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I've had a bunch of rocks where it was just barely in the blue and the rock didn't split so I had to use another low strength charge and got a warning that it was over optimal and I'd get a reduced yield.
But then it was quickly discovered the best way to to simply start by putting high charges in low fissures and if you need a top up then just fire low charges into other fissures.
Something like that anyway. Check out some videos on it on youtube, they can probably explain it better than i can.
If you over charge, you can disarm select warheads in the left hand panel from the third tab.
It was never designed that way. Idk where this misconception came from.
The strength of a fizzure is essentially a resistance level.
So if you want to up the bar at a max rate, put a high strength charge in a low resistance fizzure.
Minimum is low strength charge in a high resistance fizzure
edit: with the rateing ending in the blue zone obs
Elite Dangerous has these issues in the entire spectrum of gameplay mechanics and corresponding UI. Instead of properly describing or presenting things you absolutely have to rely on external training videos.
Example is that i just watched the mining video and in part of Sub-Surface deposits (the drilling missile) for the actual resource display it say "Thinner areas have better quality of the resource".
Well we have 2 problems:
a) By "quality" does he mean % of mineral within one chunk ? (as there is nothing like a quality anywhere)
b) The game never actually tries to tell you this info and is subjectively hinting otherwise (for me wider=better).
I'd say that "if you have to explain a joke, it's not a good joke" analogy fits UI/UX design in general rather well.
For low fissures, tap fire with the Seismic Change
For average fissures, hold fire until the bar is midway with the Seismic Change
For high fissures, hold fire until the bar is full with the Seismic Change
You're looking in the top right for the message "Detention Yield at Optimum Strength" - If you go over, by firing a high charge into a low fissure, don't worry just detonate that charge in the number 1 > contacts panel, however you will lose the fissure so don't this too much.
I've a video here of deep core mining that shows you the type of rock you're looking for, as well as detonating the charges etc.
https://www.youtube.com/watch?v=0XaN8wHkqHc&t=7s
Good luck out there CMDR. o7
I don't believe so. I think it's all about just getting the yield in the blue. Might be worth some experimenting. I average probably between 12-18t (as a guess from memory) of refined materials from an optimal yield. If you can consistently get, say, 20+ by filling more fissures then that would be indicative that more warheads is beneficial.
Hitting the blue zone with 2-3 charges will yield the same amount of chunks as cramming a charge in every nook and cranny would.
Better to use as few charges as possible on each rock, so that you can stay out in the field longer before needing to go back to base to rearm.
So the final value would be something along the lines of:
float powerCoef = (ChargePower[x] + ChargePower[x + 1] + ....) / OptimumPowerToCrackOpen;
The on screen display is made to look jittery by applying random offsets to each column and they jitter around your total powerCoef.