Advice on refitting my mining T10?

Yep,

I've seen some stuff about it on the live-streams but I'll definitely be watchng some tutorials before I get stuck in.
For now, I'm just trying to ensure I've got everything I need fitted to my ship, then I'll go and have a play and see what's what.

I notice you've got 2x Abrasion Blasters and only 1x regular Mining Laser on your T10.
Is that because the Abrasion Blasters are sucky and you need 2 of them to get anywhere fast or is it because Abrasion mining is more profitable and the regular mining laser is just there as a "last resort"?

Probably because of the 'feature' that gives a resource chunk for every Abrasion Blaster that hits at the same time. If both blasters are on symmetrical hardpoints. If you want to get the most credits out of the mined minerals I would suggest ditching the class 7 cargo rack and fit a fuel scoop. Plus a grade 5 FSD booster. That way you can get around and are not gimped in having to find really close by resource hot spots.
 
Ah, yes.

Must learn to pay attention to details when reading stuff.
maybe one day... :eek:

So, having got the basics down, is the T10 still a viable "do it all" miner or should I be looking at building a more nimble ship focused on the new stuff?

Also, are we saying the sub-surface missile doodad is of questionable usefulness?
I mean, I'll fit one to start with, just to see how they work, but are we saying they just dig up regular ore?

Yes. The now awesome ores are ONLY obtainable by deep core mining. That is not to say the simple sub-surface mining and surface scraping isn't profitable. It just isn't THAT profitable, but tbh. at the moment, nothing is.

But I'd recommend you equip all the new toys and try them out. They're fun. :)
And T10 is fine. If you want to only focus on deep core mining and nothing else, something like a Clipper or Krait would be better simply because they're quicker, but as a do-it-all ship, T9/T10 is awesome, imho.
 
Probably because of the 'feature' that gives a resource chunk for every Abrasion Blaster that hits at the same time. If both blasters are on symmetrical hardpoints. If you want to get the most credits out of the mined minerals I would suggest ditching the class 7 cargo rack and fit a fuel scoop. Plus a grade 5 FSD booster. That way you can get around and are not gimped in having to find really close by resource hot spots.

Hmmm, interesting point.

I was using my T10 to mine in inhabited systems, take the 256t of cargo back to a local station, swap to a Python and then use that for delivering to market.

As long as there's still reasonable profit to be made doing that, I'll probably leave my internal modules as they are.
If I really need to travel in my T10 to make use of it, I'll probably need to have a major rethink. [up]
 
Hmmm, interesting point.

I was using my T10 to mine in inhabited systems, take the 256t of cargo back to a local station, swap to a Python and then use that for delivering to market.

As long as there's still reasonable profit to be made doing that, I'll probably leave my internal modules as they are.
If I really need to travel in my T10 to make use of it, I'll probably need to have a major rethink. [up]

You do need an DSS installed if you want to see the hotspots.
Now, if there is any value in doing so is another matter entirely.
 
As long as there's still reasonable profit to be made doing that, I'll probably leave my internal modules as they are.
If I really need to travel in my T10 to make use of it, I'll probably need to have a major rethink. [up]

The T-10 is capable of 40LY laden hauling 256 cargo holding an FSD booster and more toys then you know what to do with. That will still get you around 230+ million credits worth of cargo if you are sensible with the collectors and prospectors.
 
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Hmmm...

Just arrived at my T10 and I've already encountered one hurdle.
The Outfitting page provides an absolutely garbage view of the various hardpoints and utilities on the T10 so it's almost impossible to figure out where anything physically is on the ship. [sad]

Currently sat here with a scrap of paper with a T10 drawn on it, removing one weapon/utility from the ship, leaving the station, deploying my hardpoints and then seeing which one hasn't got anything in it.

Would it kill FDev to put some kind of a "holo" somewhere in the outfitting page, which shows the location of each module as you mouse-over it?
There used to be a cute little ship-model in the station menu until it got replaced by the holo-me mug-shot.
Could they not just bring that back, stick it in the outfitting page and then put a little glowing red dot on it to indicate the position of a selected hardpoint or utility?
 
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Another, more specific, question...

With all the new doodads, am I still going to need a weapon-focused PDist, or can I replace it with a charge-enhanced one now?
 
Hmmm...

Just arrived at my T10 and I've already encountered one hurdle.

Seismic and Abrasion WEP capacitor drain is virtually non existent. If you know the shape of the T-10 it is quite easy to figure out what part of the ship you are looking at in outfitting (The First Class 3 hardpoint view is bugged though)


Here's a Blueprint.


wl6u10.png
 
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If you know the shape of the T-10 it is quite easy to figure out what part of the ship you are looking at in outfitting (The First Class 3 hardpoint view is bugged though)

Here's a Blueprint.

Yeah, it's possible to figure it out by a process of elimination - unless you want to know specifics such as where the C3 slots are in relation to the C2 slots, for example - but it's a PITA because the views of the T10 are especially garbage.
There aren't any points of reference such as landing gear or engines etc.
It's just a picture of a laser poking out of a flattish lump of hull.

And, unfortunately, the blueprints don't help with the utility slots.
Again, they are possible to figure out, once you're familiar with where they are but it's just not intuitive at all.
 
Here's how my mining T10 currently looks.

https://s.orbis.zone/1f5p

Haven't used it since before the update and I'm planning on taking it across to Jameson to put all the new toys on it so I can have a go at new-age mining.

Anybody care to offer any advice on how I might best modify it to embrace the new paradigm?

To be completely clear, I just want to rebuild my T10 so it can be a mining all-rounder.
I just want to know what stuff to stick on it so it can do a bit of everything.
I'm NOT going to completely ditch the regular mining lasers and go farming void-opals (or whatever) and nor am I going to sell it and buy a Krait specifically for that either - so just don't bother with those sort of comments.

I do actually have a "spare" Krait knocking around, which might get converted to mining duties later on, once I have a better idea of what's involved, but for now I just want to know what kit to bung onto my T10 to get a taste of all the new stuff.

Presumably, for starters, I need to bin the C1 Collector and bung a new, improved, DSS in there so I can find all the fancy hot-spots etc?

Get or repurpose that Corvette.
 
If the abrasion blaster thing scales so that the number of blasters hitting gives the same number of chunks, would going multi-crew with turreted abrasion blasters maximise the chunk potential?
 
I use 2 abrassives 2 seismics and the rest are beams and MCs.

Thinking about swapping out the other seismic for and abrassives as I never run out of ammo in the first one before I have a full cargobay.

But I hate putting size 1 in a size 2 and nonsymmetrical placements my ocd goes crazy.

Be aware that using the multi abrassives glitch you have to be square on to the target to get multiple chunks and maneuvering a T10 in tight places is time consuming.
 
Some are claiming it scales up with even more blasters.

Didn't yet see more than 2... but of course there are not many ships with such a tight hardpoint convergence... maybe the 4 small HPs on an AspX could do the trick. Unfortunately the AspXs internals are a bit too limited to benefit from it.
 
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