Newcomer / Intro Auto field maintenance unit: how to / beginners guide for explorers?

I'm thinking ahead to setting up my ship configuration for exploration, and I've been reading about AFMUs (auto field maintenance units). I understand the basic concepts: you install one (or preferably 2, since they can't fix themselves) AFMU in your ship, feed it some raw materials, turn off anything you want repaired, and somehow 'activate' the AFMU.

But the details are rather sketchy to me. Here are some of the areas I'm unclear on:
  • when you are far out in unexplored space, where and how do you gather the raw materials?
  • I presume you need some cargo space for these raw materials? How much is wise?
  • What are the raw materials, and are they easy to find?
  • Is having an AFMU really required / recommended for folks starting out with, say, 3,000-5,000 Ly runs?
    • I know whether you need an AFMU or not is going to be kind of random, and being prepared is always wise, but... overkill for these shorter runs?

Please point me in the right direction, particularly if there is already a good overview guide that answers these questions. I've done a few searches but all I seem to find are "AFMU = good" statements, without the more gritty details I'm interested in.
 
I'm thinking ahead to setting up my ship configuration for exploration, and I've been reading about AFMUs (auto field maintenance units). I understand the basic concepts: you install one (or preferably 2, since they can't fix themselves) AFMU in your ship, feed it some raw materials, turn off anything you want repaired, and somehow 'activate' the AFMU.

But the details are rather sketchy to me. Here are some of the areas I'm unclear on:
  • when you are far out in unexplored space, where and how do you gather the raw materials?
  • I presume you need some cargo space for these raw materials? How much is wise?
  • What are the raw materials, and are they easy to find?
  • Is having an AFMU really required / recommended for folks starting out with, say, 3,000-5,000 Ly runs?
    • I know whether you need an AFMU or not is going to be kind of random, and being prepared is always wise, but... overkill for these shorter runs?

Please point me in the right direction, particularly if there is already a good overview guide that answers these questions. I've done a few searches but all I seem to find are "AFMU = good" statements, without the more gritty details I'm interested in.

-1) If you have the AFMU equipped and powered up, then if you click on a specific module, there will be "repair" option available. it will switch the module off, though, so don't try to repair the FSD in supercruise ;)
0) AFMU comes with full "ammo", only once you used it, you have to refill it.
1) You get the materials by collecting them from planet surfaces with SRV, or mining them from the asteroids
2) Materials don't need regular cargo space - You have a 1000 units limit, though. (explore the inventory tab. It's all there)
3) Can't name the mats out of memory, but if you look into the inventory tab on your right-hand panel and switch to "Synthesis" you can see which ones you need. You have three levels of "quality" and the lowest quality only uses very common materials
4) No, for a 5000LY run, you don't need the AFMU. If you are a little bit careful and won't let your ship to cook itself for several minutes, you'll be completely fine. If you have a space for it, take it, why not. But if you'd have to make compromises, it's not worth it.

So final resume - AFMU is good to have if you plan on spending a month or longer in the void. Accidents happen and once the module is at 50% or less health, it may start malfunctioning. Also it's nice for repairing cracked cockpit canopy. Yea, accidents happen.
But if you are just planning a 5000LY sight-seeing trip, you'd have to try REALLY hard to damage your ship in a way that you need the AFMU.
 
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Chris has pretty much said it all, just let me add my .02 Credits' worth to the last point:

I'm currently on my way to Jaques, via Sgr A* (been there) and Great Annihilator (2 kly to go). I brought along one class 3A AFMU. Due to a bug in the game, it still has full ammo :D, otherwise, it would have been no problem to refill it with materials prospected from planets en route. Did that once actually, to switch to the highest class AFMU ammo to speed up repair times.

My hull and power plant are now down to 90%, AFMU is somewhere around 85%. Slightly annoying, but far from critical. So, even if I could repair the AFMU with a second AFMU, that wouldn't help me much since I can't repair hull or PP. So, my personal, current opinion would be to take one small, but high rated AFMU on any trip that may take you over 10 kly, as long as you don't have to sacrifice anything else for it. If you're shooting for Beagle Point or a circumnavigation, consider taking a second, even smaller, AFMU - but you probably won't need it. More important, though, would be to bring along a higher rated life support. All modules get switched off while being repaired - which means that, when you repair the life support, you're running on spare oxygen. And that can't be replenished until you dock again inside a hangar. Since only the D rated life support is actually less mass than anything else, you may as well go for an A rated unit.
 
Awesome responses! I apparently have given both Chris and Ashnak too much rep so I have to wait for a Rep cool down ;) But thank you both very much!

If I've got space I'll probably install an AFMU on my first 'lengthy' trip- not because I need it, but because it would be good to get familiar with using it when I don't really *need* to use it.

Edit: my planned first 'lengthy' trip is about 3,000-5000 Ly one way... and I do hope to make it a round trip ;)
 
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Awesome responses! I apparently have given both Chris and Ashnak too much rep so I have to wait for a Rep cool down ;) But thank you both very much!

If I've got space I'll probably install an AFMU on my first 'lengthy' trip- not because I need it, but because it would be good to get familiar with using it when I don't really *need* to use it.

Edit: my planned first 'lengthy' trip is about 3,000-5000 Ly one way... and I do hope to make it a round trip ;)

Yes, round trips are much better. :p
 
didn't know those existed. I've seen repair as an option but it was greyed out, now I know why.

"Yes, round trips are much better. :p " haha !~
 
Ah so the AMFU needs materials does it, I was wondering how that works. I assume you need the SRV too then...

How does the the FSD boost and increased star (white dwarf, neutron etc) jump range work?
 
Ah so the AMFU needs materials does it, I was wondering how that works. I assume you need the SRV too then...

How does the the FSD boost and increased star (white dwarf, neutron etc) jump range work?

You either need the SRV or a mining laser. Or be careful and you won't need to refill it at all.

FSD boost works simply. You fly through the WD/NS jet, your FSD gets supercharged (and damaged) and you can plot one super jump. Ranges are still being negotiated. Right now it's 50/300% I believe.
 
I'm still on my first "3,000 LY" exploration trip. Decided to go to the Cave Nebula, then NGC 7822. Once there I decided the bubble Nebula was in the same direction, so off I went. Then the Heart & Soul Nebulas beaconed, which took me to almost 8,000 LY. Then I decided, why not make it an even 10,000? So I went further out, through EAFOTS toward the Formadine Rift.

Now I am on my way back. Not sure if I'll make it before the 2.2 drop. All my systems are still at 100% and I have yet to use the AFMU. Its good to have, IMHO. Even though you are unlikely to need it, getting stuck out here would lose me Millions, not to mention all the First Discovered By tags I've got. If I was only going a few thousand LY, I wouldn't bother with it. But plans change.

At the time I left, I didn't know the AFMU could be resupplied by mats. Didn't know about Jumponium either. Once I figured that out I spent more time driving around on planets. You can also find POIs and Nav Beacons even this far out. Its also a good diversion from the jump-honk-scan routine.
 
I'm still on my first "3,000 LY" exploration trip. Decided to go to the Cave Nebula, then NGC 7822. Once there I decided the bubble Nebula was in the same direction, so off I went. Then the Heart & Soul Nebulas beaconed, which took me to almost 8,000 LY. Then I decided, why not make it an even 10,000? So I went further out, through EAFOTS toward the Formadine Rift.

Now I am on my way back. Not sure if I'll make it before the 2.2 drop. All my systems are still at 100% and I have yet to use the AFMU. Its good to have, IMHO. Even though you are unlikely to need it, getting stuck out here would lose me Millions, not to mention all the First Discovered By tags I've got. If I was only going a few thousand LY, I wouldn't bother with it. But plans change.

At the time I left, I didn't know the AFMU could be resupplied by mats. Didn't know about Jumponium either. Once I figured that out I spent more time driving around on planets. You can also find POIs and Nav Beacons even this far out. Its also a good diversion from the jump-honk-scan routine.

Rep for classic "Short exploration trip gone wild" situation.
Happens to me all the time. :D
 
Must admit, I dabbled with the AFMU as soon as I found a station that was selling them.

First time I incurred damage I waited for it to work it's magic (as the "A" in the name might imply) and when nothing happened I tried to figure out how to make the darned thing work and then ended up selling it again.

Honestly, I don't really need one at the moment but it's nice to know how stuff works, so rep' dispensed..... sooner or later.
 
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Must admit, I dabbled with the AFMU as soon as I found a station that was selling them.

First time I incurred damage I waited for it to work it's magic (as the "A" in the name might imply) and when nothing happened I tried to figure out how to make the darned thing work and then ended up selling it again.

Honestly, I don't really need one at the moment but it's nice to know how stuff works, so rep' dispensed..... sooner or later.

You don't need the AFMU if you're moving around the bubble. You regularly repair in ports and if you happen to have a module destroyed, you simply reboot and repair and limp to a dry dock to do the rest.
Outside of the bubble it's different. :)

And btw. If you have the AFMU online, every module you click on will have the "repair" option active. When you click on it, the module will go offline (so don't try to repair the FSD while in supercruise. Just saying. ;) ) and it will be slowly repair. The speed of the repair depends on the AFMU's quality.
 
You don't need the AFMU if you're moving around the bubble.

Maybe a little OT but one thing that I do find a little "irritating" (actually, even that's too strong a word really) is the way you can be flying a ship with an empty cargo hold and yet there's no way to carry extra spare parts and ammo for your ship on long journeys.

Might be nice if FDev introduced some kind of "Stores locker" module which could replace a cargo rack and allow you to carry extra ammo and AFMU supplies etc.

Not entirely sure whether that might mess with the gameplay though.
 
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Maybe a little OT but one thing that I do find a little "irritating" (actually, even that's too strong a word really) is the way you can be flying a ship with an empty cargo hold and yet there's no way to carry extra spare parts and ammo for your ship on long journeys.

Might be nice if FDev introduced some kind of "Stores locker" module which could replace a cargo rack and allow you to carry extra ammo and AFMU supplies etc.

Not entirely sure whether that might mess with the gameplay though.

If you listen to David Braben's earlier visions and talks (like pre-2014) you'll find him thinking along those lines as well.
Game design is a tricky thing. Not all great ideas can be transformed into great gameplay. *shruggs*
 
Maybe a little OT but one thing that I do find a little "irritating" (actually, even that's too strong a word really) is the way you can be flying a ship with an empty cargo hold and yet there's no way to carry extra spare parts and ammo for your ship on long journeys.

Might be nice if FDev introduced some kind of "Stores locker" module which could replace a cargo rack and allow you to carry extra ammo and AFMU supplies etc.

Not entirely sure whether that might mess with the gameplay though.

If you have the right materials in storage you can synthesise reloads for various weapons as well as your AFMUs
 
If you listen to David Braben's earlier visions and talks (like pre-2014) you'll find him thinking along those lines as well.
Game design is a tricky thing. Not all great ideas can be transformed into great gameplay. *shruggs*

Simple. A "Magazine" cargo rack, can only be used to store cannon rounds, etc. Just a small (size 2?) module, to hold 4 tons of various small ammo. I wonder if multi-cannons use case-less ammo or are we dropping brass all over the galaxy?
 
Simple. A "Magazine" cargo rack, can only be used to store cannon rounds, etc. Just a small (size 2?) module, to hold 4 tons of various small ammo. I wonder if multi-cannons use case-less ammo or are we dropping brass all over the galaxy?

Yes, yes, but what I'm trying to say that they choose this approach because gathering mats and crafting the ammo/integrity/whatever is much more involved process for player than just buying a thing that can store more of this or that.
That's why I said that however it may sound like a cool idea to haul, for example an extra FSD with you, it isn't as cool when you think of the gameplay around it.
 
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