Ship damage while exploring

I ended up with quite a lot of damage to my Asp modules (definitely pilot error). Used up my one AFMU after having popped all my heat sinks in a panic when trying to restart my thrusters which had turned off....... you learn as you go.......... In fact I did learn there is never a need to panic, just need to do some quick thinking... everything out there is logical :). Decided to turn back at that stage and replan the expedition rather than risk death and loss of data. I'm installing a bigger fuel scoop before the next trip reason being the less time I spend near a star refuelling the better for me. Also one extra AFMU just in case, yes I did read somewhere that they can repair each other (?). Anyways... looking forward to the next trip asap.
 
Why would you repair an AFMU? Do they actually ever malfunction? Otherwise it seems like "cutting out a wound."

It just seemed sensible to keep them at 100%, a bit like looking after your tools in the garage, if you want to do a good job.
 
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.

My emphasis.
Been there. Done that. Skimming rings at full SLD at almost dropout height. Damage taken. Would do it again in a heartbeat. :)
 
It just seemed sensible to keep them at 100%, a bit like looking after your tools in the garage, if you want to do a good job.

If you use up AFMU ammo to repair other AFMU, then isn't that reducing their overall effectiveness? That is why I am asking if AFMU malfunction is a real game mechanic. If it isn't, then repairing them would be a waste of ammo, right?
 
If you use up AFMU ammo to repair other AFMU, then isn't that reducing their overall effectiveness? That is why I am asking if AFMU malfunction is a real game mechanic. If it isn't, then repairing them would be a waste of ammo, right?

Recently I've started leaving them in their "damaged" state because, as you pointed out, mending them uses ammo and I've gotten through a chunk of it with repairs done so far. I reckon they'll function OK as long as they're in +90% range, at a guess.
 
Commander, in my experience (so far visited 6,638 systems) the most critical components, apart from your power plant, are your frame shift drive and your fuel scoop.
I have travelled 12,000 LY with a canopy looking like this
Screenshot_0294.jpg
and also my cargo hatch at 0% and strangely my power distributer at 0% too.
 
Distributor isn't needed for anything other than shields, boosting and firing weapons, so on an exploration vessel it's fine at 0. You can even reduce module class to save weight. But that canopy is spooky, I'd never take that gamble.
 
Commander, in my experience (so far visited 6,638 systems) the most critical components, apart from your power plant, are your frame shift drive and your fuel scoop.
I have travelled 12,000 LY with a canopy looking like this

and also my cargo hatch at 0% and strangely my power distributer at 0% too.

Seems your pet spider hes been busy! Mine's only done anything near the window frames...

Z...
 
Commander, in my experience (so far visited 6,638 systems) the most critical components, apart from your power plant, are your frame shift drive and your fuel scoop.
I have travelled 12,000 LY with a canopy looking like this

and also my cargo hatch at 0% and strangely my power distributer at 0% too.

My thought process when I saw this screenshot: "how did he get economical routes to display in cockpit vi.. ooooh!" :D
 
Unless it's needed to fly or scan I've switched it off. My Conda sits at around 15% heat in SC.

Edited to add: whatever pips you set before you disable the power distributed are remembered. I set it to 4 engines and 2 to SYS.

So does that mean shields will still run if the distributor is off? Never know when you might crash into a planetary ring and need to take evasive maneuvers ;)
 
So does that mean shields will still run if the distributor is off? Never know when you might crash into a planetary ring and need to take evasive maneuvers ;)

The power distributor only governs the amount of pips to each system. When it is off or destroyed, the pips are just invisible, but they remain in their prior configuration, and will recharge you eng/weep/shields accordingly. So it's best to have a consistent pip setting before you shut it off so you know always know what it was. 4 to engines, 1 to sys, 1 to weps works well for exploration. You need sys for any heat sinks. I keep 1 pip in weps just in case any system relies on them that I am unaware of.
 
Tested, confirmed. My shields go up fine when enabling them while distributor is offline and the capacitor recharges. That is actually also an important lesson for combat, if a little more power is needed :)
 
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Tested, confirmed. My shields go up fine when enabling them while distributor is offline and the capacitor recharges. That is actually also an important lesson for combat, if a little more power is needed :)


Don't shut off your PD during combat man! That is nuts. No heat benefit is worth losing power flexibility when people are shooting at you. And just to be clear, if you shut the power to the PD off it will only recharge shields to the extent that you last had pips in it. In other words, if you put zero pips to shields, four to engines, and 2 to weapons, and then shut off your PD, your shields won't recharge at all. The same is true of max engine speed, and weapon overheating if you neglect those pips before turning it off.

Think of it this way: The PD is like a rudder for your power. The power will still flow when it is off, but your "rudder" will be stuck in the last position you left it before unplugging it.
 
It's really interesting to get all this info from the community. I've also found that the advanced discovery scanner still works fine, even at a low percentage
 
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