Elite Dangerous - Tritium Efficiency Update

FD ... please listen: Tritium +40,000 per ton at the stations .. : ( ... OK. +30 trips from the station to the carrier to fill the cargo... ahh ... :( OK. 1 billion in spending to do this..arghh .. :( OK.
Well then, now your FD part, make Tritium improve 4X that everything will be solved
 
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Although I do not use FC this way, I was wondering how fast can you travel now through KNOWN systems routes using MINED only Tritium (e.g. - coming back from exploring trip).

A near empty FC with a few services installed needs ca 70t of Tri for 500ly jump.
I need 35-40 minutes to fill 128t of cargo of my Krait with Tritium (SDD mining only).
Or ca. 90 minutes for 320t / Anaconda (mixed SSD+ occasionally lasers).

I have every (Tritium) hotspot I have ever scanned in my EDDiscovery database, so I can plan the route through systems with Tri hotspots only.

There is 20 minutes cooldown between FC jumps.
If I jump between hotspots only, I could mine half of 128t Krait cargo capacity (60-70) during EVERY jump cooldown, which should cover Tritium needed for the next jump.
Hotspots rarely will be in optimum 500 ly range from each other, probably a bit less, so actually I may have even some Tritium stacking in case I won't reach my yield goal in some mining sessions during 20 minutes time limit.

Yes, it is a lot of mining.
But it seems doable to travel with ALMOST maximum possible speed for FC on mined fuel only.

What we need for that, beside from impressive level of dedication, is a online database of Tritium hotspots where everybody could upload their findings to make it possible to plot our route through hotspots WE have not scanned yet.


EDIT: I forgot about landing pads lockdown, they are like 3 minutes before a jump?
And it can become interesting if you are late to dock, at this point FC jump not possible to cancel :)

Well, no risk, no fun :p

FC has better to have enough fuel in depot to jump back to get me onboard.
My mining builds are not really fitted for convenient 500 ly travel.
 
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Although I do not use FC this way, I was wondering how fast can you travel now through KNOWN systems routes using MINED only Tritium (e.g. - coming back from exploring trip).

A near empty FC with a few services installed needs ca 70t of Tri for 500ly jump.
I need 35-40 minutes to fill 128t of cargo of my Krait with Tritium (SDD mining only).
Or ca. 90 minutes for 320t / Anaconda (mixed SSD+ ocassionally lasers).

I have every (Tritium) hotspot I have ever scanned in my EDDiscovery database, so I can plan the route through systems with Tri hotspots only.

There is 20 minutes cooldown between FC jumps.
If I jump between hotspots only, I could mine half of 128t Krait cargo capacity (60-70) during EVERY jump cooldown, which should cover Tritium needed for the next jump.
But...but..but..I HATE MINING!
To all whiners I can say only 1: We have known about mineable fuel since nearly first annoucement, so it is BASIC rule, so accept it or don't use carrier to far trips. Simple.
I don't complain on high reality level in DCS, or ił2, so I don't complain on basic rules of carriers too. Noone force me to use them.
PS: Tritium scooping?! TOO LOW! I WANT 500 FUEL/H!
 
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But...but..but..I HATE MINING!
To all whiners I can say only 1: We have known about mineable fuel since nearly first annoucement, so it is BASIC rule, so accept it or don't use carrier to far trips. Simple.
I don't complain on high reality level in DCS, or ił2, so I don't complain on basic rules of carriers too. Noone force me to use them.

Any activity is better then waiting passively 20 minutes after every jump, EVEN mining ;)

I just edited my prev. post, I forgot about one "small" detail - landing pads lock :)
 
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My understanding was that a major problem involved hotspots giving LESS of the material indicated than you would find in non-hotspots or in hotspots for different materials. Has this been fixed? When I see a "fix" like the one just announced, the message I receive is that Frontier is giving up on the problem and not going to work on it anymore. Is everything else actually really "working as intended" right now?

No, it isn't; I've gone a little further outside the bubble to hotspots that are not frequently visited and the yields are better, but still not where they were pre-patch 3.

At this point, it seems that FDEV has simply given up trying to actually fix the problem with yields in hotspots and gone with a quick and dirty half-fix that really isn't much of a solution.
 
Any activity is better then waiting passively 20 minutes after every jump, EVEN mining ;)

I just edited my prev. post, I forgot about one "small" detail - landing pads lock :)
Of course, I agree all is better, but I prefer few quick scans of nearby systems (or 1 scan, if I jump into quite big system), now I'm during trip around all real nebulaes, so I don't think, that I need mining.
 
so if I get this right, what the OP really should have said is:

After trying to fix a problem that nobody was complaining about to ensure the grind to get a Fleet Carrier by anybody not already rich enough to own one would be increased, we broke mining.

Repeated attempts have failed to fix this, so now we are giving up.

But because those of you who were rich enough to have a fleet carrier have been complaining and might ask for the money you spent on ARX back, we have decided to do this instead in the hope you all go away and forget about the mess we made.

This is particularly important to us as it would be embarrassing to admit we can't fix the problem we created or roll back what nobody asked for in the first place.

ABSOLUTELY!
 
How would you know? Do u have any design document? Because FDevs are silent.

Well, it's not hard to infer that speed was not the primary consideration: 15 minutes to spin up and jump, no ability to chain jumps, 500LY max for a single jump. Beyond that, compare the time to jump a set distance using an ASPX, DBX or Anaconda with the time required to make the same distance with an FC -- the smaller ships will EASILY win every single time.
 
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