Use reboot/repair for power plant?

The black awaits again and this time I have 2 afmus with me. However (as probably everybody here knows) you can't repair the power plant with it. I read somewhere that you could do that by using reboot/repair. Broken module will be repaired at the cost of health of other modules, which then can be repaired by the afmus.

However only modules at 0% are repaired in this case and with the PP at 0% you are already dead, right? Am I missing something here?
 
There is a chance to die instantly with 0% powerplant, but it doesn't have to be. A powerplant that has 0% integrity gives you 40% of it's maximum output of energy, you can reboot it to 1%.
But seriously.....if you do exploration and get your powerplant down to 0%, than you're clearly doing it wrong. You would have to cook your ship very long or need to have a lot of accidents :D

If you like to live on the safe site of life, take an armoured powerplant with you. I have an 3A armoured PP grade 1 on my eploration Anaconda. The mass is so small, it makes just 0.04 ly difference in jumprange to the classic 2A powerplant. But with that 3A Armoured i have a lot more integrity, more power and better heat efficiency ;)
 
Thankfully I've never needed to try it myself, but my understanding is that if the PP doesn't outright kill you (not sure of the % chance), then yes, you can reboot to bring it back to 1%. The power output at 0% is half, and then it returns to full power at 1%.


EDIT: For this reason, some people plan for 50% by making sure that the thrusters, FSD, and life support can all fit within 50% power, and make those the only modules that are set to priority 1. That way you can always get yourself to safety before doing a reboot.
 
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Don't know about the PP, but exactly for the reason you stated you don't need 2 afmus: https://forums.frontier.co.uk/showt...it-Longevity?p=5700498&viewfull=1#post5700498

Well, there are two reasons to fill any empty slots with AFMU's. First, one AFMU can repair without having to reboot the ship, and a module at 100% is far better than one at 1%, even if it is fully functional, for the far more important second reason...

The second reason is heat and crash damage is spread out across all modules. The more modules you have, the less any one particular one will take. By the numbers, all other modules equal, a power plant will last longer in a ship with two AFMU's than in a ship with only one AFMU simply because of the damage sponge effect, and a repaired module is a better damage sponge than one sitting at 1%.

All that said, if one is worrying about 0% modules out in the black, then something is going wrong somewhere. Still, aside from the initial cost outlay, there are debatable positives, but absolutely zero drawbacks to filling empty slots with AFMU's.
 
.. Also, the obvious reason-- those additional AFMUs provide more repair "ammo", before needing to synthesize more. If those slots were left empty, they'd just go to waste. The AFMUs only cost some more money, but don't add to your mass, so there's no reason to leave the slots otherwise unused.
 
Don't know about the PP, but exactly for the reason you stated you don't need 2 afmus: https://forums.frontier.co.uk/showt...it-Longevity?p=5700498&viewfull=1#post5700498

only a viable option since 3.0 alows us to synthesize life-support refuel ;) otherwise each reboot has drained your time

Thankfully I've never needed to try it myself, but my understanding is that if the PP doesn't outright kill you (not sure of the % chance), then yes, you can reboot to bring it back to 1%. The power output at 0% is half, and then it returns to full power at 1%.


EDIT: For this reason, some people plan for 50% by making sure that the thrusters, FSD, and life support can all fit within 50% power, and make those the only modules that are set to priority 1. That way you can always get yourself to safety before doing a reboot.

40% since 2.3
 
The question I ask this is: Could you in theory stay in the black indefinitely?

If you experience no accidents....you can.
If you have accidents and bring your powerplant to 0% AND survive, you won't do that much longer. at the next accident (heat, emergency stop) the powerplant is again at 0% and each time that happens, there is a chance that you explode instantly. The chance is MUCH higher if your powerplant is already at low integrity.
So expect to blow up if you have an emergency exit with a 1% powerplant.
 
There is a chance to die instantly with 0% powerplant, but it doesn't have to be. A powerplant that has 0% integrity gives you 40% of it's maximum output of energy, you can reboot it to 1%.
But seriously.....if you do exploration and get your powerplant down to 0%, than you're clearly doing it wrong. You would have to cook your ship very long or need to have a lot of accidents :D

If you like to live on the safe site of life, take an armoured powerplant with you. I have an 3A armoured PP grade 1 on my eploration Anaconda. The mass is so small, it makes just 0.04 ly difference in jumprange to the classic 2A powerplant. But with that 3A Armoured i have a lot more integrity, more power and better heat efficiency ;)
Integrity does not protect modules from emergency stops, its a flat percentage taken off the module. No need to have an armored powerplant ;)
 
Wow, old thread. This was the thread that taught me that the lowered output capacity is 40%, not 50% as before. ;)

Anyway, something that I don't think was mentioned is that the power plant is immune to heat damage. You'll only be damaging it with accidents, such as emergency drops from supercruise.
 
Integrity does not protect modules from emergency stops, its a flat percentage taken off the module. No need to have an armored powerplant ;)

Lots of folks use Armoured power plants for exploration, just for a different reason. It boosts power output and improves cooling simultaneously. The trade-off is that neither effect is as good as a dedicated mod, but of course those improve one of those while worsening the other.
 
Yeah, lot of old threads suddenly appearing, that "similar threads" function takes no notice of how long ago a thread was last posted in, we had one today resurrected from 2016, welcome to necro hell!
 
Lots of folks use Armoured power plants for exploration, just for a different reason. It boosts power output and improves cooling simultaneously. The trade-off is that neither effect is as good as a dedicated mod, but of course those improve one of those while worsening the other.
For exploration you don't need the powerplant thermal efficiency to be less that 0.50, you can sit on a star scooping max fuel and under 70% heat. I do not understand reducing it any further for pure exploration ships... unless your ship is multiuse i.e. mining & exploring. But I follow the philosophy of min-maxing ships for specific tasks. For me in exploration, whether its going to beagle pointe or discovering all codex entries in a sector, jump range is king.


Explorer Anaconda Build ( 78.24 ly with Full Tank ) - https://s.orbis.zone/d84p
Explorer Phantom Build, New FSD ( 72.91 ly with Full Tank ) - https://s.orbis.zone/d84o
Explorer DBS Build, New FSD ( 74.60 ly with Full Tank ) - https://s.orbis.zone/d84m
 
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