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I had an instance where I had to keep speed at maximum while in a destroyer and being chased by a K and about 50 Xenon N, M, and P. I still kept the container magnet active while fleeing the fight and every time my turrets took out an enemy, it's loot would join this 'wagon-train' of loot flowing backward from my ship. When the fighters/gunboats were finally gone, I slowed down long enough to suck up about 120 containers, then got the hell out of there before the K finally caught up.
Loot loves your magnet so keep it going! :)
As for the timers themselves, I don't know but I've experienced similar de-spawn times as you reported in your original post. Loot despawns actively at a very fast rate for me. Wrecks tend to stick around until the end of battle. I think part of the timer is whether you got credit for the kill or not. From my xenon example above, the loot containers never de-spawned (it took about an hour to cross Faulty Logic at 169 km/s!) but it was always being magneted as well as being my kill credit loot. SCA Phoenix's I kill for trying to loot my stations also stay much longer than NPC-killed ships.
Also, possibly the "tractor" prevented the despawn, hard to say.
I have also been thinking about moving my tractor button, will keep V in mind, thanks!
I've sat with the magnet on for long periods myself in my osaka/syn/asgard, loot containers DO despawn when being tractored. I've had gray loot boxes (i.e. destroyed/despawned) bouncing off my hull on numerous occasions, sometimes a fraction of a second before it arrives at my ship.
But, are you the one creating those containers by destroying the enemy? I'm pretty sure my example in Faulty Logic occurred because of both (destroyed them and magnet use). I have had containers explode while using the magnet inside large battles in which I am not participating (think Pontifex's Claim/Pious Mists II or Second Contact: Flashpoint/True Sight) and, yes, they do seem to *love* to wait until they're 5 meters from my hull before doing so. But the ones I created in Faulty Logic didn't. However, this experience was from 6.0 rather than 7.0 so I don't know how much change they made for the update. I do know there were some changes due to the Scrap Electronics and the utter lack of SETA/SINZA parts in even heavy battlefield clutters.
Grey containers are not "destroyed/despawned", they are items your ship cannot carry, such as Ore. It's common for destroyed ships to drop a mix of blue (collectable by you) and grey (non-collectable by you) containers.
As for leaving a fight to go loot, if you have a second ship available, you can set it to perform loot pickups for you. RIght-click anywhere in the battle zone and select Collect Drops. You can even set up repeat orders to collect drops and sell what it picks up at a station. For the crafting items, just visit the captain of the ship occasionally and have them transfer those items to you.
So, I tried this recently, and was rather disappointed with it. I had a scout moving through the wreckage field of a battle and it only picked up some of it before registering the order as complete. It seemed to only target crafting wares that were not illegal. While I suppose avoiding the illegal stuff may have been for the best, I don't know why it wouldn't automatically pick up the trade wares (it would when manually ordered to). It would be nice if there were some settings around this....
You have to set Repeat Orders in the Behavior tab. After you click CONFIRM, only then can you issue the orders to repeat. It will never 'complete' an order.
https://i.imgur.com/YRJXd8j.png
Yes, I did that, too. That's not the point. The collect loot order would not pick up some of the items that it would when manually ordered to. Even with the repeat method, the scout merely returned to the center point where I issued the collect loot command, ignoring some items.
And as I fire up the game to get the names of the more common items I saw it ignore, I need to correct myself: it wasn't trade wares it wasn't collecting, but rather general wares. But the primary two general ware, non-illegal items I saw it ignoring were "Processing Panel 7A" & "Processing Panel 8X". *shrug*
These items it's ignoring go into the pilot's personal inventory, not the ship's. And as said twice, when manually ordered to collect it, it does.
Yes, but I was watching it as it collected (from map view, OOS). There were no police ships, and it simply did not approach the illegal wares.
Oh and there's also a setting that has your ships NOT pick up illegal wares, make sure that's not set! I believe it's in Global Orders menu. (shift + i then on left side panel of buttons). Panels are not illegal, however.
For the illegal wares, this may be what I'm missing. Hmm, makes me wonder if those Processing Panels are somehow accidentally included in that.
Gotta find that and try it.
Well, I can't find that setting you are referring to. I see one about what my police vessels should do if contraband is found, but nothing in regards to what a vessel set to collect loot should do.
That said, I just tried it again and the scout is picking up those items, now. I have no idea what happened before. Either I encountered some kind of bug, or I didn't do something right somewhere that I have no idea what. *shrug*