Ships My (noob) exploration build - crashing downsides?

Definitely have two AFMUs, one to repair the other.

Having more than one AFMU is good, but not to repair each other since the chances to completely wear out an AFMU are equal to zero and a 1% integrity AFMU is as good as a 100% one

No, it's better to have more than one AFMU, IF the internals space permits, for those scenarios when you take damage that is automatically distributed to ALL internal modules (forced supercruise drop offs, etc)
In that case is better to have 3 AFMU plus 1 Cargo rack instead of 1 AFMU and 3 Cargo racks - since cargo rack have no integrity so they dont take any damage, since in the first case the damage will get distributed to more modules and consequently each module will take a smaller share of the damage.

So, IMO, having more than one AFMU is good (if you have spare space), but not good enough to sacrifice other modules just for the sake of having 2 or more AFMUs
 
Having more than one AFMU is good, but not to repair each other since the chances to completely wear out an AFMU are equal to zero and a 1% integrity AFMU is as good as a 100% one
True, I usually just have them so I don't have to synth. But my OCD also demands I get everything possible back to 100% after a star-crash!
 
I assumed I needed 2 AFMUs to repair each other... is that overkill then?
There are DSSA fleet carriers (and other carriers) conveniently scattered across the galaxy. Their locations are reliable. If your exploration ship takes some damage its not hard to zip over to a fleet carrier:
DSSA Carrier Location Map

While visiting a fleet carrier:
  • Reset your respawn location.
  • Get patched up.
  • Sell off your cartography data.
  • Sell off your exobiology stuff at vista genomics.
  • Cash in your Codex discoveries.
  • Restore lost SRV.
  • Rearm heatsinks and anything else.
  • Forgot a necessary module? Transfer a module in your storage from bubble to fleet carrier.
As you travel around the galaxy you can make DSSA carriers as waypoint desitinations. At the very least you can reset your respawn location in the event of ship destruction.

Nowadays there is no need for 1 AFMU in an exploration ship nevermind 2 (for repairing). Except to fill empty slots. An AFMU has no mass so it doesn't affect ship weight or jump range. Meanwhile it will take a share of any damage which is good. IMO its good to fill empty slots with something... cargo racks, AFMU, guardian shield booster, whatever.

You will absolutely want an engineered Detailed Surface Scanner. I would highly recommnd the preEngineered DSS available at Human Tech Broker.

IMO the Anaconda is not as good an exploration ship as it was 5 years ago.
  • Jump range not as important anymore, and several ships easily jump +65Ly.
  • The need for lots of slots for exploration not very needed anymore.
  • A min/maxed exploration ship good for amazing jump range, but not awsome for other activities.
  • IMO its got poor visibility and clunky.
  • Anaconda will royally suck for exobiology.
  • If we had ship interiors Anaconda would be awsome compared to a DBX. Just imagine a huge bedroom with king-sized bed, jacuzzi, indoor tennis courts, and your own bowling alley. But we don't. Both ships we are confined to a pilot chair.
 
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If you manage to damage your AFMU down to 0% and still have some ship left, you can reboot&repair your ship (right side HUD) and get the AFMU up to a few %. That's enough for it to do its job - unlike thusters or powerplant, the AFMU has no degradation.
Absolutely, and if you are that damaged you are probably going to patch yourself up just good enough to head for the closest fleet carrier anyway.
 
  • Jump range not as important anymore, and several ships easily jump +65Ly.
  • The need for lots of slots for exploration not very needed anymore.
  • A min/maxed exploration ship good for amazing jump range, but not awsome for other activities.
  • IMO its got poor visibility and clunky.
  • Anaconda will royally suck for exobiology.
  • If we had ship interiors Anaconda would be awsome compared to a DBX. Just imagine a huge bedroom with king-sized bed, jacuzzi, indoor tennis courts, and your own bowling alley. But we don't. Both ships we are confined to a pilot chair.
  • wrong, range is always important, never enough especially in corner case
  • well, still all things are installed - needed or not on mine
  • agree, but my 82 ly jumper (with 1 empty slot) is not minmaxed at all
  • yeh....visibility is something...I need more once a week :D 99% I don't bother to move camera out of default postion
  • nope, thats why you drop 82 to 78 ly jump and install fighter.
  • ifs aren't counted
 
As I know I have stripped things back to increase jump range, I am a little concerned, landing on a planet might be a tad hazardous, but don't really want to find out 2000ly from the bubble on my first high-G (or even normal Earth G) encounter. Coriolis stats are wonderful but don't seem to show me what limited thrusters will do in different G planets. And I don't even know what the G ranges might be for landlable planets either.

Can probably get more shielding out of a smaller generator and a handful of E rated boosters.

There are landable planets with 20g+, though ones with double digit gravity are quite rare.

Dump the large 6E and 5E cargo racks there's nothing out there worth picking up anyway

Cargo racks are handy for tuning fuel use on plotted routes.

Having more than one AFMU is good, but not to repair each other since the chances to completely wear out an AFMU are equal to zero and a 1% integrity AFMU is as good as a 100% one

I've had to destroy ships that had triple AFMUs that were so badly damaged (either from protracted periods at quadruple digit temperature or rides through white dwarf exclusion zones) nothing was left to salvage integrity from in a reboot. So, it's definitely possible, if rather rare.

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wrong, range is always important, never enough especially in corner case
There is a difference between travelling and exploring.

If a cmdr is primarily interested in travelling, then for sure a big jump range is important. Or they can hitch a ride on a carrier.

If a cmdr is more interested in activities other than just travelling then other ship design priorities increase.
 
I have watched a few YouTube videos on engineering and putting builds together on Coriolis and had a go at spec-ing an exploration vessel.

I am open to constructive feedback as well as downright derision and abuse, but rather than spend nearly CR 200m building it to find out it's not flyable, I wondered if more experienced pilots had any immediate concerns?

As I know I have stripped things back to increase jump range, I am a little concerned, landing on a planet might be a tad hazardous, but don't really want to find out 2000ly from the bubble on my first high-G (or even normal Earth G) encounter. Coriolis stats are wonderful but don't seem to show me what limited thrusters will do in different G planets. And I don't even know what the G ranges might be for landlable planets either.

Thanks in advance for any help & advice.
Hi @ CMDR REDSTAMP,

two obstacles are before you. initial costs and intent of your next exploration?

initial cost is 149M? 158M ? for Anaconda.

so you only have 200M cr which leaves 50M to spend.

so upgrade with a 6A FSD
so upgrade with a 8A SENSORS
so upgrade with a DSS - detail surface scanner in a 2 slot ( which ever is smallest slot )
so upgrade with a SRV - in a 2 slot (which ever is smallest slot)

after make Cr
so upgrade with a 6A POWERPLANT
so upgrade with a 5A LIFESUPPORT


so this becomes a cheatcode for the future...after this
maybe you wish to pilot to 21,500 Ly


But this whole game is about piloting and then saving Cr and engineering your ship...
So here you gain confidence in your commander abilities
 
I've had to destroy ships that had triple AFMUs that were so badly damaged (either from protracted periods at quadruple digit temperature or rides through white dwarf exclusion zones) nothing was left to salvage integrity from in a reboot. So, it's definitely possible, if rather rare.

yea, but cases like that are so extreme, that no amount of AFMU will help 🤷‍♂️
 
Good thing, you need 1 ship. Do something you suggest will be ok, then fly 1000, 2000, 8000, 15000, 20000 ly trips and update things you dislike. Once you will cover 200 000 ly total you will have exact understanding what you want.
 
If you manage to damage your AFMU down to 0% and still have some ship left, you can reboot&repair your ship (right side HUD) and get the AFMU up to a few %. That's enough for it to do its job - unlike thusters or powerplant, the AFMU has no degradation. It doesn't really matter, though - a disabled AFMU has no mass and uses no power - unless you have something else you'd like to have space for. But an unused cargo rack is cheaper...


Once upon a time, yes. However, since you now can synthesize refills for the life support, you can make it back from beagle point without a canopy as long as you have synthesis materials. Some people did...

Pretty much yes.

Edit: and take care of your power plant. That's the only module you can't repair outside of a dock. Neither AFMU nor repair limpets are going to help you to remove damage from the power plant.
Usually yes.
It's really hard to believe you'll run down an AFMU to 0 integrity.
And even if you do, doing a reboot&repair will put the AFMU back to 1% integrity. And a 1% integrity AFMU can repair other modules as good as an 100% one.

So technically you dont need more than 1.
But on the other hand, having more than one has no negative impact
I tend to be careless accident prone...I've been on three, successive, long range exploration trips, neither of which I safely returned from...

One can read all about that here... https://forums.frontier.co.uk/threads/what-are-you-up-to.442368/page-1216#post-9932384
 
yea, but cases like that are so extreme, that no amount of AFMU will help 🤷‍♂️

I probably would have been able to survive if I had triple B7 shielded AFMUs and was careful to repair them continually through the entire trip through the exclusion zone. My mistake was using lower power AFMUs with less integrity margin in an effort to have power for other systems, when only the AFMUs need to survive (can just synthesize air).
 
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