Nenu
[H]ardened
- Joined
- Apr 28, 2007
- Messages
- 20,315
Thanks for commenting.Once they brought back LTI it was clear they were going for the cash.
I dont know what LTI is ...
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Thanks for commenting.Once they brought back LTI it was clear they were going for the cash.
Its still alpha.
Ok let's go in order starting with the scan ping
Scanning is omnidirectional at its initial/default setting which is why you see things light up behind you. There is currently a bug tho that makes the focus area not line up correctly to the front of the ship when you narrow the ping.
Edit: I just went and checked with the most recent build released today 3.2.0n. Narrowing the scan is now properly focused at the front of the ship only the visual "wave" is still misaligned.
There is also another bug which may be working in conjunction with what you mentioned. We have mining nodes and those nodes spawn minable rocks. Not all mining nodes spawn rocks at the same time. Instead as rocks get consumed by mining a random nearby empty node will spawn a rock.
Well the bug was that when you scanned an area it would reveal every single NODE even if there were no rocks spawned by them causing people to see a marker as they scanned but no rock to mine when they got there.
Fracturing/Extraction.
The rate of fragmentation is governed by how unstable the rock is and its resistance. As you mine the more stable rocks you will notice a steady and granular control of the laser throttle with the mouse wheel (say 1% per every 1 scroll up of the mouse wheel), in unstable rocks that is more erratic and you get say 3% per every scroll up making the task to stay in the green zone to fill up the fragmentation sensor more difficult not to mention more unstable rocks are prone to blowing up.
And yes what you observed by going closer/further away from the rock is also built in and works in conjunction with how resistant/unstable the rocks are. You can combine both the laser throttle control AND moving the ship closer/further away from the rock to keep the power levels in the green zone.
There have also been a few changes from the initial implementation to discourage people from turning off/on the laser to keep it in the green zone. Now the laser throttle resets to 0.10% if you turn it off so that little "cheat" doesn't work anymore but what you can do is move the powered up beam away from the rock then back on to achieve almost the same effect.
I'm sorry but this doesn't sound "FUN" to play at all.
That makes sense, glad to see those were just bugs. Is there any reason at the moment to use a high focus radar other than to reduce your active radar profile to others? ie does it give you more detailed information on the nodes you pinged?
You see the rate jump because when you fractured the rock you got different sized chunks, that's all. I guess it would help to know the total mass of the rock being mined so that you could verify the percentage of minerals it contains.Also during extraction the rate jumps around on me depending on where I'm hitting the fractured node bits. Usually it's around 250/s but I'll see it jump to 1000 (may have been decimals in there I can't remember at the moment, like 0.250/s). Wasn't sure if that was sever lag or if there is a specific way of extracting ore quicker. I wasn't changing distance just moving the extraction lasers around the node rather than keeping it in one spot.
That's actually done on purpose for a couple of reasonsThe mining mechanic is pretty good, what needs help is the Prospector needs to use its internal systems better to dump some of the waste material so our bags are not full of 80% waste.
Mining in 3.2, players can just fracture and extract every rock in sight but without scanning and reviewing their composition and carefully fracturing, returns will be low versus a player who specifically targets the high value assets.
Refinery operator
The position of refinery operator only exists on mining ships that contain an integrated refinery. Refineries allow raw ore to be gradually converted into their purified component forms, with the undesirable elements being ejected back out into space in the form of dust. Purified materials consume a small fraction of the storage space of their unrefined counterparts, which is of particular concern when dealing with low quality asteroid fields that possess valuable elements only in a highly diffused form, or when attempting to minimize the number of return trips back to a trading or storage facility.
That's actually done on purpose for a couple of reasons
One. It rewards players who are more careful and picky about the rocks they mine. The aim is to engage the player both dexterity and mentally wise.
This is taken from the Vulture Q&A https://robertsspaceindustries.com/comm-link/engineering/16647-Q-A-Drake-Vulture
Two. They are laying the foundation for upcoming gameplay mechanics. Remember that refining ore is going to be a thing. The Orion has a built in ore refinery that will be manned by a player or a hired NPC.
Here's a portion of the description from the mining design document https://www.robertsspaceindustries.com/comm-link/transmission/14522-Star-Citizen-Careers-Mining
I can't remember if the hatch in the back is for that or some other funtion that hasn't been added yet.
Quantum linking reliably working on the 3.2.1 PTU currently being tested.