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Different sectors have different amt of yield, so if you're mining in a "poor" yield sector, having tons of miners dont matter. Too many miners in a sector also deplete the asteroid real quickly (altho the asteroids will respawn after certain time)
Use this map to find out where the "rich" sector is: https://www.qsna.eu/x4/map
Make sure your miners are skilled when mining silicon
It make a massive difference in time
I have 10 miner and a few medium and small miners and my 4 computronic fab is keeping up
Ah ok. Is there any particularly fast way to level pilots or do you just have to buckle down and wait? They are already in a rich silicon sector
In vanilla? No, but there are plenty of mods that can decrease the amount of time it takes to skill up
A Chthonios Sentinel can manage ~30k silicon per hour if you give it green mods, 10 mining drones, a 5-star pilot and don't have it make any jumps.
On the other hand an unmodded Hokkaido with a low-skill pilot that has to jump a sector or two every trip pulls maybe 5-8k, if you're lucky.
If you want to improve the efficiency of your miners i'd suggest the following, in order of difficulty:
- use resource probes; being in the radius of one increases mining speed
- use maximum number of mining drones: your factories have cargo drones so your miners don't need to carry any
- remove the need for your L miners to jump - build a mining station and use M miners to transport minerals if necessary, your L miners should never have to use a jumpgate.
- apply green mods - drag mod on chassis, Digger mod on your mining lasers, Nudger or Reaver on engine increases miner performance by 30-40% for a tiny cost and some common drops. It's well worth it
- use better miners: Chthonios, Crane and Donia are good, Wyvern and Hokkaido are terrible. A Chthonios Sentinel mines ~30% more per hour than a Hokkaido under equal conditions so you need less ships (and less pilots) to fill the demand.
- increase pilot skill: This is the biggest influence on mining speed but also the most annoying one to improve. It's still worth running some missions for pilot seminars for your silicon miners because the difference is huge.
Also assign some combat ships to your mining grounds to keep the Khaak under control. They may not kill L miners but they certainly slow them down if you don't destroy them.
Okay not everyone have the Mirage Ship, but at least 8-10 TER miner and 4-6 TER gas Min
should work, did you limit their sector activity?
I set this but they still refuse to trade
On top of that the Terran production modules require vast quantities of ore and silicon to operate. Hence your problem.
The yields in Terran Space are typically terrible. From a lore point of view that's 'cos the Humans have been mining out the Solar System for hundreds of years. It's also why the Terrans are now so keen to invade into Commonwwealth space now the gates are back on line of course.
A wise operator in Terran Space will send scouts out to find sectors that have better silicon yields - in the range of 6-8+. That sorts out the problem. Although it presents another in terms of getting the stuff back to the factory but there are ways to to do that over significant distances once you know how.
For your example, with a L Terran mining ships, you would need about 37.8 trips an hour to satisfy the ore/silicon needs of 4 CS fabs. If we assume that you are making 2 trips an hour then 19 ships should cover the solid needs. It could be more trips or less trips that are actually happening. If you were to up the ship numbers to 37 that would probably make the problem go away. But It might be worth looking into why they are finishing so few trips an hour. It could be docking/cargo transfer speed, low skill, poor/depleted yield, long travel times, poor allocation by the manager, low number of mining drones, or maybe something else. Once you check over what they are doing that could help. Resource probes might help them find stuff faster also.
If you just throw ships at the problem you can reallocate excess ships latter. With the added bonus that their crew might have a few levels on them. It can get very expensive if you aren't producing your own ships/resources for them so consider that.
To clarify where my math is coming form. I am taking the number of solids needed for 4 CS fabs. It is 72k silicon and 72k ore. I am then multiplying them by 10 as 10 is the volume of 1 unit of ore/silicon. I then add those numbers together resulting in 1440000. That number is the volume of 144000 units of ore/silicon. The volume is different than the number of units. I then take the total volume and divide it by the cargo capacity of the desired ship. With the Hokkaido that would be 38000 volume. This results in the number of trips that ship needs to take an hour to fulfill the needs.