Anaconda AFMU question 5A or 6A?

So 5A because less power, 6A because more repair...

but I can refill AFMU's so any reason I'd want a 6A?


I'll run two anyway.
 
So 5A because less power, 6A because more repair...

but I can refill AFMU's so any reason I'd want a 6A?


I'll run two anyway.


Power requirements are irrelevant, afmu's only need to be on when in use, you can turn off thrusters to free up power. You need to drop out of sc before fixing thrusters or fsd, anyway. You can refill them in the field so capacity isn't that important either as long as you bring a buggy. Take two so they can fix each other, could combine c6 with a c3 for example.
 
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I have two 6A AFMUs, which I keep off all the time. This way the power is never an issue. I turn on one, use it on the life support first waiting for it to finish, and turn the life support on again, then use it on everything else. As it turns off everything it fixes, power is still not an issue. Finally, I turn off the first one and turn on the second one to fix the first one.

6A is both bigger and faster. I use them on the odd occasion I make mistakes or to fix the FSD if I do NS jumping. I'd rather keep a minimum amount of materials for refill and have the rest of the material space for jumponium as I am always in sparse areas.
 
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Power requirements are irrelevant, afmu's only need to be on when in use, you can turn off thrusters to free up power. You need to drop out of sc before fixing thrusters or fsd, anyway. You can refill them in the field so capacity isn't that important either as long as you bring a buggy. Take two so they can fix each other, could combine c6 with a c3 for example.

Not entirely I'm intending running the absolute minimum size PP so perhaps even the 6A when on might be too much. I'll need to check.
 
An afmu needs less power than the thrusters. So any power plant that can power the ship can handle any afmu, unless you dont want to stop for repairs. I took three A6 afmus with me, why not?
 
I would lean towards a single AFMU, as large as possible given the remaining slots. I generally leave it disabled until needed, so it doesn't really add to power requirements. I suppose a pair could repair each other, but I don't see much point when they cannot repair hull or power plant.
 
A faster AFM is better if you plan on repairing Life Support. You need to minimize the time you have it turned off.
I never repair life support because once it's off, you're using up emergency oxygen and use is cumulative. Oxygen isn't replenished until you dock somewhere.
So if you keep repairing minor damage to life Support, you will eventually run out of air.
Is it even possible for it to malfunction? AFAIK, It works just as well at 5% as it does at 100%.

I also don't bother bringing two AFMs. AFAIK, an AFM that is damaged at 90% works just as well as one at 100%, so there's no need to repair until or unless it's nearly at 0%
I understand the OCD thing but you can't satisfy the OCD since hull and PP will still have damage anyway. So I just decided to be OK with a few systems having minor damage for the rest of my trip.
Life support, AFM and PP at 94-98% due to overheating when I started charging the FSD too soon while I was still scooping.

Lastly, repeating the above advice. Leave the AFM turned off until you need to use it. It will always use less power than the thrusters.
You need to drop out of SC before repairing anyway. If you don't you will end up with an emergency stop and hull damage. So drop, stop, shut down thrusters and turn on the AFM, then repair everything and turn the AFM back off and thrusters back on.

As Jackie said, size doesn't matter. Unless repair speed matters, but it doesn't unless your OCD forces you to repair life support, then speed is very important.
 
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Life support matters when the canopy is breached. Until then, it doesn't matter if it has 7.5 minutes or 7.5 seconds in it. And when you are 50 Kylies away from civilization, 7.5 minutes makes no difference whatsoever. So until that changes in some way, I choose to abide by my OCD and repair it together with the other AFMU.

Additionally as someone who is always out on some fringe, having 950/1000 material spaces full of jumponium materials, does make the difference between life and death over there unlike the life support that is purely dead weight. Having two AFMUs of the biggest size I can get means I don't have to carry many materials for refilling them, leaving me more space for materials that matter.

There is no one correct way of doing things. We do things the way we feel is the best for us. It's subjective. So very subjective. Try things. See what works for a person. Do what makes a person happy. Simples!
 
If you have a grade 5 overcharged 2A power plant you can still use a 6A AFMU. Like others has already said, you are stopping to repair things. Taking things off-line, so, just make sure either the thruster or the FSD is off-line while you do repairs on something else.
The Conda has no problems with a grade 5 overcharge on a 2A power plant for exploration. Super cruise heat management is primarily about keeping a low load on the plant and not so much about its heat management numbers.
 
Life Support is a bit relevant when you repair things. For instance the canopy or the life support itself.
Though, 7.5 minutes will get you through 100's of repairs, so it is more than enough. just don't leave your command while repairing stuff, at least not when repairing things that takes life support offline. :)
 
I have 2 x 5As on my Anaconda. I only used them after doing a few neutron jumps.
They were fine on a Colonia to Beagle to Colonia trip. Didn't have to synth any refills either.
 
Ive always used x2 5As in Annie's. That includes to Beagle point and back with spare ammo and no synth.
 
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If you need a large AMFU, you're doing something wrong. You can always use synthesis to get reloads and speed is usually not an issue.

One small AMFU or perhaps two should be all you need to stay out in the black for years.
 
If you need a large AMFU, you're doing something wrong. You can always use synthesis to get reloads and speed is usually not an issue.

It depends what you're doing, I think. If you're making boosted jumps from stellar remnants and end up dumped into normal space the biggest fastest AFMU that you can run alongside everything else could make all the difference.

(Which happened to me the other day, I only just made it!)
 
It depends what you're doing, I think. If you're making boosted jumps from stellar remnants and end up dumped into normal space the biggest fastest AFMU that you can run alongside everything else could make all the difference.

(Which happened to me the other day, I only just made it!)
With hull repair limpets apparently planned for 2.4 it should really be possible to stay out indefinitely. I hope the limpets can be synthed though.
 
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