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

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.

You fail to take into account my almost legendary ability to get distracted by the tv whilst in witchspace. BOOM! another stellar face plant 😟
 
Maybe we'll gain the ability to repair the power plant around the time our ships stop exploding from depleting their life support/fuel. If the generation ships did that we'd have never found a single one. The game mechanics seem tailored in such a way as to make the power plant the one thing you can't repair on your own. They don't want you to stay out there indefinitely. Long trips for sure, but not forever. That should be clear from the fact that you have to return from those trips to sell exploration data, and you can't access the livery to buy and apply new paint jobs without returning to port.


Also, seriously guys, just set the throttle to zero as soon as the jump countdown starts, you can't run into a star if you're not moving.
 
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?
By installing some kind'a battery/capacitor that can be charged for a short-time power supply for a small number of modules. Perhaps you have to park on a planet to do it.
 
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.

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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).
Given that there is no reason why the PP should ever get any damage other than through carelessness, there is no good reason why it should ever be a limiting factor. Has any CMDR actually needed to cut short an expedition because of PP damage?
 
In all honesty, who has actually had a power plant issue on a long exploration ship? I can't think of single time I've worried about the power plant outside of PvP combat. These ships are fully self sufficient now we have synthesis. I even calculated my life support whilst bored on a long SC trip, 36 hours of life support (not maxed out) don't even need a canopy to get to the other side of the galaxy these days.
 
How do you re-start a fusion reactor? Crank it?

Deep dive fuel scoop. You tumble into a star with the ship completely dark, aiming for a sunspot - only there, in the abnormally strong magnetic fields and relatively low temperatures, can one hope to do a field reinit of a hyper-fusion reactor's primary core. If you angle the ship just right, the momentum of the ship combined with the jolt from the initial power surge before the fusion reaction reaches quiescence, should be enough to pull you out before you hit stellar crush depth. Should be. Incidentally, there's going to be a lambda burst when the reactor gets going, which might feel a bit strange. If you can, have a beer before the maneuver to cushion your system against it, and eat some peanuts after. The salt and protein will help you recover.
 
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Lestat

Banned
Ya, they already made Exploration easy mode. All you need is a Collector, Mining laser SRV, and you have all the supplies for Air, resupply Collectors, ARMU and Hull repair.
 
Ya, they already made Exploration easy mode. All you need is a Collector, Mining laser SRV, and you have all the supplies for Air, resupply Collectors, ARMU and Hull repair.

I don't think of "it's a easy or any other mode" Exploration is about 'Exploration' for me, discovering things, not challenging myself, that's a totally different concept.

And this 'repair/reboot' thing... I've never used it so I don't really know, does it repair the Hull then?
In general I keep as many (all but the two) topped up to 100%... I'm a lilly livered chicken really, as before fitting an AFMU I had a scare with my FSD going wonky, sometimes I had to try to jump dozens of times before finally making a jump and I was a good few thousand light years out from Colonia.

That "To seek out new life and new civilizations. To boldly go where no man/one has gone before!" is what Elite is for me, though I know that unless Q4 plonks some stuff for me to find I ain't gonna find em, but think of the romance and the dream there, I'd truly love to be able to just flick a datapod in the direction of my chosen superpower and tell them about all the useless things I found that they'll never use.

Think Star trek without the guns.
 
And this 'repair/reboot' thing... I've never used it so I don't really know, does it repair the Hull then?
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No. It brings modules which are at 0% up for a few precent by taking away durability from other modules. Which usually is enough to get things operational again. It does nothing for the hull.
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Logically speaking, you could have a temporary backup battery as an optional module, which only has enough juice to run an AFMU and Life support for a short time, which can then be used while you power down the primary power plant, and conduct repairs.

A risk being, if you don't restart the power plant before the battery runs out, you're dead in the water.
You could also have solar arrays in the utility slots, to charge the battery up, to try again.

If you do end up dead in the water, too far from a suitable star to charge up, you could call for fuel rats to give you a "jump limpet" which jump starts your reactor.
Assuming they arrive before you run out of air. :p

CMDR Cosmic Spacehead
 
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No. It brings modules which are at 0% up for a few precent by taking away durability from other modules. Which usually is enough to get things operational again. It does nothing for the hull.
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The hull is one of the "modules" it takes integrity away from. Not very much, but it hits it slightly. I do know one PvPer who had an extremely damaged hull after a fight and managed to destroy their ship by rebooting it.

For endurance exploration, no big deal so long as you don't somehow end up with your hull at 1%, and all your AFMU(s) and limpet controller(s) at 0% - in that case you might want to call a friend to send you a repair limpet before rebooting.
 
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