooping. Hull and power plant are both at 94%, so I think I'm OK for a while yet.
 
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It will charge up but fail to carry out the jump. So you have to start again.

It's annoying enough when you only need to do one or two jumps, if you've got several hundred jumps to do then annoying isn't the right word :)


Ahhh, that's it? No misjumps? Blast!
 
Ahhhh.... you're craving the Janeway effect aren't you?

btw, I wouldn't head out on an expedition without some repair bots ready at hand. To not do so sounds very risky.


A bit - though I knew that wouldn't be implemented (I'd have heard about it).

I thought maybe a misjump would put you way off a star's center, like 500,000LS from it - or send you to the wrong star - or in interstellar space where you have no choice but to jump again (though I also knew that wouldn't be possible given how you can't travel between stars in supercruise even if you have fuel enough)
 
I've been looking for hull stats, where is it reported while not docked, or am I blind, and it's in the RHS panel?
 
I'm about to head out on my first exploration...have a bare bones annie kitted to try and get to some of those 40 Ly away unreachable stars at the rim. Have 3 5B AFMU kitted, but no heat sinks, for weight savings. Would anyone care to comment on if this is a good idea, or would 1 heat sink be strongly recommended?
 
I'm about to head out on my first exploration...have a bare bones annie kitted to try and get to some of those 40 Ly away unreachable stars at the rim. Have 3 5B AFMU kitted, but no heat sinks, for weight savings. Would anyone care to comment on if this is a good idea, or would 1 heat sink be strongly recommended?

Getting a heat sink? That depends. If you're careful you might never need one - but there's always the chance of jumping into a binary system where you're wedged in the Infrerno and might take heat damage before you can escape. But overall I'd say it's unlikely.
 
If you set up your Asp or DB so that it runs under 17% you will NEVER need a heatsink. I am running my Asp a little hot atm, so I have some heatsinks just in case. As for AFMUs, I think having more than one may be overkill. I have been out for several days (about 12 hours of exploring), and I haven't needed it once. Everything is at 100%. But I brought 3 AFMUs just in case. What else was I going to add that didn't kill my jump range?
 
I'm carrying heat sinks but haven't had to use one yet in over two months of exploring. I do have a pair of AFMUs (they can repair each other) and I have had to use them after a couple of "incidents".
 
Why would you repair an AFMU? Do they actually ever malfunction? Otherwise it seems like "cutting out a wound."
 
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