clivewil wrote:Darwin wrote:with an Unknown Artifact eating away at my systems
ah, i've always wondered about that, how much damage did it do? i've never been sure if i should collect them or not.
worst case scenario - i forget about it and log off for the night, and come back next day to a destroyed ship
You need an AFMU. Some have 2, one to repair the other!
Every 30 seconds or so (varies) you get a toxic corrosion event on a random module, 1-2% damage. The more modules you have, the more it is spread around.
Small modules, in particular the cargo hatch can get much higher damage in a single event. It has been known for a UA to fall out at 85%, so that is the one to keep an eye on
You dont get a corrosion event during hyperspace, or the 5s countdown (but can during the charge) - this was how one UA was transported to SagA
While on a landing pad, in hanger or just signed out you dont get damage (you see toxic event warnings, but modules stay at 100 % while docked)
1.4 has them as Illegal and Stolen, so you have to smuggle into a station, and the increase in NPC interdictions for smuggling apply as well, so expect being chased by pirates, then fined if you get to the station and be scanned.
Selling on the black market seems to only yield 150,000 credits now as well.
More a labour of love than a money making tool. I made the 230ly just repairing essential systems and the cargo hatch using just less tham 1/4 of the ammo in an A3 AFMU, and did repair some systems I could have left alone
The worst bit is the Clipper has a range of 16ly, so doing alot of scooping, and the 1.4 NPCs seem to bend the rules a bit
And remember not to try and repair thrusters during supercruise...