Elite: Game talk

yesterday, 7:24pm
All salute CMDR Meowers, the current war hero in the Thargoid campaign!
yesterday, 7:30pm
no comment

... actually, I do have one. At least it is not one of those boring Orthrus duck shooters from one of the Cocijo spires which are currently active.
yesterday, 7:36pm
mwrrrr mwrow mowr-mowr

Yeah, I shredded some bugs over the weekend and today.
yesterday, 8:08pm
i should try become the war hero but gosh its like you need play like 16 hours a day minimum to have chance for that lmao

Gratz Meowers
yesterday, 8:16pm
Thank you all
It's way easier in Open/PGs I guess.
yesterday, 8:34pm
MeowersThank you all
It's way easier in Open/PGs I guess.

MeowersThank you all
It's way easier in Open/PGs I guess.

Congrats!
yesterday, 8:57pm
Thinderyou were WRONG about the thruster



I have two live builds in my hangar that prove the concept, this and this. See what happens when you toggle the thrusters on and off. When I land, this happens automatically. That's a fact, and facts don't care about your feelings.

Why would I want to keep an AFMU powered all the time, or even two of them? They will just generate heat while doing nothing, maybe even require a larger power plant and make the ship heavier. Why keep a SRV hangar powered in space where you can't even use the SRV? That's stupid!

But hey, I'm not here to tell you how to play the game. Have a nice day!
yesterday, 9:13pm
Re powering down modules on explorer builds: I would also suggest deactivating AFMU, SRV hangar, and everything else you don't need regularly on an exploration build. It does not only reduce your heat and enables you to have a smaller and/or more heat efficient power plant, it also saves you fuel in supercruise (not for jumping to another system though).
yesterday, 9:27pm
Sakashiro
Why keep a SRV hangar powered in space where you can't even use the SRV? That's stupid!

Or you're me and lazy/impatient so you just keep the hangar powered on all the time to be able to set off immediately once landed (but I also run a 5A low emissions on my Phantom, which does around 68-ish ly... as a purely dedicated explorer, so it's unlikely to be shot by anything - why would I visit Shinrarta when returning from exploration? - and it can survive a bump with a .5G planet at around 500 m/s*).

I do have AFMU and the repair limpet I carry around powered off when not needed. No point keeping those on.

*Don't ask. The test was not planned and almost ended my first long-distance exploration trip.
yesterday, 10:13pm
RawnuRe powering down modules on explorer builds: I would also suggest deactivating AFMU.....and everything else you don't need regularly on an exploration build.


Frankly, by experience from my last return trip from Colonia, I consider an AFMU ready to use essential. My Krait Phantom was badly damaged and I was lucky to make it back to the Carrier, That's why I included a couple of them in my Exploration build.
yesterday, 10:48pm
I'd considered loading a second, smaller AFMU (class 1) just in case the primary got jacked to hell and needed repair. I still have not done it because I've not managed to jack up the AFMU that bad.

As for power, I am one of those people that configures ships with more power than they need, tends to leave everything running (though I do assign module power priorities), and carries around things that serve no real exploration purpose like point defense, chaff launcher, and shield booster. I am perfectly happy with my 50-55LY jump range (no guardian module) since I am in no rush to go anywhere and will often spend time mapping an entire system.

Hell, my first trip to colonia took about two months because I liked stopping so often.
yesterday, 11:10pm
Vasil VasilescuI'd considered loading a second, smaller AFMU (class 1) just in case the primary got jacked to hell and needed repair. I still have not done it because I've not managed to jack up the AFMU that bad.


That's where the solution I proposed brings some advantages, TWO 3D Auto Field-Maintenance Unit draws 20% less power than As and if you get the Raw Material needed, you can get them to repair 100% faster with Synthesis and reload, the material weights nothing so there is no penalty involved.

With the Modules page open, in case of an accident like getting burned by a bad star, all you need to do is to scroll down to the damaged module and click on it/repair.

If the repair is incomplete, reloading the AFMU is easy and fast, the best would be to have the two AFMUs already loaded with Premium Refill, I do that often with My Corvette autocannons, that would cut down the repair time significantly, the 3D has 25% less Repair Material Capacity than the 3A.

Since I'm not doing any foot work, there are little chances for me to carry a Planetary Vehicle Hangar, all I do is to scan systems, planets and rings, my build is complete apart for the Shield Boosters engineering (not touching them) and hull, ready to go for this sort of exploration.

It takes <> 12/15 sec to refill the AFMUs, now both are preloaded with Premium Material.


Last edit: 05 Nov 2024, 1:09am
today, 1:26am
There's a thing about AFMU refills... Standard and Premium don't require the damn Nickel which is used in lots of other interesting things. Limpets, for example. Nickel is always the bottleneck.
today, 1:40am
MeowersThere's a thing about AFMU refills... Standard and Premium don't require the damn Nickel which is used in lots of other interesting things. Limpets, for example. Nickel is always the bottleneck.

My inventory is well depleted now after engineering 3 ships in a row, Nickel is one of them but I didn't have much to start with, and if I understood well, we have yet another ship in the pipeline...
today, 1:45am
Even in the unlikely case that your only AFMU's integrity gets reduced to zero while the rest of the ship survives, a simple reboot will restore it to working order, so a second AFMU as a backup isn't necessary. I'd rather equip one A-rated AFMU than two D-rated ones.

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