I don’t expect to bump into anything like that out here - but you never know. I’m packing a nice plasma accelerator and a rail gun - just in case. OK, won’t do too much against the Thargs, but should keep anyone else with ill intent away.
@weaponz248 - I only wanted the second AFM unit as it would give me more repair capacity and also you can repair an AFM module with another one - otherwise they can only be repaired at a port. The only other thing you can’t repair is the powerplant (and your hull).
Yes, you want the SRV for materials off planet surfaces. There is no real way to tell which system is good for the materials you want, but if you scan a planet quite close to the centre and it comes up as mostly metallic content, then it’s likely you will find one with the materials you want on it. I’ve been through several hundred systems now - but I have only detail scanned 4 of them. One was to look for Vanadium (needed to refill the AFM) and the other three just because the systems looked interesting.
I don’t know how much you know about these things, so forgive me if you think it’s obvious, but you need to look in your right UI panel. Find the synthesis tab and it will tell you exactly which matterial you need for verious things such as FSD boost or refilling the AFM or making ammo for your weapons (you can make ammo with increased effectiveness, too).
Each item has three stages that you can synthesise if you have the materials. For example, the FSD boost - you get 25% increase in jump range at stage 1, 50% at stage 2 and 100% at stage 3. The AFM stages are only increases in how quickly it repairs, and imho are not worth it - I stick with stage 1 as it will double the refills you can do. When you are exploring, who cares about speed? I’d rather take my time and have more available.
Regarding the jump range - I think yours is well within the acceptable range. Just because you can jump 40 LY, doesn’t mean you have to. So you can jump to wherever you like - I was just pointing out that although my jump range is limited (my FSD is engineered, but I am carrying a lot of gear), it can have advantages. You always want the longest range you can get.
Regarding repairs - damage is mainly caused by 4 things - getting too high a temperature whilst fuel scooping; getting too close to a neutron star (never fly straight at one when you drop from a jump - it’s a lot closer than it looks), and lastly, flying into a planet!!
Don’t laugh - I have done that twice! Once when I actually fell asleep while supercruising and woke up when I hit the target planet, and once on a high-G planet while trying to land.
Also, each time you make a neutron jump, it uses up 1% of your FSD. When you get to 79% left, your FSD will start to malfunction - this is when you use the AFM unit to repair it.
The materials you need to refill the AFM unit with synthesis are nickel (commoon as muck) zinc (same) chromium (same) and vanadium. Vanadium is a lot rarer than the others, but not hard to find on metallic planets - just be prepared to put in a bit of time in your SRV.
sorry for the spelling errors - the letters on my keys are wearing away!
Oh one minor point - the data I scanned on my way to the half way port was enough to get me up to allied at 50% with the Colonia faction - that’s some serious promotion in one go - and it got me from 6% trailblazer to 45% pioneer explorer rank (in addition to the 15 million credits) - exploration is well worth it.
edit - sorry for the long post - anyway, one important thing I forgot - get the best life support upgrade you can. I had my canopy crack on one occasion and was able to repair it with the AFM - wouldn’t have been possible on the default life support module. Okay, mine is probably overkill - it gives me about 25 minutes!