Or perhaps this is related to a memory leak, in which the freighter itself fails to forget the positioning of crashed starships on landing bays (or pads) — Or somewhere in the code a developer gave freighters the ability to remember more than they should — Or remember inaccurately under certain circumstances — Or just the ability to simply not forget what was once contained or positioned.
But @Mad-Hatter says he never owned a crashed starship in his Permadeath (PS4), and yet there are flames.
Or then… Perhaps we’re beyond the realm of crashed ships and into the realm of freighters… Entirely ?
And then we have the issue of this “appearing to” cross into other game-saves & modes…
Or could it be that it’s just a freighter bug — Perhaps related to the portion of code relating to the portion of the Main Menu &/or “user details” that is carried across game saves, and likewise modes?
Example: Presently…
Under Menu > Catelouge, I see that “Cooking Products” are carried across game-saves & modes.
Question…
If a crash-site is visited and then left, and its crashed ship is never obtained,
Do ships burn once crash-sites are “interacted” with?
Do ships burn regardless of ever visiting crash-sites?
Well technically the Radiant Pillarwas a crashed ship once as I had to fix it to start a game, (as we all do). What I meant was I haven’t “salvaged” any crashed ships.
I’m curious as to whether the new Launch Thruster Rechargers are faulty…? Warrantee issue maybe
I think you may be onto something there. Perhaps a bit of code copying was used when setting up the bigger landing bays (maybe for positioning) which accidentally included a trigger for the damage visual.
I’ve found summoning my burning ship has it arriving in normal condition but if I summon my command ship and the starships reset to on board, then they are on fire again.
I’ll just pretend they are being worked on and it’s welding flash
The behaviour is way to consistent for a memory leak. The benign kind of memory leaks just leads to a crash over time, while the worse kind usually leads to completely random behaviour and crashes (writing out of array bounds is a popular cause of these in C++).