Re: Fire Group Blurdication

o7 CMDR's

Mining yesterday for my first void opals and for the love of alien gods I could not get my fire group setup correctly

could someone please post a screen shot of their groupings please so I can copy.. mine as the title says is blurdicated

many thanks
 

Deleted member 38366

D
This is how I typically setup mine :

(A) Energy Weapons [1] Projectile Weapons [2]
(B) Prospector [1] Pulse Wave Scanner [2]
(C) Mining Lasers [1] Collectors [2]
(D) Abrasion Laser [1] Pulse Wave Scanner [2]
(E) Seismic Charge [1] Pulse Wave Scanner [2]
(F) Discovery Scanner [1] DSS [2]

Rationale :
  • Weapons I always carry on my 1st Firing Group (repel any initial spawned NPC attack if already holding tonnage)
  • Initial Mining Sequence : Pulse Wave Scanning + Prospecting Candidate (Group B)
  • Conventional Mining if desired + all Collectors on (Group C)
  • Core Mining initiated with Group (E), then switched to (D)
  • Pulse Wave Scanner present and available during Core Mining at all times, since it highlights the exact positions of fissures for ~5sec for ease of purpose
  • Disco Scanners on last Group, since they're (at best) only needed once in the System
-> leads to moving up and down in sequence between Groups (B) to (E), following my typical Mining flow
 
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I have my Abrasion Blaster and Collectors on the same fire group and button.
It keeps them topped up if any of them suicide, and one less thing to keep an eye on.

(A) Prospector [2] Pulse Wave Scanner [1]
(B) Abrasion Blaster [1], Collectors [1], Seismic Charge [2]
(C) Discovery Scanner [1] DSS [2]
 
I always group those that are used for the same task together, for core mining that's most importantly the combinations PWS/Prospector, Abrasion/Collector and maybe Abrasion/Charge.
 
This is how I typically setup mine :

(A) Energy Weapons [1] Projectile Weapons [2]
(B) Prospector [1] Pulse Wave Scanner [2]
(C) Mining Lasers [1] Collectors [2]
(D) Abrasion Laser [1] Pulse Wave Scanner [2]
(E) Seismic Charge [1] Pulse Wave Scanner [2]
(F) Discovery Scanner [1] DSS [2]

Rationale :
  • Weapons I always carry on my 1st Firing Group (repel any initial spawned NPC attack if already holding tonnage)
  • Initial Mining Sequence : Pulse Wave Scanning + Prospecting Candidate (Group B)
  • Conventional Mining if desired + all Collectors on (Group C)
  • Core Mining initiated with Group (E), then switched to (D)
  • Pulse Wave Scanner present and available during Core Mining at all times, since it highlights the exact positions of fissures for ~5sec for ease of purpose
  • Disco Scanners on last Group, since they're (at best) only needed once in the System
-> leads to moving up and down in sequence between Groups (B) to (E), following my typical Mining flow
i will try this setup tonight. I also need to switch off all non essential modules while im mining.. some modules work fine and others over load. learning curve o7
 

Deleted member 38366

D
i will try this setup tonight. I also need to switch off all non essential modules while im mining.. some modules work fine and others over load. learning curve o7

Hm, I take it your PowerPlant isn't engineered.
In several typical Mining Ships this can be extremely useful to gap some lack of Power. Grade 1 Overcharged is typically all it takes.
(alternatively a Guardian Power Plant would work just as fine, if you have it unlocked)

If you can afford it (Module type), you could set all non-essential Modules to Priorities 2 - 5 so they shutdown automatically when you deploy Hardpoints - removing the need to manually power them down or up.
In the long run, I'd recommend to fix those Power issues though, one day they might come around to bite and hurt you.
 
A - Beams (1) & MC (2)
B - PWS (1) & Prospector (2)
C - Seismic (1) & ADS (2)
D - Abrasion (1) & Collector (2)

ADS is not normally used, and I don't bother with DSS as I tend to use the same ring system each time.
 
Hm, I take it your PowerPlant isn't engineered.
In several typical Mining Ships this can be extremely useful to gap some lack of Power. Grade 1 Overcharged is typically all it takes.
(alternatively a Guardian Power Plant would work just as fine, if you have it unlocked)

If you can afford it (Module type), you could set all non-essential Modules to Priorities 2 - 5 so they shutdown automatically when you deploy Hardpoints - removing the need to manually power them down or up.
In the long run, I'd recommend to fix those Power issues though, one day they might come around to bite and hurt you.
Thank you. Great advice
 
Power groups

1 - Essentials; thrusters, weapons etc
2 - Life Support, Power Distributor
3 - Cargo hatch
4 - FSD
5 - Fuel scoop
 
A - Beams (1) & MC (2)
B - PWS (1) & Prospector (2)
C - Seismic (1) & ADS (2)
D - Abrasion (1) & Collector (2)

ADS is not normally used, and I don't bother with DSS as I tend to use the same ring system each time.
What is MC and PWS.. Forgive me. My brain has yet to store all the acronyms
 
I'm nearly there with getting groups sorted out. I couldn't do any mining last night there were too many high paying missions. Will attempt again tonight
 
I think it helps to do things consistently in ALL your ships, regardless of role.

For example, I ALWAYS put limpets on fire 2 regardles of whether it's a mining ship, a scavving ship or a pirate ship.
That way, I have the muscle-memory that allows me to launch limpets and not have to think about whether or not I'm pushing the correct button.

Equally, I ALWAYS set up my ships with offensive laser-weapons in the first fire-group, lasers+kinetics in the 2nd fire-group and all the various scanners (datalink scanner, composition scanner, surface scanner and disco' scanner) in my last fire-group.
That way, I always know how to navigate through my FG's to get to what I want easily.

Lastly, don't forget that you can allocate more than one thing to a fire button and they don't, necessarily, have to be things that are getting used at the same time.
Obviously you could, for example, allocate lasers+kinetics to one fire button but you can also allocate, say, a frameshift interdictor and collector limpets to the same fire button because they'll never be available for use at the same time.

With all that in mind, I have a variety of mining ships - with a variety of weapons on them - but I try to set them all up in order of how they're used during the mining operation, and what things get used together.

So, for example:-

FG-A: Lasers[1]
FG-B: Lasers+kinetics[1]
FG-C: PWA[1] and Prospector[2]
FG-D: Mining Lasers[1] and Collector[2]
FG-E: Sub-Surface Missile[1] and Collector[2]
FG-F: Abrasion Blaster[1] and Collector[2]
FG-G: Seizmic Launcher[1] and [Collector[2]
FG-H: Composition scanner+surface scanner[1] and Disco scanner+datalink scanner [2]

Obviously, that's for a ship with ALL the mining toys.

If you're using, say, an AspX for deep-core mining it'll be slightly simpler.

FG-A: Lasers[1]
FG-B: PWA[1] and Prospector[2]
FG-C: Abrasion Blaster[1] and Collector[2]
FG-D: Seizmic Launcher[1] and [Collector[2]
FG-E: Composition scanner+surface scanner[1] and Disco scanner+datalink scanner [2]

Notice how even though there's less FGs, everything's still consistent in the way it's ordered, and what stuff is grouped together, so even if I haven't flown a ship for 6 months it won't be confusing.
 
I think it helps to do things consistently in ALL your ships, regardless of role.

I agree, but occasionally there are exceptions :p

I usually have laser on 1 and kinetics on 2; but my Krait has beams & shock cannons, and using trigger 2 for shocks doesn't work - my thumb is too slow (Hotas)
 
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