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Mining Math - need some assistance here

Author
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#1 - 2012-08-25 16:29:01 UTC
Greetings,

I am away from my Gaming/EVE lappy atm, and on the "work" craptop which will not run EVE, I have EFT and a copy of Halada's guide on my F-USB but not sure if they are accurate to current game stats (prob but can't confirm it atm)

Could someone that has access to game calculate and post the following back here:

Mining Yields

Hulk/3xT2 strips/2xT2 MLU with T2 veld crystals = x
Mack/2x T2 strips/2xT2 MLU with T2 veld crystals = x (then 3xT2 MLU = x)

Orca/T2 Gang Link/ 5-5-5 skills = x (then +Mindlink = x) for both ships above.

Then take that data and see how fast/often in min the ship(s) must dock (assume in system NPC station) to unload ore.

Take this and figure out if the hulk mines x per min and fills the orca and it's self as what point must both dock and unload v what point would both the mack and orca have to dock.

I only need this for one ship+orca each setup, I want to check the numbers for how efficient the old Hulk+Orca (both fill then dock then both return mine/boost and repeat) v doing it with a Mack+ Orca. [Yes I know 2x macks are now more efficient then this but that is NOT what I am looking at for data]

If you wan to get fancy, then if you want to do using the same data in yield (not percents) then def cal the orca sitting and just boosting and the hulks and Macks mining and dumping their own ore on full and returning to the belt - No Hauler ships factored in please, just exhumers with stationary orca for boost (off-grid for the later part if you want to factor this, on-grid for the first part)

Thanks, running the numbers in EFT using Halada's here but want current ingame cal check - thanks very much for whoever does it if you do.
Pipa Porto
#2 - 2012-08-25 18:32:55 UTC
This should give you all the info you need.

A sheet of paper will let you do all the division you need to do.

Max Yield with Orca fleet bonus

Ship Veldspar/hour Mercoxit/hour Ice/hour
Hulk 1,739,139 2,749 73
Covetor 1,578,043 2,492 69
Mackinaw 1,505,059 2,377 68
Retriever 1,433,390 2,264 64
Skiff 1,380,788 2,185 61
Procurer 1,315,038 2,078 58

EvE: Everyone vs Everyone

-RubyPorto

Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#3 - 2012-08-25 18:43:49 UTC  |  Edited by: Aurelius Valentius
Ok here is what I am finding with EFT

[Orca, basic booster/hauler setup]
Reinforced Bulkheads II
Damage Control II

Large Shield Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Mining Foreman Link - Harvester Capacitor Efficiency II
Mining Foreman Link - Laser Optimization II
Mining Foreman Link - Mining Laser Field Enhancement II

Large Cargohold Optimization I
Large Cargohold Optimization I
Large Cargohold Optimization I

5/5/5 skills + Foreman Implant - On/Off-Grid Booster

[Hulk, max yield, some tank, cap stable at 37%]
Mining Laser Upgrade II
Mining Laser Upgrade II

Small Shield Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Cap Recharger II

Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II

Medium Processor Overclocking Unit I
Medium Processor Overclocking Unit I

Mining Drone II x5
Hobgoblin II x5

3% CPU/5% Yield Implant

[Mackinaw, max yield w/DCU in tank, cap stable w/o booster at 72% / 2m1s w/ booster]
Mining Laser Upgrade II
Mining Laser Upgrade II
Damage Control II

Small Shield Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Cap Recharger II

Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II

Medium Processor Overclocking Unit I
Medium Processor Overclocking Unit I

Mining Drone II x5
Hobgoblin II x5

Ok now the numbers in EFT:

The Hulk: 16,917 EHP tank, mines at 3073 per minute of veld
The Mack 30,704 EHP tank, mines at 2504 per minute of veld

Now just from the initial looks it looks like the hulk is def king of yield, how much the trips bit into performance may take it's toll, by the look the Hulk will have to unload every 3 minutes as it hits 9219 every 3 minute at this rate, the mack will have to unload every 14 minutes hitting 35056 on the 14th minute, the falloff also is interesting as the Hulk can't fit more than 8350 in cargor so your going to lose most of that 3rd min unless your jet-canning it or dumping it in the orca, the Mack almost perfectly fits the 14 min into the ore bay and the 56 can fit in the cargo easy even with a number of crystals in it.

Now your could jump the Mack up with another MLU II, then you have 2701 per minute, but your going to go 5% over CPU so the tank will have to be knocked down - basically drop one invul II and put something else in the mid and you still have a decent tank on it for rats or drop the booster if you are worried about alpha, but I don't see this being that big a plus over the DCU II fit.

Then your Mack mines at 2701 per minute and that comes to 37814 on the 14th minute, which doesn't fit into the Mack then and so you have to jet-can or dump the rest into something else, and your still hitting the 14th minute mark to do something.

Now this then makes sense why we see so many Mackinaws (and Retrivers), the Mack isn't king of yield, it's not going to out mine a Hulk Fleet, but it may well out perform one... here is why... the human bandwidth for operation of multiboxing an orca on-grid, and a hauler, and your jet-canning Hulks will be extreme compared to the user friendly 14 minute dock a Mack with Off-Grid Booster Orca which is very easy to handle. Bonus is that your Orca is off-grid (safe-spot) and your macks can be all over the system mining where ever - no blob needed, the Hulks must be close to the drop point(s) so add in more complexity to the Hulks if you want to disperse the fleet (anti-gank) where the Macks it adds no overhead at all, being they are self-unloading - WIN on the keep your ships safer, in belts!

For multiple people fleets the same will apply, very easy to use the Mack with boost and everyone simply does there own thing with ore collection and dumping over again a orca on and off again with docking or a hauler (extra person or account) running around and then trying to divide the ore with the loot history.

So even with the hulks you get so much overhead either way that well, it's just no fun to use really, compared to the mack, multiboxing or in groups the mack is all smiles like some sexy little sports coupe with a 6 speed over a big luggy dual wheel SUV thing that you can't even drive or park... the Mack wins simply out of be handy.
ashley Eoner
#4 - 2012-08-25 23:04:45 UTC
Aurelius Is very close to the reason why I run a mack/orca fleet when mining. I run three macks and an orca instead of three hulks and an orca because I found myself losing quite a bit of ore because of carghold/ore holds filling up before I could get them transferred. There's not a lot of room for error when running hulks. I run double MLU II macks and I find the loss in yield to be offset by the more relaxed requirements for ore transfer.

I run a different type of tank but that's because my orca is using a different set of drones then you . My macks run a buffer tank without a shield booster. My macks sit at about 34k EHP when fleeted.
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#5 - 2012-08-26 00:23:42 UTC
ashley Eoner wrote:
Aurelius Is very close to the reason why I run a mack/orca fleet when mining. I run three macks and an orca instead of three hulks and an orca because I found myself losing quite a bit of ore because of carghold/ore holds filling up before I could get them transferred. There's not a lot of room for error when running hulks. I run double MLU II macks and I find the loss in yield to be offset by the more relaxed requirements for ore transfer.

I run a different type of tank but that's because my orca is using a different set of drones then you . My macks run a buffer tank without a shield booster. My macks sit at about 34k EHP when fleeted.


Nice I am experimenting with tanks - I have an all passive resist/buffer for Alpha, and then this as a gen anti-rat setup.

Def the Mack is a better performer in real terms for almost all miners... but it's good that the hulk is so intensive, it may be that the best yield does mean one has to have real people driving each and so might promote some more inter active play styles... will see.