Is the Type 10 broken or just bad?

Perhaps a quick-fix might be to make prospectors intangible for, say, 3 seconds after they launch so they can get clear of a ship?
Well, my best guess is FA ... when limpet is dropped in inherits everything from ship in code, including FA. FA itself could look like broken phys. as it starts to brake. Then inheritance explains difference, T-10 has bigger difference with limpet then ASP with limpet. So fake-limpet-FA does less mistake on aspx.
Any way, it's just code bug either FA or phys, should be fixed.
 
P.S. It's wrong working with T9. I could use it for 1 hour, then never again. Limpets just self kill on low speeds too
 
Type 10 is crap. Fight me

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Its not just the type 9 and type 10, i've had the same happen in other ships.

As Stealthie says though, i tend to launch my prospector limpets while the collectors are doing their job.
 
Simple test we could do, take speed which kills limpet, then try FA-OFF and repeat. If limpets don't die any more, this will mean my theory about FA is correct.
I didn't do meself yet, because hard to fly straight on mouse with FA-OFF.
 
Its not just the type 9 and type 10, i've had the same happen in other ships.

I wonder if this is part of a can of worms, behind the scenes?
It's like when you're scooping mat's - although, umm, the opposite way around - and some ships seem to collect mat's even if they've drifted well off the edge of the targeting mini-screen while, in other ships, even if the target is a teensy bit off-centre you'll miss it.

If there is some kind of hidden fiddle-factor related to the cargo-scoop, it'd be nice because, presumably, it might be easy to adjust it and fix this issue with launching prospectors.
 
Simple test we could do, take speed which kills limpet, then try FA-OFF and repeat. If limpets don't die any more, this will mean my theory about FA is correct.
I didn't do meself yet, because hard to fly straight on mouse with FA-OFF.

Will give it a try tomorrow.
This thread's given me a couple of other ideas as well.

It's worth bunging a prospector controller on an AspX too, just to see how well that works.
With the cargo scoop deployed, and the speed limited to 90m/s, I literally can't do anything to interfere with the launch of a prospector from an AspX.
I wish the T10 was half as accommodating.
 
Will give it a try tomorrow.
This thread's given me a couple of other ideas as well.

It's worth bunging a prospector controller on an AspX too, just to see how well that works.
With the cargo scoop deployed, and the speed limited to 90m/s, I literally can't do anything to interfere with the launch of a prospector from an AspX.
I wish the T10 was half as accommodating.
Krait MK-2 drops at 120 speed about (1 pip on engine, cargo opened, all G5 engeed). T9 had max 45 at the same setup for me at it was killing limpets.
Krait can kill on boost OR on braking after boost, that's why I suspect FA. It's like 1 game loop tick after drop limpet still controlled by FA and that kills.
 
It's ok, man. I think most of us are just being silly tonight. It's pretty much what a lot of us do these days with regards to this game. Most of our entertainment seems to come from the forums (I still like my Type 10, though).
What do you use the Type 10 for? Combat?
 
What do you use the Type 10 for? Combat?
I actually use my Type 10 for just about EVERYTHING. Hauling, short range exploration, combat, mining, mission running. While its poor maneuverability, slow speed and large size are drawbacks, just about everything else is a plus. That gorgeous canopy, the wonderful weapons layout and the incredible layout of internals makes this ship VERY versatile (in my humble opinion of course). Oh, and I forgot to mention, its also one of the coolest running ships I have ever operated. I can sit scooping fuel forever and a day and never EVER go above 60% heat.
 
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I had the same Issue in my Type 9. When I enter the planetary ring and start shooting prospectors at any speed they will just die.

What I found out was that when I come to a full stop at the beginning of the mining session to fire my first prospector and it doesn't die, then I was able to fire prospectors after that without them dying anymore.

I can go somewhere between 80 to 90 m/s with four pips eng and cargo scoop deployed and can safely fire prospectors while going in a straight line or doing slight upwards turns. They only still seem to die if I fire them while or shortly after maneuvers involving pitch down or vertical thrust down and sometimes even up.
 
I actually use my Type 10 for just about EVERYTHING. Hauling, short range exploration, combat, mining, mission running. While its poor maneuverability, slow speed and large size are drawbacks, just about everything else is a plus. That gorgeous canopy, the wonderful weapons layout and the incredible layout of internals makes this ship VERY versatile (in my humble opinion of course). Oh, and I forgot to mention, its also one of the coolest running ships I have ever operated. I can sit scooping fuel forever and a day and never EVER go above 60% heat.

Also second highest MLF in the game.
 
I only got my Cutter the other day, but so far no dead limpets due to flying technique, and I flew up to 400 m/s with collectors in tow.

As long as the limpets are under the ship IDLE and not trying to carry mats to the ship while it is moving, then they are fine.

If they are carrying something however and you fly away, then they can die, and quickly. Not sure why.

I sometimes lose limpets because they need to fly through the asteroid to get back, and they commit suicide. It seems they are very fragile. If I move so they have a nearly direct route back to the ship, they're fine.

T9 was great for mining, and I thought T10 would be similar (not tried it). I've never had a problem with limpets hitting the ship. Note that if you're pitching INTO the limpets you can hit them hard enough to "kill" them. Just be gentle, and they'll survive!
 
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