malfunctioning limpets gathering raw mats

Hi,
I'm wondering if anyone is having this problem. My limpets are absolutely not working when collecting raw materials. They've worked fine in the past using the method of firing flack cannons from above, backing off until brain trees disappear, then launching limpets. But now all of the sudden this doesn't work anymore. FYI, I've been farming selenium on HR 3230 and my limpets are "A" rated but I've also tried "D" with same effect. I usually set graphics to low so brain trees will more quickly disappear but have now tried settings on mid and high with no effect. I've even tried with brain trees still in sight but no difference. The limpets simply immediately die as soon as they make it to the ground. It's not even like they get stuck in the trees. They just malfunction. I thought yesterday might just be a glitch so I flew out again today but exactly same problem. Something must be going on because I've done this before with good success but now I can not use limpets at all. My work around is to shoot the trees from my ship they jump out with srv and scrounge up as much as I can on the ground before the materials despawn but they only last about 2-3 mins before everything on the ground despawns so not ideal but better than getting stuck in trees trying to get the "fruit" to fall. Anyhow, I'm pretty new to ED and would appreciate if anyone who knows what's going on could comment. Oh, one more thing. Limpets work fine when collecting materials in space as at high grade emission sites.

Thanks o7
 
Yes since the limpet behaviour was changed they fail during this activity.

They also fail at the shard sites, not just the brain trees. I had to drive around in the SRV instead.
 
Ok, ty I'm not crazy. I hope this is not a new "feature" and that maybe if a bug since recent update FDev might fix this bc right now it's sucking wind.
 
Have you noticed how player built ground settlements rise above the original ground level to a new theoretical settlement level after they are built?

What I believe may be happening is that, the code for shard material release places the materials at the original ground level, but the rest of the game (including limpet impact detection) is now using settlement level instead of actual ground level. Hence, it looks like materials are going below theoretical ground level (to the original ground level) and limpets explode at theoretical settlement level instead of actual ground level - because they are in fact trying to get below the theoretical settlement level brought in by the Colonisation system.

The solution to this issue is for FDev to make the shard release code use the theoretical ground level introduced by the Colonisation system.
 
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