PSA: How to gid gud with deep core mining

Its been a while since I made a thread. But this time, I just felt urge to share my precious knowledge, regarding the NEW mining rush.

For Me, to realize that what I am about to share with ya all, it just took much as 2 mining sessions, even before latest patch. As far I am aware, tons of Cmdrs aint even aware of it, and many of those who do, they dont fully understood it either. There is lot misunderstooding around it, hence my urge to share with the community also an finger to those who wanna keep as secret.

Its about how abrasion blaster works. Not sure if its a bug, or intended, but surely makes a world of diffrence. Make sure you use it to its fullest, before that gets patched.


Thing is, if single blaster hits an surface deposit that got exposed, it always yields 1 chunk per shot. But there is trick to it. You can actually get more chunks from single surface deposit with adding more Ablasters. All its needed, its having more Ablasters, but under certain conditions, thats it, before someone gets dumb idea as ship fully loaded with Ablasters... why thats, u can read below.

2 of them, if projectiles hits at same time, will yield 2 chunks instead.

3 of them, if projectiles hits at same time, will yield 3 chunks instead.

4 of them, if projectiles hits at same time, will yield 4 chunks instead.


All from single surface deposit.

Now carve that into ya'all memories, its most important fact about it:


There is thing that matters to get such results. You need have tight hardpoints coverage, and they cannot be too far from each other (in length),
especially in bigger ships, such as conda, where its small hardpoints will always reach as last, making it poor choice of ship to fully equip with Ablasters. Even at most medium ships, hardpoints diffrence in length position, makes unable to fully use this method. More wide position of hardpoint is, more far u need be from deposit to get such results, thats why closer they are, then better.

Also, best if shots are fired directly above of deposit, can even be even quite close, to have these much of chunks relased. Shoting from other angles, might result not getting all shots "land", relasing only less or just one 1 chunk.



I heard already dumb ideas from random cmdrs as "mining gunship" or t-10, once I did told them about that, can only laugh at them, when they finish their ships to only realize that I was telling them an proper way to do it. [haha]

This makes AspE an unmatched king of deep core mining, as its hardpoint placement, and its agility and speed, being small as well(it can quickly gets inside, just after crack, unlike any of big5), with 96t of cargo hold, to fullfill its role as king of deep core mining. Sure, many of big ships can go with 2 blasters at most and still benefit of that method, but they need considerable more time to fullfill thier hold, compared to aspE.

Given if with AspE that uses 4 blasters on its small HP(can be even 5, but its really tricky to get 5 per deposit, 9 of 10 times u will get only 4), and if all deposits are "perfectly" shot out (means with always 4 chunks per deposit = 20 -30 t/per asteroid), AspE needs blow up only 3 asteroids using that method, to fullfill its cargo. AspE full of void opal its about 150m, wich with litte luck, can be done within hour or 1,5h.



Now, I am quite sure that I am not first to realize that, but hardly found any thread on this site or even reddit, regading how to do it properly. I am 100% sure that most of smart folks who are already fully aware of what I just said above, who would wanna keep that as secret, I can say only this:


Too bad. I actually wanna see that patched, lol.



There you go. Ya all can thank me later, once confirm that works for themselfs.


Have fun





 
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It works & has been known since the beta.

Each additional blaster (that manage to hit correctly) is 2-3tons of extra gravy.

As the OP said, the ASP can use 4 due to HP placement. Python can use 2.
 
So this thread provoked a little experiment with me and a mate of mine - he brought my attention to it. He was flying an Asp, which most agreed had the optimal hardpoint placement and convergence to get 4 or 5 lumps per node, and was telling me how to go about it. I was in my fully geared Python so just stuck on 4 abrasion blasters and was managing 2 or 3 lumps per node at best, often only one.

Thing is, in terms of actual yield, we did not notice a significant difference. A decent asteroid cracked to give the ideal yield amount nets between 15-20 tonnes of cargo (void opals in our case). The number of fragments you release does not seem to make any real impact in terms of the final yield. We suspect that multiple fragments from a single node actually just equate to the same yield as single lumps, but it takes 4-5 times the time for the limpets to hoover them up.

We only tested this out briefly, so could be wrong, but setting up a ship with masses of Abrasion Blasters could just make collecting the ore that much longer for no additional benefit, plus prevent you from having a ship that can fight off any successful interdiction.
 
I'd just be glad when the targeting charge display for the seismic charges works correctly. Sometimes it works, sometimes it does not, sometimes it starts to work then skips directly to showing a full charge when it hasn't even finished charging to the full low bar, other times, it shows a full charge when you haven't even pulled the trigger... Working as intended, right?
 
Yup, I keep outfitting different ships, but ultimately, for my money, the AspX is THE deep core mining platform for as long as you're just hanging around the bubble. If at some point deep core miners looking for Void Opals begin having to travel further afield, then the Anaconda will probably become the deep-space miner of choice (at least for as long as multiple AB's produce multiple chunks). Aside from being able to extract 28-30T or ore per cracked asteroid, the AspX in miner outfitting can still jump 40ly, with a total range of ~270ly without refueling. That makes cashing in your haul at the highest paying station more efficient than using a ship with shorter jumps and overall range.

And the AspX is fast enough that, if you do need to relog while in a ring, you can run from NPC pirates who will often give up and wake out once you get about 15K ahead of them. So its complete inability to fight NPC pirates when kitted out for deep core mining isn't that big a handicap.

I'd just be glad when the targeting charge display for the seismic charges works correctly. Sometimes it works, sometimes it does not, sometimes it starts to work then skips directly to showing a full charge when it hasn't even finished charging to the full low bar, other times, it shows a full charge when you haven't even pulled the trigger... Working as intended, right?

I've noticed this too. It's really not an issue if you're putting two high-strength charges into low-strength fissures -- which is usually all it takes for optimum yield (sometimes perhaps with one low-strength charge into a high strength fissure to finish nudging your yield up into the blue without hitting red). Neither of those extremes really requires you to see the strength meter when launching your charges.
 
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Yup its back to a single frag per surface node mined. On a good note, the ASP-X is no longer the core mining guru.
Managed 34t from one stroid in my good old girl, now I'll probably use the Krait 2 from now on.
 
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