Clear linking rules are abided to meet reference reputability standards. Only authoritative sources like academic associations or journals are used for research references while creating the content. If there's a disagreement of interest behind a referenced study, the reader must always be informed. The popularity of Bitcoin is rising as more and more people are learning about it. However, it is still difficult to understand some ideas related to Bitcoin — Bitcoin mining is definitely one of them. What is Bitcoin mining? How does Bitcoin mining work?
There are luxury missions like that, and it's about the only place they will exist. And yeah, the cartographic data you get from travelling to the site and back will be worth an order of magnitude more than the passengers you could carry. That's actually the value of the Orca and Dolphin, they're both really good exploration ships that fly really nice in supercruise.
If it didn't have that silly strut in the bottom left of the canopy I'd use my Orca as my main explorer. The Beluga is not so lucky. And even then it's really only the ones that are at Robigo Mines and want to visit Sirius Atmospherics.
That's the passenger money loop btw. I Duked out, just to get it done. I tried deep-core mining. I found a void opal hotspot, cruised around scanning, found three VO rocks and cracked em, and burned up sooo many limpets both prospecting and collecting.
Also got some low-temp diamonds, jumped to best sell spots on eddb. I don't think I'll be doing that again. Maybe with just some lasers and limpets, for whatever material is pulling comparable price to voipals, etc. Funnish, but just so slow. I'm not one for mining some stuff then hauling ass halfway across the bubble to sell, only to find that the market data was a week old and the price has crashed since then. I look up a pristine ring on eddb. Yeah, it's not the best price.
The actual rewards are not important, as it's the meditative nature of the activity itself that's of value. Go there, fill up on Painite, Osmium and any Platinum I see whilst directing my turrets and fighter to squash pirates. An evening's work and I walk out with about 40m in cargo and 20m in bounties. Less than I'd get from combat alone, but enough to top up the bank balance. Only downside is when some inconsiderate bugger with a point defence starts shooting down my limpets.
Back to outfitting my Anaconda for exploration again. Here's the current state of it. Note that this 'Conda is pretty much stripped down, with no storage or passenger compartments, no mining tools, no ANYTHING except shields, fuel scoop, and a secondary fuel tank which I tested, it doesn't affect the jump range. I thought the higher tiers were diminishing returns, not exponential gains. A big part of maximising your jump range for getting out into the deep black is figuring out how you can absolutely minimise mass on every module.
So use D rated life support, sensors, power distributor and thrusters. Use lightweight engineering and stripped down on anything you can. If you strip absolutely every gram of mass off of a 'conda You can break 84 light years but you can only do that once and then immediately run out of fuel.
You have to engineer the thrusters on a different ship then fit them, and you can even cheat a bit and change them to strippd down after fitting and it'll still work, though Coriolis will claim it won't. A more reasonable long range deep space explorer looks something more like this. It'll run cold enough to scoop on anything as long as you feel like, the power plant is the only module you can't repair in the field so I like to run them Armoured also runs cooler , reinforced thrusters also run cold in scooping due to low power draw you'd need to watch out for high-g landings though.
It has an SRV and a spare, some space to synthesise limpets into to repair the hull or collect materials, a shield to save hull scrapes on landings or asteroids, a mining laser lets you tickle asteroids to get materials to use for FSD injections and the plasma slug railgun lets you dump fuel if you need to lighten your mass further to make a longer jump.
That's for outer rim explorers where the star density is low enough you use tricks like that. And it'll still get you How much damage does that paint job do to your enemy's eyeballs??? They are, but picking up a lightyear or two per installed system adds up pretty quick when you've got a dozen modules to work on.
In the linked case, it's been an ongoing project for a couple of years - and not just from taking my time with engineering. Several of my choices are not range-optimized, but my approach was to try to maximize utility and survivability while maintaining a certain jump range threshold. I've still got a little more tweaking to do which should allow me to pick up nearly half a lightyear more, and even then I'm not sure it'll truly be "done".
Best I can ever say is "done for now". EDIT: Also note that currently and for a while , if you're taking repair limpets on an Anaconda for self repair purposes, there's no point to going larger than a size 3 controller. Currently the Anaconda is bugged so that any larger sized repair limpets used on it are applied as if they were size 3. They'll still work as they should on other ships if you pack a larger one, but if your primary intended use is self-repair and not hull-sealing, there's no reason to go larger than 3.
Yeah, I've never felt that the compromises required for outright maximum range are worth it. It's a game, after all, and it's got to be enjoyable, otherwise what's the point? Having spent the bulk of my time in a 20ly range ship, anything over 30 seems like a luxury. I'll need something a little bigger when I finally get around to the Beagle Point and rim expedition, but in the mean time I enjoy visiting as many systems as possible.
Puke Flyswatter wrote: How much damage does that paint job do to your enemy's eyeballs??? If v is larger than 5, then it's brain-explodey. That implies strongly that I could make the DiaEx have a better final jump range and therefore be a better Exploration craft , once I've Engineered the shit out of everything.
And, as an added bonus, can land anywhere. Edit for expanded explanation: On the DiaEx, every Core Internal is the largest allowable and A-class, in places where it matters , and every Optional Internal, Hardpoint, and Utility slot is filled with something.
For the Anaconda to match it in jump range, it had to go up one more step in the Engineering, sacrifice size on several Core modules, skip Hardpoints entirely and Utility partially, and also leave most of its Optional Internal slots empty. Cognac wrote: Having spent the bulk of my time in a 20ly range ship, anything over 30 seems like a luxury.
When fully engineered the Anaconda does have the longest range, but as has been said, it's at a great compromise to get those numbers. It's power is in its versatility imho. It's very good at just about everything, so as one of the "end-game" ships, it's probably the best one to target if you're not sure what you want to do. But if you've got the cash, and you enjoy chasing those extremes then there's absolutely nothing wrong with that either.
That's not for me though, I'll probably still kit it out with enough stuff to keep me occupied, and as mentioned, at the moment I'm just visiting as many systems as possible. Ultimately though, if you play long enough, you probably end up with many ships specialised for particular roles.
Cognac wrote: Ultimately though, if you play long enough, you probably end up with many ships specialised for particular roles. Right now, I have six ships. Spoiler because huge image is huge div' ;q. I mean, it's right up there with the Anaconda's paint choices. I just wish that the other ships had such a broad and varied paint selection. I'd laugh my ass off to see a Pirate-themed Beluga, and might actually buy that.
I just don't see much use for either of them. Cognac wrote: I'm sensing that you like the colour blue I'd have more variety, and do something more interesting with different ships, if there was something more than "Corporate-Approved Patterns" for most of them. Simple, abstract, symmetrical patterns like your typical corporate airliner.
Nothing that really makes me want to throw money at it. But yes, I do like blue. Nekojin wrote: Edit for expanded explanation: On the DiaEx, every Core Internal is the largest allowable and A-class, in places where it matters , and every Optional Internal, Hardpoint, and Utility slot is filled with something.
When you're talking about "sacrificing" size on core modules remember to consider whether you're actually using the extra size of those modules. On an explorer ship you generally aren't. Any power you are generating that you aren't using is mass wasted barring a safety margin for plant damage from neutron boosting. You aren't boosting a lot, firing weapons or taking damage so your power distributor is doing nothing most of the time.
So are they sacrifices? Or is using modules that meet your requirements whilst being no bigger than they need to be good build design? Without both of these, you are leaving a lot of range on the table. Lightly engineered, not even an FSD booster in play. When I'm not exploring, I like to mine and ship freight, and I like to do it in style. This is my regular bubble mission-doing ship. Currently fitted for freight, but has all the mining gear at some station or other.
You'll never get a lock on the arsehole NPC pirates buzzing you in their Vultures, if you don't. Even so, it's still a bit of a slug, albeit a very handsome one. My PvE murderboat is an Alliance Chieftain. Like in principle it will give you higher jump range on smaller FSDs but the total range loss is much much higher than the individual jump range increase. Like on a super-lightened ship with a size 2 drive I get. These are my ships: Corvette - PvP stomper. Krait Phantom - Very long range explorer.
Orca - Long Range passenger ship. Type 9 - Powerplay Delivery Truck, for tanking plasma hits until it can wake out. Clipper - General in-bubble dogsbody. My next build project is going to be an ultra-high-speed Imperial Courier. Who's your PowerPlay for? I've got all the modules I want so I do it to keep up the bounty bonus. I don't really care about PvP, I mostly play in Solo because there's virtually no way for another human to enhance your experience, I only go into Open for fair play powerplay deliveries.
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Currently the Anaconda is bugged so that any larger sized repair limpets used on it are applied as if they were size 3. They'll still work as they should on other ships if you pack a larger one, but if your primary intended use is self-repair and not hull-sealing, there's no reason to go larger than 3. Yeah, I've never felt that the compromises required for outright maximum range are worth it.
It's a game, after all, and it's got to be enjoyable, otherwise what's the point? Having spent the bulk of my time in a 20ly range ship, anything over 30 seems like a luxury. I'll need something a little bigger when I finally get around to the Beagle Point and rim expedition, but in the mean time I enjoy visiting as many systems as possible.
Puke Flyswatter wrote: How much damage does that paint job do to your enemy's eyeballs??? If v is larger than 5, then it's brain-explodey. That implies strongly that I could make the DiaEx have a better final jump range and therefore be a better Exploration craft , once I've Engineered the shit out of everything. And, as an added bonus, can land anywhere. Edit for expanded explanation: On the DiaEx, every Core Internal is the largest allowable and A-class, in places where it matters , and every Optional Internal, Hardpoint, and Utility slot is filled with something.
For the Anaconda to match it in jump range, it had to go up one more step in the Engineering, sacrifice size on several Core modules, skip Hardpoints entirely and Utility partially, and also leave most of its Optional Internal slots empty. Cognac wrote: Having spent the bulk of my time in a 20ly range ship, anything over 30 seems like a luxury. When fully engineered the Anaconda does have the longest range, but as has been said, it's at a great compromise to get those numbers.
It's power is in its versatility imho. It's very good at just about everything, so as one of the "end-game" ships, it's probably the best one to target if you're not sure what you want to do. But if you've got the cash, and you enjoy chasing those extremes then there's absolutely nothing wrong with that either.
That's not for me though, I'll probably still kit it out with enough stuff to keep me occupied, and as mentioned, at the moment I'm just visiting as many systems as possible. Ultimately though, if you play long enough, you probably end up with many ships specialised for particular roles. Cognac wrote: Ultimately though, if you play long enough, you probably end up with many ships specialised for particular roles.
Right now, I have six ships. Spoiler because huge image is huge div' ;q. I mean, it's right up there with the Anaconda's paint choices. I just wish that the other ships had such a broad and varied paint selection. I'd laugh my ass off to see a Pirate-themed Beluga, and might actually buy that. I just don't see much use for either of them. Cognac wrote: I'm sensing that you like the colour blue I'd have more variety, and do something more interesting with different ships, if there was something more than "Corporate-Approved Patterns" for most of them.
Simple, abstract, symmetrical patterns like your typical corporate airliner. Nothing that really makes me want to throw money at it. But yes, I do like blue. Nekojin wrote: Edit for expanded explanation: On the DiaEx, every Core Internal is the largest allowable and A-class, in places where it matters , and every Optional Internal, Hardpoint, and Utility slot is filled with something.
When you're talking about "sacrificing" size on core modules remember to consider whether you're actually using the extra size of those modules. On an explorer ship you generally aren't. Any power you are generating that you aren't using is mass wasted barring a safety margin for plant damage from neutron boosting.
You aren't boosting a lot, firing weapons or taking damage so your power distributor is doing nothing most of the time. So are they sacrifices? Or is using modules that meet your requirements whilst being no bigger than they need to be good build design? Without both of these, you are leaving a lot of range on the table. Lightly engineered, not even an FSD booster in play. When I'm not exploring, I like to mine and ship freight, and I like to do it in style.
This is my regular bubble mission-doing ship. Currently fitted for freight, but has all the mining gear at some station or other. You'll never get a lock on the arsehole NPC pirates buzzing you in their Vultures, if you don't. Even so, it's still a bit of a slug, albeit a very handsome one. My PvE murderboat is an Alliance Chieftain. Like in principle it will give you higher jump range on smaller FSDs but the total range loss is much much higher than the individual jump range increase.
Like on a super-lightened ship with a size 2 drive I get. These are my ships: Corvette - PvP stomper. Krait Phantom - Very long range explorer. Orca - Long Range passenger ship. Type 9 - Powerplay Delivery Truck, for tanking plasma hits until it can wake out. Clipper - General in-bubble dogsbody.
My next build project is going to be an ultra-high-speed Imperial Courier. Who's your PowerPlay for? I've got all the modules I want so I do it to keep up the bounty bonus. I don't really care about PvP, I mostly play in Solo because there's virtually no way for another human to enhance your experience, I only go into Open for fair play powerplay deliveries. CommanderJameson wrote: When I'm not exploring, I like to mine and ship freight, and I like to do it in style.
It's a joy to fly but with its hardpoint setup it's difficult for me to have long, solo, runs in HRez or high-threat pirate zones. You can go anti-shield with the large hardpoints then peck away at your targets hull for an eternity.
You can go anti-hull with the large HPs but the 3 small an 1 medium take forever to drop shields. You can go all MC and either leave to RR or spend mats on synthesis. I know, it was supposed to be for trading It's got the firepower but the maneuverability can't touch the Chief. I'm getting better with it though. GloatingSwine wrote: ALD. Winging up, even with randos, in a pirate zone, HRez or against gankers is a pretty rewarding experience.
As an aside; anyone using an MS Elite v2 controller? Those extra buttons on the Elite are calling me. This so much. As long as you can trust the randos either play in a carebear group like Mobius or play in a tough ship while in Open it's really fun. Always had a lot of fun in CGs hunting down pirates. Jump in and find a few other ships to wing up and tear through all the pirates. When Frontier implemented the "healing" lasers, I thought it was stupid and unrealistic, but it does feel good to get a boost from teammates when your shields are especially battered.
When in a big slow ship like a Corvette it was nice to have a small quick ship to draw NPC ships into a fight. You do need to be fast enough to keep up though as you lost out on bounties if others in the wing destroy the enemy ships before you can hand a hit or two. I winged up with a couple, random, people the other night for some friendly PvP. It was great in the end but the suspicion was strong. I have a V1 Elite I play on Xbox and the bottom buttons are just duplicates.
I took the paddles off a long time ago. It's still the ne plus ultra of controllers, mind. If the V2 has actual extra buttons on the bottom, then I'm very interested. CommanderJameson wrote: If the V2 has actual extra buttons on the bottom, then I'm very interested. From what I've seen, which is admittedly not a whole lot, they might be? I will say that I'm using a "Series" controller right now and the share button, or whatever it's for, is unmappable in ED.
I use an Elite Series 2. The bottom paddles do just map to existing controls instead of being extra buttons, but that means you can use the face buttons without letting go of the sticks. Took a couple of sessions to get used to using the paddles instead of the face buttons, and some wiggling around my control map to decide which commands were more and less vital, but now I'm used to it I don't use the face buttons at all in Elite.
GloatingSwine wrote: I use an Elite Series 2. That's a bit of a bummer. Not a huge deal. I'd just like to have the full range of thrust vectors available without having to switch to alt-controls or doing combo button presses. I have vertical thrust on my standard layout then switch between yaw control and horizontal thrust in alt. I have to say that it's kind of amazing that we're all playing the same game but in such different ways. The gap between where I'm at and where you all are is pretty incredible!
Hopping back a couple of days in this chat, I just dusted off my DBX and finally got around to making the trip out to Maia to buy my bribe and unlock Felicity Farseer. After a bit of ordinary module tweaking too I now have one lightly engineered exploration ship, max jump range around 55ly. I didn't remember the DBX having quite that many internal slots either, so I took the opportunity to wedge in an auto repair unit and a repair limpet controller just to be on the safe side.
Man, a 10K light year round trip may be small beer as exploration runs go but it definitely lends some perspective to a wee light year jaunt out to Maia. Will probably spend a little more time fighting the good fight or, more accurately, shipping in the gear for others to fight the good fight with in my home system and doing a bit of trading on the side. After that I'm torn between another exploration trip or refitting my Cobra Mk4 for mining which it looks quite decent at for its size and having a bash at unlocking Selene Jean for some armor engineering goodness.
Up Close and Personal. FNS Persistent Victory. The Logrus Machination. CRV Remember Yesterday. MU Miskatonic Explorer. MU Singularity's Widow. The Nikolai Dalchimsky. Content Under Pressure. CRV Millennium Falcon. Broken Heart S. Broken Heart Safe Taxi. Broken Heart Protector. Broken Heart Freighter.
Ace trucking unlimited. King Crimson's Epitaph. The Annoying Mosquito. The Itsy Bitsy Spider. Grey Tower of Superfly. Beware The Lanternfly. Knights In White Satin. Explosive Personality. Robert E. Tsuji Aya's Cinderella. Orkin Pest Control Inc.
The Dragon Of The West. Void Opals Are Forever.
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One coin vs bitcoins | So are they sacrifices? I have vertical thrust on my standard layout then switch between yaw control and horizontal thrust in alt. Last edited by ruet on Wed Jan 27, pm. Not a huge deal. GloatingSwine wrote:. Those aren't Luxury jobs - I've done one of those, and it was a Business Class mission. |
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Elite dangerous imperial cutter mining bitcoins | MU Miskatonic Explorer. I've got my own space yacht, and that doesn't seem to serve much more purpose than a millionaire with a RL yacht in dry-dock. The only good passenger is a Bulk passenger. Patrol Vessel. The Annoying Mosquito. Hopping back a couple of days in this chat, I just dusted off my DBX and finally got around to making the trip out to Maia to buy my bribe and unlock Felicity Farseer. A luxury passenger will pay that for a 45, light year round trip, maybe. |
Elite dangerous imperial cutter mining bitcoins | Here's the current state of it. From what I've seen, which is admittedly not a whole lot, they might be? Best I can ever say is "done for now". Note that this 'Conda is pretty much stripped down, with no storage or passenger compartments, no mining tools, no ANYTHING except shields, fuel scoop, and a secondary fuel tank which I tested, it doesn't affect the jump range. You'll never get a lock on the arsehole NPC pirates buzzing you in their Vultures, if you don't. I don't really care about PvP, I mostly play in Solo because there's virtually no way for another human to enhance your experience, I only go into Open for fair play powerplay deliveries. |
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