The translator does not translate it very well, the laser mining is not affected, right?
Well it should be affected since the tripple hotspots themselves might be worse. But it is hard to say yet how much worse.
The translator does not translate it very well, the laser mining is not affected, right?
It is not 100% clear. The peripherals of the hotspots have diminishing effect as compared to the center. The patch notes indicate that this effect has been increased so I would expect it to affect all types of mining, not only sub-surface. It remains to be seen exactly how this affects Kirre's Icebox in terms of LTD content.the laser mining is not affected, right?
This is not a nerf. This is just a sane adjustment.Nerfed:
It remains to be evaluated how much.
This is not true. Any change that makes an activity less profitable is a nerf regardless of whether it was insanely profitable or not. A sane adjustment can still be a nerf.This is not a nerf. This is just a sane adjustment.
That's a question of Terminology. "Nerf" often comes with a negative association though.This is not true. Any change that makes an activity less profitable is a nerf regardless of whether it was insanely profitable or not. A sane adjustment can still be a nerf.
Best is to check a video guide on YouTube, I might put something together later, but currently taking a walk in the Sun.
Perhaps better tagging @john willi than quoting my post.This looks good and should help:Source: https://www.youtube.com/watch?v=f4z9m3Zfk3k
whats the best procedure with the SSDLauncher.
This is not correct. Thinner bands generally give more fragments. The number of fragments is also not fixed for each resource width. For example, while collecting data, I have seen 1-bar resources spit out anywhere between 5 and 8 fragments (post-patch, it was more before). Here is my reddit post regarding the pre-patch distributions (note how crazy it used to be, with up to 11 fragments per missile):The different size bands don't provide more chunks, each gives 6.
Thinner bands generally give more fragments.
Unless something has changed very recently, this is not true. The number of chunks is randomized somewhat, but the average number is greater the narrower the blue band. In the Col 285 LTD3, this ranges from about 6-7 chunks for single-bar deposits, down to about 2 chunks for 4-bar deposits. Moreover, the average productivity appears to be dependent on the richness of the location, which is probably why you have seen more chunks per deposit in the LTD3 than in more normal hotspots elsewhere.The different size bands don't provide more chunks, each gives 6. I don't know if they give "heavier" chunks or not.
I haven't seen this at all with LTDs, 1, 2, and 3 bands have consistently pumped out 6 fragments each... Still I'm not being scientific, just observing the chunks as they pop out. The tonnage of each fragment does vary observed when watching the collectors bring them into the refinery.
I'll try a bit more patient run the next trip out and collect one pop at a time to see for sure. I have seen some variance on the # of "pops" you get from a deposit, the typical average is 6 missiles per deposit, lowest I've gotten so far is 4, and most is 8.
By comparison with water deposits I was only getting 2 chunks per missile on 1 & 2 band pops.
I don't know about missing, but this is a neglected dimension to consider - many of the large ships have hitboxes such that you need to be at a near standstill to fire a prospector and avoid it destroying itself by running into the hull. Much as I enjoy the T10 for mining, it sometimes manages to destroy prospector limpets even when it is standing still.Can't agree on the Corvette that big nose just gets in the way of all the shots.Placement of mining tools is not accurate.Most of my prospectors miss the target or just don't fire at all.
On a large ship you must consider and correct for the positioning of your hardpoints and your cargo scoop. When it comes to prospectors crashing into your ship it happens also in the Python and it is a matter of getting used to what you can and cannot do in terms of speed and positioning to successfully fire off a prospector. I can see how this can be a serious problem with flight assist on. I fly FA off and for each ship you can learn the best angles to fire prospectors at in order to avoid them crashing into your ship. I would assume similar effects could be achieved in FA on by use of the directional thrusters (but one of the advantages of FA off is that it naturally decouples your velocity vector from your firing direction).Can't agree on the Corvette that big nose just gets in the way of all the shots.Placement of mining tools is not accurate.Most of my prospectors miss the target or just don't fire at all.
I took my T9 out to the new triple last night with two subsurface launchers on the outer medium hardpoints (medium mining laser in center) and can confirm your observation with the Cutter: "the missiles will not hit the deposit if you are centering the reticle on it."
However, I used fixed missile racks and not turreted - perhaps this could help as I noticed in your Cutter build you also had fixed. This made it very difficult to adjust for aiming. Coupled with the general lack of agility, I had to pass on many subsurface deposits on rotating asteroids. I also went through both banks of ammo missing terribly and had to synthesize ammo to finish up.
But when I could hit, the mining was good. Might try a test run with turreted missile launchers to see if that fixed the aiming reticle problem. I have A-rated un-engineered thrusters, so engineering might make some (small) difference.
Thanks for the build info.