Sensors down, how to request landing?

Part of me thinks that any organisation that immolates you for loitering is probably not going to care that much if you float around outside and starve to death... On the other hand you really should be able to request a tow into the station once you're there if you can't actually request docking... That in itself is bonkers though, why isn't radio still omnidirectional in the future?
 
does the repair module you can buy fix it....or anything?

Yes you can repair any damaged system as long as you have power to run the repair module. You just toggle the damaged equipment into the repair state in the same window you toggle modules on and off, with the repair flag set it will begin to repair the module to full health or until the repair unit has run out of its consumable.

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Yes but nobody use that since it can't repair thrusters.

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This is the only bug here, it is supposed to fix every module except the reactor as it needs power to operate. That anyone could think that taking out modules to incapacitate a target is a bug is simply asinine. Why on earth do you think we can cycle through and target modules anyway, there are dozens of ways to skin the same cat, taking out sensors is just one of them that happens to be incredibly frustrating for the victim.
 
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But, as stated, its fairly useless most of the time since it can't repair thrusters (or canopy iirc)

TBH, I only knew about the thrusters not the canopy, however, you can begin repairs on your thrusters if you catch them before they are destroyed, while it is something of a last resort and more help against an npc than a player it is possible.
 
I guess the obvious fix here would be if FD allows the repair module to fix thrusters, since that would encourage more people to use one.

I understand why they might not want to let you repair you hull with it, and maybe the canopy... since that's basically part of the hull integrity. But it doesn't make sense to have that one ship component (thrusters) singled out as un-repairable. If it was done this way to make it easier for pirates to disable targets, then just put it on a 1 minute delay before it starts to work.
 
It would be good to see some thing implemented to work around this if you make it away and get to a station, a rescue fee or something after flashing your lights with sos.
I love that idea. Put the ship lights to use and add a setting in the functions panel to make them flash SOS, if your frameshift manages to carry you as far as a friendly station after a close call and your comms are out, you can have them send out a work bee or something to tow you to a landing pad.
Of course that means scripting all of this, designing, modelling and animating whatever process drags your sorry ass to the station. Easy mode: tractor beam, but that's a whole other can of worms in itself.
 
Wasn't there a distress beacon in one of the early pre-release versions? I think it was mainly for running out of fuel, then it disappeared after we got fuel scoops. If they bring it back, maybe with a small fee attached for the tow (or on-site repair), it could be an all-purpose solution for having your thrusters or sensors taken out.

Maybe a little too easy though, and it still encourages taking out sensors or thrusters as a "griefing Lite" method.
 
I'm guessing the goal is to eventually use EVA mode to clamber around the hull of your ship to jury-rig repairs enough to get you moving again, as you won't exactly be able to phone home for a tow truck in the galactic core. Until that happens though I'd like to maybe see the field maintenance unit be able to repair destroyed primary systems to a barely operational level (2-3%), so you don't get stranded and won't make the repair module too useful. Although that raises the problem of what do you do with it when EVA is added, nerfing it back to what it was before seems lame, so I can understand if they don't change it at all.
 
Yes you can repair any damaged system as long as you have power to run the repair module. You just toggle the damaged equipment into the repair state in the same window you toggle modules on and off, with the repair flag set it will begin to repair the module to full health or until the repair unit has run out of its consumable.

So it is like the shield cell? Only restores shields as long as they haven't "popped". Hmm, I will have to give this repair unit a try now. I've never used it, so I wonder if you can set it to repair something ahead of time, so if it starts taking damage, it starts repairing it right away. It would be kind of hard to scroll through menus while in the heat of a battle to start repairing stuff.
 
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