Mats flying off into distance when picking up in SRV

O7 all
Returning player, recently reset and going through engineer unlocks atm. Don't remember this from 2 years ago, so apologies if it's been discussed to death. Did a quick google and didn't find the same issue.

After blasting an outcrop (et al), I drive at 1 m/kph with cargo scoop open & a targetted mat dead centre between 2 front wheels. The other mats going flying off into the distance never to be seen again. I've seen this on low and ~1g planets. If the mats are scatted about, this isn't an issue, but when they are clustered together, it's kinda frustrating to see 3 G4 mats disappearing before my eyes when my wheel hits them.

As a work around, I've tried a few hours mining to gather raw mats, but the drop rate and grade isn't great.

Any ideas/tips please?

Ta
 
I now and then find myself launched high into the air, SRV and all, in such situations. :p

As a poor workaround, in my experience, it may work to crawl up on the materials reeeally slowly, or improving your frame rate in some way (it is possible the physics evaluation tick may not be entirely independent from it) - typically through lowered graphics quality, including subsampling if that's what it takes (supersampling by a factor lower than 1).
 
O7 all
Returning player, recently reset and going through engineer unlocks atm. Don't remember this from 2 years ago, so apologies if it's been discussed to death. Did a quick google and didn't find the same issue.

After blasting an outcrop (et al), I drive at 1 m/kph with cargo scoop open & a targetted mat dead centre between 2 front wheels. The other mats going flying off into the distance never to be seen again. I've seen this on low and ~1g planets. If the mats are scatted about, this isn't an issue, but when they are clustered together, it's kinda frustrating to see 3 G4 mats disappearing before my eyes when my wheel hits them.

As a work around, I've tried a few hours mining to gather raw mats, but the drop rate and grade isn't great.

Any ideas/tips please?

Ta

Ah you see, your mistake is you don't need to drive over them at all, just be close enough, if they are clustered tightly together you can just stop really close, the nearest one will be scooped just before you reach it, and scoop another 2 or 3 without moving at all, using the contacts tab in the left panel selecting and targeting mats until all the nearest ones have all been scooped up, then you move around to grab the rest.

The mats I find hardest are the ones that drop from the cargo racks at crash sites, they cluster so close around the cargo rack once you release them it's hard to get them without losing a couple, but the ones from rocks and mesidorites and etc are easy to grab with a bit of care.
 
O7 all
Returning player, recently reset and going through engineer unlocks atm. Don't remember this from 2 years ago, so apologies if it's been discussed to death. Did a quick google and didn't find the same issue.

After blasting an outcrop (et al), I drive at 1 m/kph with cargo scoop open & a targetted mat dead centre between 2 front wheels. The other mats going flying off into the distance never to be seen again. I've seen this on low and ~1g planets. If the mats are scatted about, this isn't an issue, but when they are clustered together, it's kinda frustrating to see 3 G4 mats disappearing before my eyes when my wheel hits them.

As a work around, I've tried a few hours mining to gather raw mats, but the drop rate and grade isn't great.

Any ideas/tips please?

Ta
It's an Odyssey bug. In Horizons, you can drive over materials all you want and they won't go flying off, so I suggest that you gather materials in Horizons and then switch back to Odyssey when you're done.
 
It's an Odyssey bug. In Horizons, you can drive over materials all you want and they won't go flying off, so I suggest that you gather materials in Horizons and then switch back to Odyssey when you're done.

Thanks. Just tried Horizons and everything worked as expected; mats staying on the gound and not flying off into the void. Got everything I needed in about 20 mins. +1 CMDR.
 
It's even more fun when you get your srv thrown a couple of km, has happened to me at thargoid structures, even from inside the structure.
 
It's even more fun when you get your srv thrown a couple of km, has happened to me at thargoid structures, even from inside the structure.
"Oh Ma Gawd" (as Joy Senne would say) So many times have I been catapulted into the roof of the thargoid struture because of a tiny piece of wreckage.
I was doing permutation tests on all accepted Items in the Device, so would be going in and out of he Structure hundreds of times a day.
It became very anoying.
 
One of the bugs i hate most when collecting materials on planets - be it barnacles forests, guardian sites or simply shooting outcroppings on surface planets
 
I wonder if the physics tick is FPS dependent. Wich usually means, the lower your FPS, the higher the chance of physics objects phasing into each other and glitching out, either by dropping through geometry or by violent repulsion. Ran over barnacle spike debris once and got catapulted a hundred meters off the ground. Definitely an "I'm awake now!" moment.
 
SRV physics in Odyssey/4.0 is a touch broken and just doesn't respect reasonable limits. The lightest contact with a spawned material can impart such tremendous force that it either enters orbit or clips straight through the ground. Likewise if your SRV contacts a spawned asset's geometry in just wrong way then the same thing happens to you.
Mat punting is by far the more common glitch though.
 
It looks more like a collision issue
Six of one and half a dozen of another. Unreasonably large physics values are being imparted when objects collide or clip into each other in certain ways. Could be a sampling issue in the case of SRV catapulting for instance. ie: the engine might be going from no contact to thinking you've clipped 2 feet into an object instantaneously and interprets that as a collision at mach 20 and then applying an equal an opposite force on the SRV.
 
I have submitted plenty of bug reports on SRV and the problems picking up mats. They are all closed. If it isn't narrative content, it ain't gonna happen it seems. When it comes to game mechanics problems, I'm afraid this is probably as good as it is going to get. Losses in profit dues to low Odyssey expansion sales have been amortized. Simply put, that means any development funds are purely an expense, and frankly, a bit of a gift at this point. When the former CEO talked about focusing efforts on the continuing the story of Elite, he wasn't kidding. I take that to mean, lower development cost work that advances the Thargoid related narrative. Lower cost because it utilizes assets already created, server side configuration, yet introduces no new framework additions or fixes to existing client problems. Personally I am impressed with how much they have accomplished with so little. Resourceful bunch these. I think next year (Major overhaul of an existing feature) will be a re-work of various grindy areas of the game like engineering, again largely confined to server side number crunching.
 
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