Elite: Game talk
11 Feb 2023, 2:20pm
To be honest, with the bump to combat, exobio etc there is little motivation to mine atm. A decent map mine will net around 150 mill credits per hour but best done as mission in a wing.
11 Feb 2023, 5:11pm
I actualy mine for the fun/relax rather than maxing out MxH.. I actualy go deep space with my fleet carier and explore to find good mining spot.. I would like to sell at good price thou aniway..
12 Feb 2023, 3:49am
12 Feb 2023, 3:58pm
12 Feb 2023, 6:38pm
12 Feb 2023, 11:23pm
MadBeachUSAI have a question for all you ED Physicists.. why does "mass/tonage" matter in the weightless void of space?
Because mass and weight are different entities. You still need more force to accelerate a heavier object faster, even if you don't have to deal with its weight, a.k.a. gravitational pull.
Btw, objects in space are weightless only if they have a stable orbit around the body that applies gravitational force to them. A starport is orbiting a planet, thus it's 'weightless' relative to it, and both planet and starport are orbiting around the system's barycentre (usually a star, or a virtual point between two binary stars), so they're both 'weightless' relative to it. And the system itself is rotating around the galactic centre.
If you stop an object completely, making its absolute speed equal to zero, it will start 'falling' onto the closest/heaviest source of gravitational pull: even if it's far away from everything, to say, 5 kly 'above' the galactic plane, the gravity of Sag-A* will still start pulling that object slowly. Thus creating a 'weight'. And that weight will be relative to the object's mass, so you'll need more force to stop more massive object from falling.
If you're planetside, it's easy to confuse weight and mass, because this planet's gravity is virtually the only thing that creates weight by pulling the object (and its mass) towards the centre; other sources of influence are insignificant.
But, yeah, that's physics. In ED we have a... pseudophysics simulation with dozens of game-design variables that you can't find in the real world. However, they tried to add something to make object's mass influence its other parameters.
Last edit: 12 Feb 2023, 11:52pm
13 Feb 2023, 8:33am
AlexDeathWalkerhow many scout kills do i need to get to turn a green system back to are control and is the number different if there are stations/settlement's vs empty space i have heard 6500 scout kills to go from 0 to 100 on the progress bar? i am good at scout killing. i am still learning the timeing on the neutralizer and how to deal with the swarms for the bigger stuff. i know the group i am in is not the only ones work in said system since Hyades Sector OS-T c3-2 since when we started it was on the 4 tic tho with a all nighter that me and my freind were able to push the bar over tho the 5 tic.
I am not sure but people in AXI could give you more info.
Scouts are easy to pop. With New Gimbalde AX Multi-Cannons it is super easy and fun.
But I prefer G Plasma my self
13 Feb 2023, 5:01pm
MeowersMadBeachUSAI have a question for all you ED Physicists.. why does "mass/tonage" matter in the weightless void of space?
Because mass and weight are different entities. You still need more force to accelerate a heavier object faster, even if you don't have to deal with its weight, a.k.a. gravitational pull.
Btw, objects in space are weightless only if they have a stable orbit around the body that applies gravitational force to them. A starport is orbiting a planet, thus it's 'weightless' relative to it, and both planet and starport are orbiting around the system's barycentre (usually a star, or a virtual point between two binary stars), so they're both 'weightless' relative to it. And the system itself is rotating around the galactic centre.
If you stop an object completely, making its absolute speed equal to zero, it will start 'falling' onto the closest/heaviest source of gravitational pull: even if it's far away from everything, to say, 5 kly 'above' the galactic plane, the gravity of Sag-A* will still start pulling that object slowly. Thus creating a 'weight'. And that weight will be relative to the object's mass, so you'll need more force to stop more massive object from falling.
If you're planetside, it's easy to confuse weight and mass, because this planet's gravity is virtually the only thing that creates weight by pulling the object (and its mass) towards the centre; other sources of influence are insignificant.
But, yeah, that's physics. In ED we have a... pseudophysics simulation with dozens of game-design variables that you can't find in the real world. However, they tried to add something to make object's mass influence its other parameters.
wow..thanx for the explanation i (believe it or not) understood most of that. guess im not too old to learn something new after all.
14 Feb 2023, 1:26pm
Do thargon missiles cause special effects sometimes like completely disabling boost on a ship? I experienced that on my xeno-shieftain yesterday, the ship stopped responding to boost completely even though thrusters were above 90% healthy, I had to run ship reboot sequence to fix it. So I am wondering is that ED glitch or special effect? Thanks
14 Feb 2023, 3:29pm
If you're flying shieldless, the missiles do huge collision (kinetic rather than explosive) damage direct to your modules. They don't do any special effect damage (unlike the electricity attack that can monkey around with modules, pips, etc). If you have a decent shield, they won't do too much lasting damage.
14 Feb 2023, 4:46pm
QuillmonkeyCould have been the power plant that was damaged and running reduced (20%?) pwr so that the boost no longer worked?
If you're flying shieldless, the missiles do huge collision (kinetic rather than explosive) damage direct to your modules. They don't do any special effect damage (unlike the electricity attack that can monkey around with modules, pips, etc). If you have a decent shield, they won't do too much lasting damage.
No, the ship was healthy everything above 90% and the power plant has 15% extra capacity on my build but boosting completely stopped working after the attack. Maybe FD is testing new features.
14 Feb 2023, 7:02pm
Shg56QuillmonkeyCould have been the power plant that was damaged and running reduced (20%?) pwr so that the boost no longer worked?
If you're flying shieldless, the missiles do huge collision (kinetic rather than explosive) damage direct to your modules. They don't do any special effect damage (unlike the electricity attack that can monkey around with modules, pips, etc). If you have a decent shield, they won't do too much lasting damage.
No, the ship was healthy everything above 90% and the power plant has 15% extra capacity on my build but boosting completely stopped working after the attack. Maybe FD is testing new features.
Did you check that you didn't have your landing gear or cargo scoop deployed?
I think the scoop can be deployed if it takes damage and malfunctions, but my landing gear also gets deployed mid-fight sometimes in hectic combat situations. That said, I'm using a PS4 controller in VR with VoiceAttack, so it could easily be me fat-fingering the shortcuts, or VoiceAttack mis-hearing me when I'm shouting a lot of instructions
14 Feb 2023, 7:57pm
Co'hen MacBainDid you check that you didn't have your landing gear or cargo scoop deployed?...I think the scoop can be deployed if it takes damage and malfunctions, but my landing gear also gets deployed mid-fight sometimes in hectic combat situations. That said, I'm using a PS4 controller in VR with VoiceAttack, so it could easily be me fat-fingering the shortcuts, or VoiceAttack mis-hearing me when I'm shouting a lot of instructions
Does ship reboot sequence close all externals because it fixed the problem? But you might be right about open externals I will keep my eyes open if it happens again. Thanks
16 Feb 2023, 5:40am
Lucia MelonyI haven't been able to find anything anywhere about this, so I'm making my first post about it.
My brother and I have been flying around in multi-crew, hunting npc pirates with an interdictor. Sometimes, the interdictor just won't respond at all. No "Get behind target," no "out of range" no reaction the the button being pushed at all. We checked, and we have enough power, it's assigned to a proper fire group, and even if this happens when you just don't have enough mass/a high enough grade of interdictor for the npc's mass, a Vulture should have zero problem interdiction a Sidewinder.
We just encountered this issue again, and this time were flying a FDL trying to interdict a Viper. We've interdicted Vipers before. Does anyone know anything about this? Or even something vaguely similar? This has happened several(more than 4) times with many differing ship models, and is becoming more of an irritation than an inconvience.
I'm pretty sure this is a bug, but when I initially posted this in the bugs discussion area, it got moved to over here as "it's a better place for it". does anybody at all know anything at all about this?
For the discussions about the community, other stuff related to the game like astrophysics and so on please use the General talk thread.
What does belong here:
- Questions, answers, tips and guides about ship loadouts, game activities like exploration, mining, combat and similar things that directly relate to the gameplay.
- Game technical issues and problems, if you are looking for a help. For the bug reports please head to the official FD forum.
- Discussion about "official" events from GalNet and community goals.
- Discussing player actions and activities, general topics about Elite community and player events, topics related to the game but also real world (like astrophysics and similar). Please post these to the "General talk" thread instead.
- Any off topic discussion, please post this kind of stuff to the "Offtopic" thread.