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Mobile Tractor

First post
Author
Elmore Jones
Orange Street
#41 - 2013-11-09 22:16:55 UTC
So... 1000 m/s? Really? So if i do a mission with 30+ wrecks often a good way out (I use a rattlesnake with sentries) I could with the new toy wait a mere 30-40 mins for this thing to tractor in the wrecks? Nice work. Won't really be very useful. Oh well...

+++ Reality Error 404 - Reboot Cosmos +++

Joe Risalo
State War Academy
Caldari State
#42 - 2013-11-10 01:41:02 UTC
Elmore Jones wrote:
So... 1000 m/s? Really? So if i do a mission with 30+ wrecks often a good way out (I use a rattlesnake with sentries) I could with the new toy wait a mere 30-40 mins for this thing to tractor in the wrecks? Nice work. Won't really be very useful. Oh well...



Correct

However, you can drop one in each room of a mission(be sure to bookmark them), turn in the mission, and start a new mission, collect some more tractor structures.
Do this for 2-3 mission, then come back in a noctis fitted with maybe 1-2 tractors.
Scoop the structure, empty the jetcan, and salvage the nearby wrecks while you tractor in any remaining wrecks.
Rinse and repeat.

Hopefully, by the time you go to salvage in the noctis, all the wrecks are already gathered.
Mara Rinn
Cosmic Goo Convertor
#43 - 2013-11-10 02:02:20 UTC
So many folks need to learn how to look for the ways that new tools will work for them, rather than looking at the ways that new tools won't work for them.
Joe Risalo
State War Academy
Caldari State
#44 - 2013-11-10 02:38:51 UTC
Mara Rinn wrote:
So many folks need to learn how to look for the ways that new tools will work for them, rather than looking at the ways that new tools won't work for them.



I'm already thinking about taking a heavy tank ship fitted with salvagers and an MWD into some constant spawn crap and dropping these.

They don't draw agro and if i'm in the right position i'll be able to salvage off the structures without moving, thus I can run multiple without them tractoring off each other.


Good times.
Kirkwood Ross
Golden Profession
Goonswarm Federation
#45 - 2013-11-10 04:35:38 UTC
If the tractor unit was unprobable and worked after you left grid it would be great. Right now it kinda just sucks in every type of space.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#46 - 2013-11-10 05:09:55 UTC
Kirkwood Ross wrote:
If the tractor unit was unprobable and worked after you left grid it would be great. Right now it kinda just sucks in every type of space.

not working when you are off grid is a bug and will be fixes.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Draazz
Engineering Group Alpha
#47 - 2013-11-10 15:14:14 UTC
Just to confirm that the issue where the Mobile Tractor would ignore certain cans/wrecks has been fixed.

I can confirm a couple of cases:

- Mobile Tractor would start tractoring in a wreck with loot. Halfway across, my salvage drones would salvage the wreck, resulting in a can with loot. This can would then be ignored by the Mobile Tractor.

- While having the Mobile tractor out, and using Tractor beams myself, any wrecks I pulled in myself would be ignored by the Mobile Tractor.

- Any cans with contents dropped off close to the Mobile Tracor seemed to be ignored.

These cases seem to be resolved. It can take quite a while for the Mobile Tractor to finally tractor in those wrecks/cans that would previously be ignored, but it does tractor them in and empty them now. It also starts on the next target much faster.
m3talc0re X
Deep Core Mining Inc.
Caldari State
#48 - 2013-11-11 02:08:47 UTC
I just thought of something funny... Place two MTU's about 30km from each other, kill a few rats and watch the hilarity XD
Hawk Firestorm
The-Enclave
The Bastion
#49 - 2013-11-11 04:48:46 UTC
Just one feature missing, that being it automatically ships what it loots and salvages back to your hanger in a station in system. :)

Hauling who wants it no one.

Common if your going to do it do it right. :)
Works AsIntended
Perkone
Caldari State
#50 - 2013-11-11 05:28:17 UTC
Hawk Firestorm wrote:
Just one feature missing, that being it automatically ships what it loots and salvages back to your hanger in a station in system. :)

Hauling who wants it no one.

Common if your going to do it do it right. :)


I agree, make it produce isk as well.
Alvatore DiMarco
Capricious Endeavours Ltd
#51 - 2013-11-11 05:48:31 UTC
Works AsIntended wrote:
Hawk Firestorm wrote:
Just one feature missing, that being it automatically ships what it loots and salvages back to your hanger in a station in system. :)

Hauling who wants it no one.

Common if your going to do it do it right. :)


I agree, make it produce isk as well.


I'd like to see it also auto-salvage and then automatically produce rigs based on a drop-down list of schematics like factories in PI.

Actually, maybe it should automatically manage and collect my PI too. Fozzie, can we have the tractor range extended to 12 LY?
Hawk Firestorm
The-Enclave
The Bastion
#52 - 2013-11-11 05:57:40 UTC
Adding features that remove grind isn't a bad thing.

Hauling as we all know is one of these, add a delivery timer if it makes you fell happier.

Eve is a game, meant to be FUN not a Job or a chore.
brammator
SUB ZERO.
#53 - 2013-11-11 10:31:48 UTC  |  Edited by: brammator
CCP Masterplan wrote:
Our physics engine, Destiny, is optimised such that movememnt ticks for items are only processed when there is an observer (generally a piloted ship). Once a grid is free of observers, we stop updating the positions of the remaining items.



So-o.. Did you just implemented mobile grid-wide covert detector?
Penny Plethora
Journal Juggling Scrap Scoundrels
#54 - 2013-11-11 13:51:29 UTC
Any chance of extending the wreck timers so they change to abandoned for an extra half hour? There are many pockets filled with wrecks where pilots can't be bothered abandoning wrecks for the poor, non ninja salvaging types to sweep up.
Soldarius
Dreddit
Test Alliance Please Ignore
#55 - 2013-11-14 18:15:39 UTC
brammator wrote:
CCP Masterplan wrote:
Our physics engine, Destiny, is optimised such that movememnt ticks for items are only processed when there is an observer (generally a piloted ship). Once a grid is free of observers, we stop updating the positions of the remaining items.



So-o.. Did you just implemented mobile grid-wide covert detector?


No. The only way for this sort of "detection" to work would be if no one was on grid to see it. But it it could explain why when you warp off grid with your drones out and then warp back in, the rats only then begin shooting your abandoned drones, instead of nuking them while you're gone.

Also, this makes ninja salvaging easier. Can probe out the tractor module once the mission runner has moved on to the next site. The tears in local when they come back to find all their stuff gone will be epic.

http://youtu.be/YVkUvmDQ3HY

brammator
SUB ZERO.
#56 - 2013-11-17 12:15:39 UTC
Soldarius wrote:
brammator wrote:
CCP Masterplan wrote:
Our physics engine, Destiny, is optimised such that movememnt ticks for items are only processed when there is an observer (generally a piloted ship). Once a grid is free of observers, we stop updating the positions of the remaining items.



So-o.. Did you just implemented mobile grid-wide covert detector?


No. The only way for this sort of "detection" to work would be if no one was on grid to see it. But it it could explain why when you warp off grid with your drones out and then warp back in, the rats only then begin shooting your abandoned drones, instead of nuking them while you're gone.

Also, this makes ninja salvaging easier. Can probe out the tractor module once the mission runner has moved on to the next site. The tears in local when they come back to find all their stuff gone will be epic.



Yes. You want to check if your regroup POS is watched? Throw a couple of wrecks 200km off the shield, add Mobile Tractor, warp out for 60 seconds.

You drop Tractor in one mission pocket and return later? Whoa, someone was here!

It's Covert Detector and I don't like it.
Dolph Carebear
Adohivatal
#57 - 2013-11-22 00:19:36 UTC
Sorry to resurrect this old thread but today when playing with the mobile tractors for the first time I noticed that they stop working when I'm off-grid.

Due to their absolutely anemic speed, trhe only way these can ever be useful is if I can drop one in a mission site and come back like an hour later to a neat pile of empty wrecks sitting on the MTU. This doesn't seem to be working at all.

Google turned me to this conversation. The devs said they found the problem and fixed it, but was it ever fixed? Is anyone using these things? Happily?
Mara Rinn
Cosmic Goo Convertor
#58 - 2013-11-22 07:13:18 UTC
Dolph Carebear wrote:
The devs said they found the problem and fixed it, but was it ever fixed? Is anyone using these things? Happily?


I also saw the devs say something about disabling the "don't process stuff when nobody's watching" thing.

Yes, I do use the mobile tractor unit successfully: I deploy it along with my salvage drones while flying a Noctis. Then I start salvaging wrecks close to me while fracturing wrecks far away. The MTU will loot everything for me, saving me dozens of mouse clicks (and thus saving me from sore wrists).

I don't leave grid while the MTU is deployed.
Dolph Carebear
Adohivatal
#59 - 2013-11-22 09:41:47 UTC
I was wrong - you can definitely leave the grid, but you have to stay in the system. Fine for running nullsec anoms one after the other in an upgraded system, but not so great for SoE LP missions where the agent sends you do one or two jumps away nearby.

If you do leave the system while your MTU is active, it goes to sleep and won't reactivate until you enter the grid. (Reentering the system does not get the job done.) I guess this is a bug?
Joe Risalo
State War Academy
Caldari State
#60 - 2013-11-22 15:50:03 UTC
Dolph Carebear wrote:
I was wrong - you can definitely leave the grid, but you have to stay in the system. Fine for running nullsec anoms one after the other in an upgraded system, but not so great for SoE LP missions where the agent sends you do one or two jumps away nearby.

If you do leave the system while your MTU is active, it goes to sleep and won't reactivate until you enter the grid. (Reentering the system does not get the job done.) I guess this is a bug?


Hmm... when testing it was an issue with leaving grid....
They fixed that, but i'm not sure if they're supposed to work when you leave system or not....