Exploring

Community Support for the game and it's features
TorTorden
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Re: Exploring

Postby TorTorden » Sat Dec 26, 2015 11:29 pm

The afmu only repairs a module while it is offline, and using one is always a fairly special case so I normally turn off thrusters and other modules before I turn on the AFMU's.

So if you can power them along with life support that's pretty much all the power you need.


I like to disable thrusters since even after 1.5 where most modules has a boot up time, thrusters are still immediate and by far your largets power demand.
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Rule 1: Pillage. Then burn.
Rule 2: No such thing as overkill, as long as there are reloads.

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evovi
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Re: Exploring

Postby evovi » Sun Dec 27, 2015 1:01 am

Digga wrote:For finding modules, try here: http://ed-td.space/


Thanks!

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Krow
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Re: Exploring

Postby Krow » Sun Dec 27, 2015 4:08 am

Save up for the Asp Explorer, it's purpose built for your all your explorative endeavours.
Loooove that ship!
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TorTorden
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Re: Exploring

Postby TorTorden » Sun Dec 27, 2015 10:16 am

Cobra is fine today with the addition of jumponium you can even take it to places before reserved for 35+ ly ships.

Although I might have rather picked the mkIII cobra rather than the mkiv.

The mk4 is considered to be a slightly more combat focused cobra with more armor so less range.
Last edited by TorTorden on Sun Dec 27, 2015 10:27 am, edited 1 time in total.
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Hey I'm Thor -
People call me Bob.

Rule 1: Pillage. Then burn.
Rule 2: No such thing as overkill, as long as there are reloads.

TorTorden
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Re: Exploring

Postby TorTorden » Sun Dec 27, 2015 10:25 am

Something like http://coriolis.io/outfit/cobra_mk_iii/ ... =.Aw1-kA==

I know you loose the second AFMU for the buggy, but the AFMU can now be reloaded on the go, and repairing it really isn't that big a deal.
Unless you are narcoleptic and fall asleep during hyper space jumps and cook yourself on a regular basis.

I went out for a few weeks and got module damage twice, one for alt tabbing get during a jump. And the other for crashing into a ring at too high a speed.
Both are easily avoided.

And we still can't repair power plants so you are still limited in the fuckup department with that regardless how many afmu's you carry.

Honestly you can easily go out for weeks with none of it. The afmu's etc ks only handy if you decide to go past the core.
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Hey I'm Thor -
People call me Bob.

Rule 1: Pillage. Then burn.
Rule 2: No such thing as overkill, as long as there are reloads.

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evovi
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Re: Exploring

Postby evovi » Sun Dec 27, 2015 1:50 pm

TorTorden wrote:Something like http://coriolis.io/outfit/cobra_mk_iii/ ... =.Aw1-kA==

I know you loose the second AFMU for the buggy, but the AFMU can now be reloaded on the go, and repairing it really isn't that big a deal.
Unless you are narcoleptic and fall asleep during hyper space jumps and cook yourself on a regular basis.

I went out for a few weeks and got module damage twice, one for alt tabbing get during a jump. And the other for crashing into a ring at too high a speed.
Both are easily avoided.

And we still can't repair power plants so you are still limited in the fuckup department with that regardless how many afmu's you carry.

Honestly you can easily go out for weeks with none of it. The afmu's etc ks only handy if you decide to go past the core.


After reading some posts figured I needed a cargo hold as well, some deep space salvage worth loadsa credits people had been finding?


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