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The asteroid fields are mixed as well, which is why you get 'everything' when you are asteroid mining. But some fields seem to have a bias toward non-fuel results, which you can only figure out when you spend some time mining in them.
The asteroid field generation table also still has both rare and common asteroids generated as part of the asteroid field. AND the table has a separate probability for tritium (fuel) for rare asteroids vs. common asteroids. This would not exist if common and rare were referring to the same asteroids.
One of the variables that can be adjusted is the frequency of rare asteroids in the asteroid fields and there are separate variables for the distribution spacing, fade range, scale, noise range (and more) of 'common' asteroids vs. 'rare' asteroids.
You basically cannot look at the file for asteroid field generation and walk away thinking there are not two distinct types of 'normal' asteroids, named "Common" and "rare".
These two variables in particular are the source of why some fields are better than others for getting anomaly detectors, I believe:
I just did a search of the XML (now that I know how to use NMSPE I can't fathom how I existed before it). Unlike terrestrial objects, asteroids don't have a distinct table to call in REWARDTABLE.EXML, and all of the asteroid drop property names are defined exactly once: in GCSOLARGENERATIONGLOBAL.GLOBAL.EXML. That means that all drop calls are pulled from the same location and the "rare" in the property name is referencing the rarity of the object, not the asteroid.
i.e. my point that some asteroid fields are better than others still stands as far as I can tell based on the contents of the xml file.
I demonstrated, and achieved exactly what I expected.
Not about Anomaly Detectors.. stray NPC trolls.....
Asteroid drops are controlled by a single XML file, and there is no property that factors storms into drop rate. Only planetary storms have effects.
I did, however, find the storm data and it did prove me wrong on one aspect. The electric storms DO require an asteroid field to spawn:
You pop a detector, then pulse. When an anomaly comes up, you check the icon and if it doesn't match what you're looking for you just keep pulsing for 20 seconds. After 20 seconds, a new anomaly will replace the old one. Repeat until you get the anomaly type you want, then pop a new detector. This can also be used to get "free" full-run derelict freighters without spending 5mil on a scanner.
That's a pretty good tip! So, you only need one if you pulse fast until frigate pops up? What about the aerial, do you need it in your inventory after first encounter? Thanks a lot.