Repair Limpets

I did some testing with Repair limpets in the 2.4 Beta and wanted to share what I found out.
Keep in mind this info is subject to change ...

Ship: Python. Outfitting: https://eddp.co/u/nd4rhUfn
Repair Limpet Controller: 1D

Begin repairs with Hull at 47% and 32 limpets on board

The first limpet finished repairing at 60% hull in ~44 seconds, 13 points repaired, ~3.4 seconds per point.
#2 - 72% (~44 sec) (12 points) (~3.7 sec per point)
#3 - 85% (~44 sec) (13 points) (~3.4 seconds per point)
#4 - 98% (~44 sec) (13 points) (~3.4 seconds per point)
#5 - 100% (9 sec) (2 points, 4.5 sec per point)

On the Python, with a 1D controller, each limpet appears to repair ~13 points in ~44 seconds.
Doesn't appear to repair integrity. On returning to a station, integrity was in need of repair.

Ship: Asp Explorer. Outfitting:
https://eddp.co/u/ucZGMK5Y
Repair Limpet Controller: 1D

Begin repairs with hull at 46%
1 - 57% (~44 sec) (11 points)
2 - 71% (14 points)
3 - 83% (12 points)
4 - 95% (12 points)
5 - 100% (~19 sec) (3.8 sec per point)

On the Asp E with a 1D controller, each limpets seems to repair ~12-14 points over 44 seconds

Ship: Asp Explorer. Outfitting: https://eddp.co/u/5kSinNTy
Repair Limpet Controller: 3A

Begin repairs with hull at 56%
1+2 - 93% (1m 34sec) (37 points) (~2.5 seconds per point)
3 - 100% (21 sec) (~3 seconds per point)

A 3A controller will allow you to launch TWO limpets at once, but it seems only one can be attached to a ship at a time.
When I launched the second limpet I got an error that a limpet was already attached and the second limpet self destructed.

With a 3A controller on an Asp E, each limpet seems to repair 37 points over ~94 seconds

Looks like better controller will repair a bit faster and for a longer time per limpet.

I also tried to see if it's possible to repair without a cargo rack. An Asp Explorer in a typical Exploration config doesn't have room for both the controller and a cargo rack unless you sacrifice an SRV, Shields or AFM.
I was hoping you could synth it directly to the launcher, but alas, you cannot synthesize a limpet unless you have cargo space for it.
So in order to repair your hull in space, you need to allocate TWO module slots. Limpet Controller and Cargo rack.

Update: Using a 5D limpet controller, one limpet repaired me (the Asp E) from 39% to 100% in 1m35s and still had a couple more seconds of repair left. 61 points in 95sec (1.5sec per point)
 
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Yeah very useful thanks. Is the weight similarities in the collector limpet (D) class the same as the repair limpet (D) class?
 
You can see which amount of Hull they repair in oitfitting screen. For a 1D module it is 60 points of Hull per limpet. I think the duration is also showen. For the 5A it's something more than 300.
 
Yeah very useful thanks. Is the weight similarities in the collector limpet (D) class the same as the repair limpet (D) class?
The 1D controller is 0.5T
The trouble is that if you take the light limpet controller, you need to carry more weight in limpets, or A LOT more TIN
 
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Ty mate. I have access to the beta tomorrow when I hit my pc I'll check out. Do you think it's an essential piece of explorer materiel or is it a bit poop? Honestly?
 
Ty mate. I have access to the beta tomorrow when I hit my pc I'll check out. Do you think it's an essential piece of explorer materiel or is it a bit poop? Honestly?

I wish I had one in my current trip.

edit: Remember the reason we use shields in exploration right now. If you can repair the hull you don't "need" them anymore.
 
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Ty mate. I have access to the beta tomorrow when I hit my pc I'll check out. Do you think it's an essential piece of explorer materiel or is it a bit poop? Honestly?
IMO, it's only a viable option on larger ships and would be the lowest priority for me when outfitting.
You would need a ship with at least 8 module slots
1. Fuel Scoop
2. ADS
3. DSS
4. SRV
5. Shields
6. AFMU
7. Repair Limpet Controller +
8. Cargo Rack with Limpets

AFM is necessary for neutron boosting and nice to have after the occasional overheating or emergency stop.
Hull damage doesn't happen often and has no effect on ship operation until it reaches zero, so for me, repairing the hull is lowest priority.

You still can't repair the power plant anyway so you're still limited on your ability to stay out indefinitely.

The controller is no good without cargo space so you need to dedicate two slots to hull repair. Limpets take a lot of Tin to synthesize or if you carry some with you they are 1 ton each which will bite in to your jump range on smaller ships.
 
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A 1D Repair Limpet Controller weighs 0.5T. A 3D weighs 2T. A 5D weighs 8T
Limpets weigh 1T each but enough Tin and Iron to make one weighs nothing.
So you''d be better off gathering tin and synthesizing limpets as you need them.

However, If you do plan on carrying limpets, you would be better off carrying a larger controller and fewer limpets.
A 3D controller repairs three times as much damage per limpet, meaning you can carry 66% fewer limpets for the same repair capacity.
That pays for itself in weight if it saves you 2 limpets.

FYI, according to the outfitting screen, all controller ratings have the same repair capacity.
Better ratings only vary in their range to target, so there should be no functional difference when repairing yourself.
All class 1 limpet controllers have a repair capacity of 60. Range varies from E at 600M to A at 1,400M
Class 3 has a repair capacity of 180
Class 5 has a capacity of 310

Confirmed, no functional difference between a 3A controller and a 3D controller when you are repairing yourself.
The 3A just has a longer range. 1,540M vs 880M for the 3D. Only useful if you're repairing someone else.

Class 3 can have two active limpets and class 5 can have 3 active, but since only one limpet can be attached to a single ship at a time,
that would only be useful if you are repairing other ships and want to repair multiple ships at once.
 
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True maybe the 1D is the more sensible choice.
Agreed. I would probably add a 1D controller to my Anaconda build but I wouldn't stock any limpets for the trip. Just synth them as needed.
It only drops my jump range by .06ly

It's not an option for my DBE or AspX though. Possibly if I ever take my Python on a very long trip.

Mostly, I expect a booming business for the inevitable repair rats.

I'm actually much more excited about being able to synth heat sink refills. Unfortunately I don't have the mats to try it yet, so I'm off to gather basic conductors and heat conduction wiring.
 
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I synthesized a heat sink reload in SuperCruise. Reload was instant and there were no apparent side effects or penalties.
Tried again in normal space with no apparent penalty. Reload was instant. No loss of shields or any other downside that I noticed.
I even did it with hardpoints deployed. Though I was not in combat and there were no other ships around.

Heat Sink synthesis requires manufactured materials, which means you can't gather those materials while you are out in deep space.
But, mats have no weight, and having just a few reloads worth in stock before you leave on your trip means you only need one heat sink launcher and the odds are that you won't need it very often anyway.

Couldn't find any basic conductors in USS', so I took my Python into a res to kill cargo ships.
Having hull repair limpets with me, I have to say, sure you can't use hull repair limpets in combat, but I'd still bring some if I was going into a RES or CZ, just to minimize downtime between fights and keep from having to go back to a station to repair and then return to bounty hunting again.

It's early beta and all subject to change but it seems to me that the ability to synth heat sinks and repair hull at any time, might be a problem for combat balance.
 
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Hull repair Limpets and their performance
I've made also some imgur albums to show you the capacity and stats of the new modules. The repair capacity on the info is exactly the same base like your Hull in the right stat Panel is.


Class 1a to 1E repairing 60 Hullpoints: http://imgur.com/a/0Vz36
Class 3E to 3A repairing 180 Hullpoints: http://imgur.com/a/DsSd7
Class 5E to 5A repairing 310 Hullpoints: http://imgur.com/a/uIrER
Class 7E to 7A repairing 450 Hullpoints: http://imgur.com/a/7jKye

So to repair a lightweight stock Anaconda with it's base of 945 Hullpoints and down to 10% you would need:
15 class 1 Limpets
5 class 3 Limpets
3 class 5 Limpets
2 class 7 Limpets

i think that the rating of the module (E-A) does not only effect powerdraw, weight, etc....but also the duration that the Limpets need. But i need to confirm this first through further testing!


I synthesized a heat sink reload in SuperCruise. Reload was instant and there were no apparent side effects or penalties.
Tried again in normal space with no apparent penalty. Reload was instant. No loss of shields or any other downside that I noticed.
I even did it with hardpoints deployed. Though I was not in combat and there were no other ships around.

Couldn't find any basic conductors in USS', so I took my Python into a res to kill cargo ships.
Having hull repair limpets with me, I have to say, sure you can't use hull repair limpets in combat, but I'd still bring some if I was going into a RES or CZ, just to minimize downtime between fights and keep from having to go back to a station to repair and then return to bounty hunting again.

It's early beta and all subject to change but it seems to me that the ability to synth heat sinks and repair hull at any time, might be a problem for combat balance.

As described above, i think Repair Limpets wouldn't be useful for Combat, not in PvP or in PvE sicne the downsides are way too strong. They need 2 Module slots that could be used for SCB or HRP or anything else and they need time. Also the powerplant is still the last module that can't be repaired.

To the heatsinks:
atm there is a bug (i think) where the basic mod refills not half, but the complete ammo of it. Yet i don't think that it will affect combat too much since we run out sooner or later on SCB's and other stuff. Also the required mats take FAR more time to grind than a hundred docking procedures would take when CZ farming ;)

https://forums.frontier.co.uk/showthread.php/371979-Heatsink-Synthesis-generate-too-much-units
 
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Excellent info. Thanks for the testing!
One other question: do you happen to know if the repair limpets can repair a broken canopy? As far as I know, an AFMU can only repair a cracked canopy, and not restore a broken one, but I'd be curious to know if someone else can do that for you with a limpet.
Well, even if not, there's still the new option to replenish the emergency air supply via a magical reaction that somehow produces oxygen from two metals.
 
Excellent info. Thanks for the testing!
One other question: do you happen to know if the repair limpets can repair a broken canopy? As far as I know, an AFMU can only repair a cracked canopy, and not restore a broken one, but I'd be curious to know if someone else can do that for you with a limpet.
Well, even if not, there's still the new option to replenish the emergency air supply via a magical reaction that somehow produces oxygen from two metals.


  • Life Support Synthesis.

  • Hull repair limpets repair canopy, but do not repair a blown canopy.
https://forums.frontier.co.uk/showthread.php/371266-New-Limpets-and-Synthesis-Recipes-Discussion
 
... do you happen to know if the repair limpets can repair a broken canopy? ...
I have heard they can but I have not been able to deliberately break my canopy to find out.
OA posted a video where he says they can repair a broken canopy but he does not demonstrate that. https://youtu.be/zsv4zkwBAYY
According to FDev (link above in Lucis-Darcia's post) they CANNOT repair a blown canopy.

  • Hull repair limpets repair canopy, but do not repair a blown canopy.

... there's still the new option to replenish the emergency air supply via a magical reaction that somehow produces oxygen from two metals.
Maybe it's Iron Oxide? ;)

I didn't realize we had Life Support synthesis also.
I wonder if you can resupply emergency oxygen after your canopy is broken.
You could in theory survive a long time with a broken canopy.

Update: I just shut off my life support and waited for my 7.5 minutes of Emergency oxygen to deplete.
When I was down to 1 minute I tried synthesis to resupply life support.
It worked. Oxygen depleted message jumped back up to 7:30
I can do that 14 more times which gives me about 100 minutes before I run out.
Plenty of time to land somewhere and gather more Iron & Nickel. I can travel 3500ly in an hour in my Anaconda.
A blown canopy in deep space may no longer be a death sentence.
 
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