New explorer build - AFMU and Repair Limpets

Greetings CMDRs,

After a few short range exploration trips (see here for fist trip feedback, and here for my new view on my second trip), I've decided it's time for a long voyage. I currently have 2 AFMUs installed but never had to use them so far. However, with the freeing up of a slot with 3.3 I'm tempted to replace on with repair limit and fit a cargo rack for the limpets. I have some questions though.

1) It is correct that if the AFMU reaches 0% a shutdown/reboot will restore it to 1% and allow you to repair modules still?
2) Is it work taking a repair limpet? While I try to be a cautious as I can, there are always times when you take damage and I'd hate to loose everything by losing hull completely, however unlikely. I understand I can synth the limpets with mat found

I'd look forward to any comments or views on this or any other tips.

EDIT: also any recommended Engineer upgrades or Guardian tech that would be useful, particularly on the ? I already have fully upgraded FSD and FSD booster

Cheers
 
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What I have done for
Some time depends on the ship size I’m flying. While it’s true I’ve bead if uour afmu gets to 0% and reboot will put you back at 1%, if I have room I will generally always take two. This way I don’t need to worry about it. If I’m flying my anaconda and I have more than enough space for two and since there is no weight penalty why not. On all other ships I will generally take 1. In that scenario, even on trips lasting months, my sole afmu has never gotten below 95% so I don’t think it’s much of an issue but agree the remote possibility of losing it all would be terrible
After months out.

With respect to repair limpets I have brought them out once. In which case I brought a 16 ton cargo bay and
Synthesized the limpets on the run so I didn’t need to get bogged down with the weight of them. All in all I returned from my 4 month journey with 100% hull. Had I not taken them I would have returned with 89%. In this case I think it depends on the pilot. This does cost weight, as opposed to the afmu, so there is a penalty to taking it. I think if you are a pilot whose habit is to lose hull then it’s worth the penalty. Rather if you are one that is rather conservative likely you won’t find much need.

That’s just how I play it, hope it helps a bit, good luck commander!
 
1) yes
2) subjective. I used one instead of a shield on my Asp to circumnavigate the galaxy. Slightly lighter. Worked well. I did the same with an Anaconda just after 3.3 was released (not the circumnavigation, I mean going shieldless and having a repair limpet controller and cargo Rack) and regretted it. It takes sooooo long to repair the Conda's hull. I gave up and just repaired to 50% after bumping some metallic crystals and then having one of those pod things run into me when I shone my lights at it.

Unless you're really clumsy with overheating and faceplanting planets, you don't need an AFMU if you untick the neutron routing. (obviously if you neutron boost an afmu is mandatory)
 
Just saw your edit as well. With respect to
Engineering obviously the fsd range is key g5. I will use mass manager for a special effect on those ships with size
5 fsd and higher and deep charge on those
Size 4 fsd and Lower.

The way I fit my ships is to use all d rated modules aside from the pp and fsd. I will d rate the thrusters (g5 dd), pd (engine capacity to allow boost - on my anaconda I use 5d and on my aspx 3D), life support (g5 light weight), sensors (g5 light weight). I then will look at the power requirements and fit an A rated power plant of the smallest size to accomadate. If there is room on power I will engineer it low emissions. I always explore with shields off, senators off and pd off so I consider this as well. The lowest sized A rated pp will provide the best heat efficiency for the entire ship and make scooping and exploring more efficient. With respect to that I try to take the highest A rated fuel scoop I can take. On my anaconda it’s usially 7a and ony aspx it’s 6a. This is just how
I do it and have had very nice results.
 
2) Is it work taking a repair limpet?

If you're flying as part of a group, yes, there's usually call for repairing ships whose limited spaces preclude carrying them. If you're flying solo, I would suggest beefing up your shields unless you can spare the slot spaces for the limpet controller and cargo rack. With engineering you can get some serious shields these days - for exploration I tend to take Enhanced Low Power Shields with either High-Cap or Flow Control, and a bunch of 0E shield boosters with Heavy Duty and Super Caps.

Specifically in my case;

RV Sonnenkreis; old unengineered exploration Clipper, ~80 MJ bump shield, lost with all data after slamming in to the ground.
RV Starwheel; modern engineered exploration Clipper, ~800 - 1000 MJ shield, can and does bounce.

I initially fitted a repair limpet controller but decided I could better use the slot spaces for other things once I realised the ship was so crash-resistant.

It's going to vary by ship, of course.
 
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