detonation failed

I gave mining a try today for the first time with intention to go directly for seismic charges option.
Found 5-6 asteroids with fissures.
Set up seismic charges to all fissures.
In all but 1 cases detonation failed as the yield was below optimal.

Is this normal that detonation can fail even when one uses all the fissures or is this a bug?

Is setting up a seismic charge to a fissure a boolean operation - you either set it up and it has 100% effect or it bounces away and it has no effect, or you can set it up with a different efficiency?
Say based on how close to the fissure you manage to put the charge or how close your firing angle is to a direction perpendicular to surface.
 
You don't have to use all fissures, you have to use the optimal yield as indicated in the top right corner of the HUD.

To reach that, you have to "play" a bit with the yields your seismic charges do, a high strength fissure is most affected by high strength charges, but an overall lower effect as if
you shoot a low strength fissure with a high yield charge. Look around a bit, there are good guides.

edit: Facta's linked vid shows it perfect at 6:57 ongoing...
 
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Pro-tip: A high yield charge in each a low, average and strong fissure will result in an optimal total yield just in the blue.

Pretty sure it's not that simple.

Sometimes a max charge in a low & average fissure is enough to reach optimal yield....sometimes it's not and I need additional charges....sometimes it's too much and I'm well into the red and need to disarm one charge.

I think after much experimentation it's dependent on the roid...but I always start with a max charge in a low strength fissure and work out what I need from there.
 
You don't have to use all fissures, you have to use the optimal yield as indicated in the top right corner of the HUD.

To reach that, you have to "play" a bit with the yields your seismic charges do, a high strength fissure is most affected by high strength charges, but an overall lower effect as if
you shoot a low strength fissure with a high yield charge. Look around a bit, there are good guides.

edit: Facta's linked vid shows it perfect at 6:57 ongoing...

I've had better results with high strength charge on low strength fissures, low on high and medium on medium. Obsidian Ant did a video stating the same. https://www.youtube.com/watch?v=oWEVJLaSaEY
Its hard to do good research since the rocks begin with various levels of contents to begin with but I know my hauls of Void Opals have been good using this method. Again, not saying I know for sure what's best. Suggest we all try different ideas to learn the best ways. And yes, do not do all fissures! Your right top panel should not have red boxes flashing or you will lose yield. Most rocks detonate from 3-4 charges. using more will usually put your indicator in the red and although the asteroid detonates your yield is lower.
 
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Just do what I do and put four charges on each side of the asteroid. I place charge 1 then go opposite of it charge 2 then head top charge 3 then opposite bottom of it then 4 that is spread to equally detonate successfully
 
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{post of mining tutorial}

Factabulous, thanks for posting that! I can't tell you how many asteroids I've blown up as a result of not understanding exactly how to best use the seismic charges (and a stubborn stupidity in not going in search of tutorial videos until I'd blown tens (hundreds?) of millions of valuable ore to kingdom come!

And thanks also to those who posted your personal ways of best getting to an optimum yield. I'm almost looking forward to my next mining sortie (and, unfortunately, so are my SLF pilots, who'll reap grand rewards for doing nothing but sitting behind me and scoffing at my technique).
 
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You don't have to use all fissures, you have to use the optimal yield as indicated in the top right corner of the HUD.

To reach that, you have to "play" a bit with the yields your seismic charges do, a high strength fissure is most affected by high strength charges, but an overall lower effect as if
you shoot a low strength fissure with a high yield charge. Look around a bit, there are good guides.

edit: Facta's linked vid shows it perfect at 6:57 ongoing...
Just how does one "play with the yield of the charges"??
 
The most reliable way, IMO, is to put two high-strength charges (holding down trigger until yield is maxed before firing them) into two different low-strength fissures. That usually does it, and never over-does it (in my experience). If those two charges don't give you an optimal yield message, put a low-yield charge into a high-strength fissure (or, if you can't find one, a low-yield charge into an average-strength fissure. That will work 95% of the time. If a single low-yield charge into that high-strength fissure still doesn't quite get you there, a second low-yield charge into another high-strength fissure will get you optimal 100% of the time.

(Answering the above question: You "play" with the strength of the charges by holding down the trigger and watching the "charge strength" bars climb. Letting them climb all the way to max gives you a high-yield charge.)
 
The most reliable way, IMO, is to put two high-strength charges (holding down trigger until yield is maxed before firing them) into two different low-strength fissures. That usually does it, and never over-does it (in my experience). If those two charges don't give you an optimal yield message, put a low-yield charge into a high-strength fissure (or, if you can't find one, a low-yield charge into an average-strength fissure. That will work 95% of the time. If a single low-yield charge into that high-strength fissure still doesn't quite get you there, a second low-yield charge into another high-strength fissure will get you optimal 100% of the time.

(Answering the above question: You "play" with the strength of the charges by holding down the trigger and watching the "charge strength" bars climb. Letting them climb all the way to max gives you a high-yield charge.)
Thanks.
 
Just do what I do and put four charges on each side of the asteroid. I place charge 1 then go opposite of it charge 2 then head top charge 3 then opposite bottom of it then 4 that is spread to equally detonate successfully
No that's not the right way to do it at all. You have a yield indicator for a reason. You want the yield indicator to be in the optimal yield range. Sometimes you only need two charges for that. Sometimes you may need three or four. Sometimes you may mess up and have to disable a charge. You need to scroll through the fissures in your contacts panel to determine which ones are low, which ones are medium and which ones are high. That way you don't have to race the timer after placing your first charge to figure out where to go next. Then place your first charge. Put a high yield charge in a low strength fissure. Next find the next low strength fissure and do the same thing.

Often that is all you have to do to hit the optimal range. You may need to implant into medium strength fissure at times and do it with either a low yield charge or a medium yield charge. If you're not sure just use low-yield until you get where you need to be. All charges are initially the same, you set the yield as you are launching the charge by how long you press the button. The charge is fired once you release the button.

Charges that bounce off the rock did not hit the fissure. That can be the case if your seismic charge launcher doesn't line up well with your aiming reticle or if the Fisher is rotating and has moved away from you and is at an odd angle. This usually happens if the seismic launcher is below the ship. Once you get used to it, it shouldn't be an issue.

When thinking about fissures think about strength. When thinking about seismic charges think about blast yield. The yield in the seismic charge has nothing to do with the yield in the asteroid. It only has to do with the yield of the explosion. Hi yield charge gives more explosive power. It does not necessarily caused the asteroid to yield more product.

Since you want to do the most amount of damage with the least amount of ammo, you want to put a high yield charge into a low strength fissure. Once you get the yield band close to Optimal you want to start lowering your charge strength and increasing the fissure strength to avoid going too high on the yield band.

The goal is always to get to the optimal yield range. The difference between doing so and not doing so can be as much as ten units of product. For Void Opals that can be a difference of as much as 16 million credits per asteroid.
 
The most reliable way, IMO, is to put two high-strength charges (holding down trigger until yield is maxed before firing them) into two different low-strength fissures. That usually does it, and never over-does it (in my experience). If those two charges don't give you an optimal yield message, put a low-yield charge into a high-strength fissure (or, if you can't find one, a low-yield charge into an average-strength fissure. That will work 95% of the time. If a single low-yield charge into that high-strength fissure still doesn't quite get you there, a second low-yield charge into another high-strength fissure will get you optimal 100% of the time.

(Answering the above question: You "play" with the strength of the charges by holding down the trigger and watching the "charge strength" bars climb. Letting them climb all the way to max gives you a high-yield charge.)
That's what I do too. Works a treat.
 
Once you get the yield band close to Optimal you want to start lowering your charge strength and increasing the fissure strength to avoid going too high on the yield band.

The goal is always to get to the optimal yield range. The difference between doing so and not doing so can be as much as ten units of product. For Void Opals that can be a difference of as much as 16 million credits per asteroid.
OK. What do these mean? I had a yellow/orange band in the yield chart but only ended up with three asteroid fragments and I think 9 LTD fragments.
Is that normal? Other videos it looks like the "yield chart" is bright red when the blast goes off.
 
Ideally, you need the blue .... but 9 LTDs isn't a bad haul.
Didn't get 9 LTD's. Got 9 fragments. I am running a custom HUD color scheme so I might not ever see blue.
The fist full charge in a "low" fissure gets me jittering white about 1/4 the chart scale. The next full charge in a "low" gets me jittering white with tinges of yellow/orange in the middle of the chart scale. The next the next full charge in a "low" gets me a solid yellow/orange band in the middle of the chart scale with bits of white jittering above the band.
That reading has now craked two more rocks but one of them was all Bromellite.
 
You need an abrasion blaster to blast most of the LTDs, opals .... etc. from the fragments

When fragmenting with explosives, you need as much of the middle band lit up, without too much in the upper band, which will decrease the yield from too big an explosion
 
You need an abrasion blaster to blast most of the LTDs, opals .... etc. from the fragments

When fragmenting with explosives, you need as much of the middle band lit up, without too much in the upper band, which will decrease the yield from too big an explosion
This is what I am mining with in wing. Yes. in wing and both the SSDM and the SCL are working as advertised.

https://coriolis.io/outfit/asp?code...OEBDANtglpgHYDGApgPrEAWO2phA5qQE4gjLzCLcJA===


https://coriolis.io/outfit/asp?code...OEBDANtglpgHYDGApgPrEAWO2phA5qQE4gjLzCLcJA===

Probably going to get rid of the mining lasers or maybe keep a laser on one ship and an abrasion blaster on the other. Found nothing it would do that the Abrasion Blaster won't do.

I have run out of limpets and going to head for the closest port and sell. 11 T LTD and 6 T Granditirte.
I got all the Granditerite and 4 LTD's from the same rock.
Really wish the fissures and surface/subsurface deposits would show up in both nav panels like deposit fragments when only one ship has prospected. Would save me a lot of limpets if I keep the mining tool split between the ships. But splitting them lets each ship carry more offensive weapons.
195 LY out from what seems to be the closest civilization and didn't see one NPC.
 
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