Do you think exploration ships will be self sustainable after the new update?

I know commanders have been in the black for month, but the power plant is still the weak spot of every exploration ship. Does anyone think (or know) if we can repair it in the future with synthesis or similar stuff?
This could also be an interesting task for the SRV btw. (since turning off the power plant for reparation isn't possible).
 
The whole thing about the power plant is that in order to repair it, you have to turn it off (like any other module). There's no way to do that out in the black or even at a station. The STATION has to repair it.

It WOULD be nice if we COULD repair it on the fly. Of course, turning the entire ship off could be tricky. How do you re-start a fusion reactor? Crank it?
 
The whole thing about the power plant is that in order to repair it, you have to turn it off (like any other module). There's no way to do that out in the black or even at a station. The STATION has to repair it.

It WOULD be nice if we COULD repair it on the fly. Of course, turning the entire ship off could be tricky. How do you re-start a fusion reactor? Crank it?

huh....so there are no batteries in the future?

We restart reactors all the time - every time you do a reboot/repair.
 
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In practice they're already self-sustainable with the right preparation.

If the power plant gets damaged to 0%, reboot/repair to bring it back to >0%. Repair limpets and AFMUs can then repair the side effects of the reboot, and synthesis can also recover the used life support oxygen. Those wanting to go for endurance over range can also use the armoured power plant blueprint, and make sure that it's large enough to power essential systems on 50% output.
 
On the other hand, even at 0% all is not lost. Not only does your ship still have power, you can also go for repair and reboot and get a few percent of PP durability back.
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The price for that is a short while of everything being shut down, so a bit of life support time. And that by now can be restocked by synthesis. Although I also dare to wonder: what do you do to actually get your PP to 0% while exploring? I mean, it takes a lot of mistakes and messing up to get the PP that far down, not to mention that your ships hull most likely breaks down before that happens.
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In practice they're already self-sustainable with the right preparation.

If the power plant gets damaged to 0%, reboot/repair to bring it back to >0%. Repair limpets and AFMUs can then repair the side effects of the reboot, and synthesis can also recover the used life support oxygen. Those wanting to go for endurance over range can also use the armoured power plant blueprint, and make sure that it's large enough to power essential systems on 50% output.

Yep, it's just...one would think they would have a better solution for that in the future. Like I said, I think it would be a nice aspect to exploration if we would have to do it with an SRV, repairing and later jump starting the PP.
 
Probably not. It's not that important anyway, really. You can't move for stations out there these days

And apparently if you engage in any combat whatsoever, or so I read in this forum, you get sent to a penal colony when you dock... Maybe they have repair facilities
 
huh....so there are no batteries in the future?

We restart reactors all the time - every time you do a reboot/repair.

Was just about to suggest that.

Create an "Energy storage unit" module and then allow players to use that to power their AFMUs while the PP is shut down.
Perhaps make it powered by geothermal energy so, after using it, you've got to hunt down a geyser to recharge it before you can use it again.

I know people are (quite rightly) concerned about "module bloat" but I'd really like to see a whole range of optional stuff that you could fit to an exploration ship to add extra maintenance or sciencey stuff.
 
I'd suggest that if an explorer's power plant degrades to 0%, perhaps the commander should consider a different occupation than exploring, considering the sheer number of mistakes and errors that would need to be made in order to have the power plant degrade that far.
 
It’d be nice to be able to synthesise heat sinks without needing man made mats.

I fired off five heat sinks in 100 kLY. Starting out with a full load of heat sink synthesis mats, I reckoned I was good for the next nine million light years.
 
Was just about to suggest that.

Create an "Energy storage unit" module and then allow players to use that to power their AFMUs while the PP is shut down.
Perhaps make it powered by geothermal energy so, after using it, you've got to hunt down a geyser to recharge it before you can use it again.

The funny thing is that the ship already has a battery system. It is called the Weaponry capacitor.
 
Probably not. It's not that important anyway, really. You can't move for stations out there these days

A bit of a throw away line there to belittle the question!
I've never bumped into one and I've even been looking out for them to try and get some fixes done, I heard about stations in nebula's whilst browsing the forums here fairly recently, and I've been playing four years... now without digging deeper than I feel would be 'murshun bustin' I don't have a clue where they are.

Besides, it wouldn't hurt you in your if I had a battery to run my repair unit would it?

I quite frankly would like to sell my data remotely and stop the hell away altogether.
 
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