Not the first time it happens...The patch notes did mention some changes to limpets so I guess the screwed it up.


Not the first time it happens...The patch notes did mention some changes to limpets so I guess the screwed it up.
They fixed limpets not depositing in the cargo hatch according to the issue tracker link of the patch notes (even if the problem behind the original report no longer very relevant, with all the Titans dead).
Why it was also decided to make them do this, then, I can’t even think of an answer. Apparently just having them hold stationary under the ship was too difficult?
Yeah, know that. I had the issue myself some different bits and pieces at Titans or black box/similar salvages for BGS, haven’t yet had an opportunity to test if this did fix that issue though.It happened to us also when collecting cargo dropped by other players during piracy... given that the UI showed the "Cargo Bay Full" message, we believe it was more a problem relating to server / P2P comms than something bugged in limpets behaviour and/or some "physical" barrier which was keeping limpets away from the hatch. We had the issue using different ships, different collectors, different number of limpets out (even 1 could have remained "stuck" below the cargo hatch).
I second that. I noticed it last night, and it made me smile. Almost as much as noticing that, finally, I don't have to wait for Godot while collecting escape pods and ship wreckage.Best part of the update. It's very rare we get something fun or nice added for no practical reason. Thanks to the dev that threw this in.
Well, from the perspective of someone who uses 4 limpets or less, it looks pretty cool and sounds nice as well. I don't mine. If I were using a dozen or more at a time, I might not like this either - maybe a Ship Function toggle (right panel > Ship > Functions) for the behaviour could alleviate that so the player can decide to make idle limpets behave either in a static or swarming configurationWhy it was also decided to make them do this, then, I can’t even think of an answer. Apparently just having them hold stationary under the ship was too difficult?
Material behavior at cargo hatches has been messed up since Odyssey dropped.
Looking back, it was Update 10 (and not the initial release of Odyssey) that introduced a bug where mats will frequently not go into the cargo hold on the first try. The limpet will do a little double-tap at the cargo hatch: touching the ship, triggering the sound effect, then making a small loop and repeating. I suspect that the material is actually missing the cargo hold and floating away, and the limpet has to go after it and retrieve it, but the times I have tried to observe the collector limpets to see, I haven't managed to position the external camera view in time before my limpets loaded all mats. At the same time, mats on the ground started behaving erratically, flying off in odd directions as soon as they are touched by the SRV, becoming lost if they are touched by a wheel, and even occasionally slamming into the SRV so hard that it launches the vehicle into the air. I suspect these are related bugs. The SRV issue seriously affects surface mining gameplay; the collector limpet double-tap is just mildly irritating.In what way? (Can you describe the issue? I've been mining with 12 collector limpets running simultaneously, manually scooping mats at the Titan wreckage, plundering HGE signal sources, etc etc, it's all been working fine for me as far as I'm aware)
You will probably be all right gathering from brain trees since the goodies tend to be isolated. It's surface mining blown-up rocks where there are more frequently issues, as it can be difficult to collect one mat without driving over another. The launching issue is quite infrequent. Grinding a few hours at Dav's Hope, for instance, it might happen once or twiceI intend to try some brain tree SRV collecting soon, so I'll keep an eye out. Thanks!
At a guess I wouldn't hold out for a fix to the SRV-touch issues any time soon; they sound like they could be the kind of solid-body physics issues that computer games are notorious for because they're difficult or impossible to completely eliminate in games that use simulated physics ('cos of how realworld physics allows the kinetic energy to deform objects to prevent overlapping, but games need to run in realtime so that's not an option), those mats phys issues might have appeared because something else got fixed or tamped down.
I haven't seen the double-tap, but as you describe it that one kinda sounds worth leaving alone to me; it's the kind of occasional machine mishap/jam that you get with inter-operating machines in reality and is noticeably absent in too-easily-flawless virtual depictions. It's an unintentional bug but it sounds like it happens to be highly real-world realistic
(Kind of an accidental version of how game-world surfaces have fake grime and wear&tear because at a deep level it makes the world seem less fake. Elite's operations often feel a bit too mathematically-perfect predictable to me, so I'm ok with this kind of mishap. Heh, the first thing the Millennium Falcon did when Han powered it up, was immediately power down until he thumped the faulty panel. Swearing at machines for having One Job and screwing it up is noticeable when it's missing)