Elite Dangerous

Elite Dangerous

Sevrojin Apr 25, 2019 @ 6:45pm
Cracking Rocks
Is it better to try and fill every fissure with explosives or just aim for the blue area?
edit: clarification does adding more charges free more chunks when you detonate the roid if you end in the blue area
Last edited by Sevrojin; Apr 27, 2019 @ 3:11pm
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Showing 1-12 of 12 comments
Bubba Fett Apr 25, 2019 @ 8:54pm 
I think it takes a minimum of 3 charges to open a rock so getting into the blue with less than that is going to put you into the red by the time you crack it open.
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.

Agony_Aunt Apr 25, 2019 @ 9:08pm 
The way it was designed was to put the right strenght charges in the same sized fissures (ie: low charge in small fissure) - i might be forgetting the words.

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.
Manwith Noname Apr 25, 2019 @ 9:28pm 
Yeah, fire a max charge at a low strength fissure and see where it leaves you. Mostly, two max yield explosives in low strength will give you an optimal explosion. Sometimes, it might not be quite enough, sometimes, it might just tip you over.

If you over charge, you can disarm select warheads in the left hand panel from the third tab.
Wylie28 (Banned) Apr 25, 2019 @ 9:33pm 
Originally posted by Agony_Aunt:
The way it was designed was to put the right strenght charges in the same sized fissures (ie: low charge in small fissure) - i might be forgetting the words.

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.

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
Sevrojin Apr 25, 2019 @ 10:29pm 
ill rephrase i know how to crack rocks eaisly enough i was wondering if placeing more charges breaks off more internal chuncks for collection when you pop the rock
edit: with the rateing ending in the blue zone obs
Last edited by Sevrojin; Apr 25, 2019 @ 10:29pm
Arc Apr 25, 2019 @ 11:31pm 
Originally posted by Wylie28:
It was never designed that way. Idk where this misconception came from.
It's quite easy to understand the misconception as "strength" isn't really accurate description and the choice is truly mind boggling as it describes "resistance" which as you can see is an actual English word and is selfexplanatory in given context. And thanks for the info as i've been doing it wrong this entire time :lunar2019madpig:



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.
Last edited by Arc; Apr 25, 2019 @ 11:38pm
Fix Apr 26, 2019 @ 2:24am 
OP basically the fissures have 'strength' ratings - low, average, high.

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

Arc Apr 26, 2019 @ 5:05am 
Originally posted by FixxxeR:
...
As per some wise words:
Originally posted by Wylie28:
It was never designed that way. Idk where this misconception came from.
Fix Apr 26, 2019 @ 6:48am 
I never have any issues and what I've put makes the most logical sense (to me) - if you have a better way then great.
Manwith Noname Apr 26, 2019 @ 7:21am 
Originally posted by Sevrojin:
ill rephrase i know how to crack rocks eaisly enough i was wondering if placeing more charges breaks off more internal chuncks for collection when you pop the rock
edit: with the rateing ending in the blue zone obs

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.
Mio Rin Apr 26, 2019 @ 9:51am 
More charges will not generate more chunks to refine.
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.
Last edited by Mio Rin; Apr 26, 2019 @ 9:52am
ZombieHunter Apr 27, 2019 @ 1:44am 
I tried to do what the display wanted me to do with the charges and the strengths of the fissures. But after a bit I realized that for each roid there is a total 'power' to break it. Once you reach this 'power' through any combination of charges the roid will crack open. So you don't have to match charge strength to fissure strength. You just have to end up near the optimum 'power' for that asteroid for it to break open and spill its goodies. It does not appear that the game is calculating charge strength / fissure strength for each fissure rather it is calculating totalChargePower / optimumPowerRequiredToCrackOpen. Anything over 1.0 and the indicator will be above optimum and anything below 1.0 is below optimum.

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.
Last edited by ZombieHunter; Apr 27, 2019 @ 1:50am
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Date Posted: Apr 25, 2019 @ 6:45pm
Posts: 12