It probably weighs just as much as your ship.Wishing for size 2 to fit on my small ship.
It probably weighs just as much as your ship.Wishing for size 2 to fit on my small ship.
Sigh... I was unreasonably hopeful about this addition to the game.It probably weighs just as much as your ship.
It's like they had no clue why we kept asking for the feature, so they designed it all wrong. Weird.Sigh... I was unreasonably hopeful about this addition to the game.
The weight should only be 10% heavier for every type of limpet offered for the heaviest one in the group, (so if the prospecting limpet was the heaviest out of it and the collector limpet the would be 20% heavier (2x10% for the two types of limpets offered x weight of limpet controller).The weight of these is just silly.
I have been testing them on my Type10 eliminating pirates and when trying to recover the materials apparently it does not have the 9,100m range they claim to have, can you confirm?
Is not that bad, man. Class III can be used ONLY as a 4 prospectors unit ( same "normal" Prospector Controller has only 2 of them ! ) or ONLY as collector limpets with long life AND double number of limpets ( 4 instead of II ! ) ;No, we lost dev time and gained useless modules in return. Rescue is designed for explorers but weighs as much as some ships. Mining can't be used because prospector limpets are not destroyed when you deploy collectors. This, sadly, shows that FDev do not play their own game. And there are some recent decisions that make me truly believe that, like the CG FSD engineering disaster
ONLY ONE - no matter the class ( 3 or 7 ...)I cannot wait to see the class 7 multipurpose module, there are 6 ships that can take it, how many can take off with it equipped?!?!
No, no you cannot, because FDev.I really hope we can engineer them to light weight, damn they’re heavy!
I wonder how loud and long we will have to complain before they fix them?Then don't use them if you have the room to fit the functionality you need with single controllers, that's the compromise I guess
I do wonder how much time went into these, but hey, we've got more options & lost nothing but a bit of designer & dev time with the addition of these modules![]()
Some are 66t (3B Xeno and 3B Operations).
Maybe some are 40t too?
Corvette laughs at this "extra weight", although, previous repair limpet module was only 80T. Dropped my FSD range by ~1ly ¯\(ツ)/¯150 tons for the class 7, only the biggest ships with the largest frame shifts can take the penalty this gives.
Boy have FDev got it wrong
Yup, indeed, some time ago I dropped my lightweight sensor module class D and put a fatty class A long range, with some healthy 320 tones !Corvette laughs at this "extra weight", although, previous repair limpet module was only 80T. Dropped my FSD range by ~1ly ¯\(ツ)/¯
Not every ship can just shrug off weight like that though.
the description is wrong, the infinite lifespan applies only to prospector limpet. the collector limpet dies after a while. also the range is somewhere in between 950-1000m for collector and 5000m from description is for prospector. the collector part is just slightly below regular 3C specs.
i've brought one for core mining, since i too thought that range and infinite timespan would be great, but i've soon discovered its nothing like the description and thus making the multi mining collector useless for any serious mining operations.
it might have been worth for begginers/small ships with limited space, but the weight kills it, especially for unengineered ships.
at current state the multi collectors are a bad joke...
I tested several times the class 7A ; is broken, the info about range is fake. The REAL range is only 1600 m !
Tested on mats from killed NPC pirates - once you get further than 1600m, the limpets will stop collecting.
Tested again mining. Same issue . Real range ONLY 1600 m !
I raised a ticket on this..
So if you launch 1x prospector, then 3x collectors to reach the limit of 4x active limpets, and then try and launch another prospector... does the first prospector expire when you launch the second?The mining multi-controller has a fatal flaw that will render it less useful after a while. After prospecting four asteroids, you can no longer use collectors from that controller. This can be mitigated by flying away from the active prospectors, or shutting the module down to kill all active limpets, but still. Maybe limit mining multi-controllers to one active prospector?
No, it does not expire. Thats the problem. They will never expire short of turning the module off and on.So if you launch 1x prospector, then 3x collectors to reach the limit of 4x active limpets, and then try and launch another prospector... does the first prospector expire when you launch the second?
If that works then it still sounds useful as a one-slot mining tool, freeing up a module slot for more cargo space in small/casual mining ships.
Basically if any of the size 3 controllers weighs more than 16T its massively over the limit for that size of slot. Since that is double what the previous heaviest 3A limpet controller is.
Given that all of these controllers are wildly over that limit and have outright false information on how they work in their descriptions? Dead on arrival content and wasted dev time if they are not prioritized for several immediate fixes.
So if you launch 1x prospector, then 3x collectors to reach the limit of 4x active limpets, and then try and launch another prospector... does the first prospector expire when you launch the second?
If that works then it still sounds useful as a one-slot mining tool, freeing up a module slot for more cargo space in small/casual mining ships.
No, it does not expire. Thats the problem. They will never expire short of turning the module off and on.