AFMU stats

I'm working on a long-distance build for Asp Explorer in EDshipyard. I've noticed that 5B AFMU looks better than 5A; it has more capacity and uses less power. Can that be right? Has anyone else noticed this?
 
I'm working on a long-distance build for Asp Explorer in EDshipyard. I've noticed that 5B AFMU looks better than 5A; it has more capacity and uses less power. Can that be right? Has anyone else noticed this?


IIRC, there was a post by one of the devs that said although the A has less "ammo", it fixes more per ammo and so is still better. At least, I don't _think_ I imagined that...
 
5B has indeed more ammo, but total repair points is 167.9 vs 187.6 (according to Coriolis). So a single "B" ammo unit can repair less than an "A" unit. Also the speed of repair process is lower for "B" than for "A".
 
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Considering AFMU ammo is easily synthable, ammo will never be an issue.
And the only scenario in which you will repair your thuster/FSD is while being motionless with those components turned off, so you might as keep the AFUM offline and juggle the power as needed.
 
Thanks for the replies. I'm trying to get ready for a trip to Sag.A* using the neutron jumps; I've not tried those before.
 
That's true, assuming you equipped your ship with decent module. Try to use 1D and you'll need several reloads to repair FSD from 80% only once. :p

Can relate, I fly with a 1D repair limpet controller and a cargo rack with a capacity for 4 tonnes (thruster max mass disallows anything higher).
Thankfully, the AFMU is weightless.
 
I would generally use A AFMUs in all situations unless overall cost is a factor because you either don't have a lot of cash or you want to keep the rebuy cost low.
(Same principle as for fuel scoops.)

Even if you're neutron boosting extensively, keeping the FSD repaired is well within the capacity of a decent AFMU for any practical distance - say three or four hours of boosted jumping, which will get you just about anywhere - crashing into things and/or overheating is the biggest cause of draining of AFMU juice in my experience and if you crash into things you'll also be taking damage to your hull (fixable) and power plant (mostly unfixable); frankly, the situation where you crash into things so many times that you need to reboot/repair your powerplant is unlikely to occur unless you're truly dedicated to provoking it!
 
Thanks, A it is then. I have done fairly long trips before (Amazing Sky) and I don't usually run into things, so I think I just want the AFMU to repair FSD after neutron jumps. I've practiced using white dwarfs in the Bubble too.
 
Use the A if you can afford it. Power is not an issue and the A unit repairs more damage than the B unit.
See below for Neutron Supercharging and jump to 3:25 for AFMU repairs.

If you try to repair your FSD or your thrusters while you are in supercruise, you will force an emergency drop that will cause hull and module damage.
Always drop out of supercruise and come to a stop before initiating repairs.
Make sure the AFM has a lower power priority than life support, FSD and Thrsuters so you don't accidentally shut those down when you turn on the AFM.
AFMU uses a lot of power, so leave it turned off when not in use. You can turn off thrusters to free up power to turn on the AFM.

If your Frame Shift Drive drops below 80%, it can begin to malfunction, with the chance of malfunction increasing the lower it gets.

p.s. Don't bother boosting from White Dwarfs. They are far more dangerous than a neutron star due to their large exclusion zone and they only give you a 50% boost. Not worth the risk IMO.

[video=youtube_share;8C0YMEI7guc]https://youtu.be/8C0YMEI7guc?t=8s[/video]
 
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p.s. Don't bother boosting from White Dwarfs. They are far more dangerous than a neutron start due to their large exclusion zone and they only give you a 50% boost. Not worth the risk IMO.

Agreed, white dwarfs are an accident waiting to happen. I set my filter to scoopables and non-sequence stars only, and plot with that when neutron jumping.
 
Thanks for the great advice. Yes, I was just practicing in white dwarfs because they are handy in the bubble. It's encouraging to hear that neutrons are less fierce.
 
While a non-issue if you have more than a single AFMU, B-class AFMU's have higher integrity than other grades, which means that they handle heat damage better. However, as I found out with some testing, Supercruise collisions don't care about module integrity, so whether you have a D-class, B-class or A-class they all seem to take roughly the same damage during collisions (SC collision threshold I think is 200km/sec).

I equip B-class AFMU's on all of my exploration/general purpose ships and then use the "Shielded" mod to further boost integrity (This uses +80% more power for G4 Shielded, so power priorities must be set and the AFMU disabled until required). A good part of this is due to the higher integrity, but another part is keeping costs down (regardless of how much cash I have, I can't deal with how overpriced some of the A-class modules are compared to B-class :) ).

I can see though that A-class AFMU's will get your FSD repaired quicker, so if you are looking to cover distance quickly using Neutron star boosting, this would be a good case for it; and if you have more than 1 AFMU, the B-class loses any advantages it had over A-class (apart from the price of course ;) ).
 

Jon474

Banned
I use two AFMUs - one to repair the ship, the other to repair the other AFMU. On this extended trip I packed a 5A and a 4A...but I won't do that again. Next time it will be a 4A and a 2A.

Flying happy
Jon
 
I can see though that A-class AFMU's will get your FSD repaired quicker, so if you are looking to cover distance quickly using Neutron star boosting, this would be a good case for it; and if you have more than 1 AFMU, the B-class loses any advantages it had over A-class (apart from the price of course ;) ).

Not entirely.

B has a better power efficiency (more capacity and speed per used power).

Stacking all the B modules you can afford to keep online with an A to top it off usually yields the fastest repairs (since you don't have to boot up anything).
 
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Depending on ship, it can be an issue if you don't set your power priorities correctly and your ship explodes while you're in the buggy. Learnt my lesson and now take a smaller one.

Large AFMUs aren't an issue with good power priorities, and shutting things off that aren't in use. What I do now is set only these to priority 1: Thrusters, Life Support, and FSD. The SRV hangar gets priority 2 (usually alongside the shields, distributor, and sensors), and everything else gets 3 or higher. That way if you forget to turn things off, the AFMUs and fuel scoop shut off first, and not the SRV hangar or thrusters, which obviously would be bad when dismissing/recalling the ship.
 
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Large AFMUs aren't an issue with good power priorities, and shutting things off that aren't in use. What I do now is set only these to priority 1: Thrusters, Life Support, and FSD. The SRV hangar gets priority 2 (usually alongside the shields, distributor, and sensors), and everything else gets 3 or higher. That way if you forget to turn things off, the AFMUs and fuel scoop shut off first, and not the SRV hangar or thrusters, which obviously would be bad when dismissing/recalling the ship.

Quite - but I'd rather remove the risk of mis-set priorities entirely if far away from home.
 
Thanks all for the advice. I'm now two-thirds of the way to Sag.A* and have done quite a lot of neutron jumps. May get there tonight. :)
 
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