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This is also the reason why a downloaded older Custom.1.8.binds will not work, since it gets ignored in favour of a likely already existing Custom.2.0.binds file. binds, which is the current version of the game’s controls at the time this is being written. You should now be able to select the “ M圜ustomname” preset from the dropdown menu in the controls options.Įlite should also a utomatically create a new file called M圜ustomname. %LOCALAPPDATA%\Frontier Developments\Elite Dangerous\Options\Bindings\ You see the PresetName (change this to what you like), MajorVersion and MinorVersion result in the filename M圜ustomname.1.8.binds This has to correspond with the second line of the file (open with any text editor):
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How to use downloaded bindingsįirst you need to rename the downloaded File to something like M圜ustomname.1.8.binds In which we are going to talk about preset and file names and version numbers. *Cannons and Railguns do suffer no size related damage reduction, Plasma Accelerators deal 60% absolute (ignoring any resistances) damage. So one possible conclusion would be: Use lasers on the smaller mounts against shields, and kinetic weapons on the bigger mounts to make use better use of their damage potential, but does that do enough damage to strip their shields?
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medium weapons (class 2) do their full damage against medium ships’ hull, but less against large ships’ hull). Against hull, kinetic weapons do additional damage, but all* weapons have reduced damage depending on the relation of weapon and target size (i.e. This determines how long you can let’s say stay in a RES before you need to restock.ĭamage penalties: Kinetic weapons have reduced damage against shields, lasers do not. Range: Kinetic weapons do their full damage potential at longer distances than lasers (dropoff starts for lasers is at 500m, kinetics at 2km), but can you hit at that range? (also frag cannons are literally shotguns and for close range ofc.)Īmmo: Kinetic weapons do of course have limited ammo, but some are even more limted than others. Laser DPS & Energy use: Beam > Burst > Pulse – fire a beam for a short time with high DPS or a pulse laser much longer with lower DPS? For kinetic weapons the DPS falloff is greater than for lasers. for slow ships turrets may be useful, for nimble ships they are pretty much useles. Multiple aspects to take into account when optimizing you loadout.ĭPS: Fixed > Gimballed > Turreted – you need to balance DPS vs. So do you have any tips or guide about it? A: So far I have: 1 medium turret cinetic 1 medium multicannon 1 small frag canon 1 small laserīut I’m not sure that it is optimized at all (like my ship choice). So far I’m travelling with a Viper MkIV, aiming for the Vulture. I’m looking for guides on how build my combat oriented ship.