i got help some great tips on my last post so im going to ask for help again.my starter ship has next to no cargo capacity so i cant really trade,i cant mine,i have very little range and run out of gas frequently so i cant explore,on the lowest combat settings im hit twice and im reloading another ship so i cant fight about the only thing i can do is courier missions.i have to say so far its not much fun.upgrading my ships weapon to a canon and laser has only made me die faster.i was hoping space combat would be better.then this.im firing at unseeable floating dots that hit me far harder then i can hit them.this is at the low intensity training area.i cant imagine the medium intensity area
As a noob, my first and most important tip is do not sell any of your ships at this stage!
My next major tip is, that as stupid a design decision as I think it is, ships shields in crease in resilience the more pips you have in them on your power distributor, so when fighting always try and run 4 pips shields, and you will find your ship significantly more robust. Similarly agility and speed is also increased the more pips you throw at it. Weapons, however, do not increase in effectiveness just because you put more pips at them.
With those not so obvious tips out of the way, I'm now going to quickly talk you through getting some combat experience, making some money, acquiring a couple of ships, and setting them up for different roles:
Trading CAN be done with any cargo capacity, it just takes longer and is a lot slower, courier missions are lucrative, it shouldn't take you long before you can put the sidewinder starter ship into storage and get something decent. An old suggestion for noobs, that got you some credits and combat experience was to go to a low, medium, or high intensity Resource Extraction Site, and shadow the NPC cops, target the ship they are shooting, and make sure you see the wanted display on your screen, then land a couple of shots to get the ship's bounty. Don't go to a Hazardous RES yet as there will be no cops to shadow / hide behind. Doing this can be lucrative, like a million an hour if I remember correctly? It may also be more than that now as there has been a massive balancing pass on the game since those days. I definitely recommend this as a starter activity because it gets you some quick cash, you get to see some pretty 'sploashuns', and will healp teach you some basic ship to ship combat. (not PvP) A good guid is available from the ever so helpful CMDR Exegious:
Source: https://www.youtube.com/watch?v=z0hRHnqYeX0
I'd suggest you get out of the sidey as soon as possible, but remember not to sell it, and the first ship I'd suggest for you to progress through would be an eagle, just buy an eagle, and upgrade modules as you can afford them. You'll know that a 3A thrusters is better than a 3B etc, and I'd recommend biweave shields rather than A rated shields as they draw less power, and recharge much quicker. If you are upgrading the bulkheads, effectively armour, military grade composites is the best of both worlds, and nowhere as expensive as mirrored or reactive armour, and more versatile to boot.
Here's a build to consider with your "police salary"

it's a 3 million credit maxed out combat viper:
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Bonus activity, when you land some shots on a ship that is destroyed, it will leave some scopable materials that you can collect, represented by white dots on your scanner, target them and deploy cargo scoop, then using the little targetting reticule on the left of the scanner, scoop them up. You won't need them straight away, but they are a going to stand you well later on once you start to dabble in engineering and or tech brokers, but thats an intermediate course that will talk you through later on.
So if you do that for a couple of hours, you'll get some combat experience and start to hone your skills, and make some bank. Whatever you earn from
"augmenting the police patrols", it's going to be significant credits for a noob, this money will let you quickly buy an eagle / viper / cobra and start to throw some decent modules on them. The cobra, and to an extent the viper, are decent beginner trade ships, although the daddy for beginning trade is the Type 6, fully outfitted like this one will cost you ~4.5million:
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To make that build work, I've had to tweak the power priorities:
You do that in the modules tab from your right hand panel in the cockpit. Basically what's happening there is the ships powerplant doen't generate enough power to power all the ships systems and the guns at the same time, so you set the power priorities to disable non essential systems, the higher numbers = lower priority. So in this build when you deploy your guns, the fuel scoop, the docking computer and the cargo hatch are switched off. Then when the guns get put away, "rectracting hardpoints", those systems get powered back up.
Such a ship will let you run normal trading at a half decent volume, but adding the 2A fuelscoop, you can travel further, and do some rares trading. Rares are cool, they are only available in limited quantities, from certain stations, and the further you take them away from their point of origin, up to a limit, the more money they are worth. The "rares loop" allows you a chance to off load goods bought at stop 1 when you are at say, station 4, on the loop, and you'll make some coin. Because of the small quantities involved, a Cobra is also good at this role.
As you will be running around with some valuable cargo in your hold, you will draw attention from NPC pirates who will be interdicting you and will fight you to try and get you to jettison your cargo to give it to them. So you'll get a chance to test how much you learned when you were shadowing the cops. If you find you are still getting thrashed by NPC pirates, you will be able to go back to the starport you left the Sidey / Eagle / Viper / Cobra in and do some more Lo/Med/High RES "patrols", and or just buy bigger/better ships, although IIRC the better the ship you are flying, the better the ship the NPC's will fly, so try to "git gud" before you "go big".
You also mentioned mining, but rather than post a silly long(er) post here, I'm going to suggest you look at some of the guides Exegious has posted. If you think mining asteroids / "iceteroids" could be something you enjoy, maybe set up a type 6 as a mining ship with a refinery, prospector and collector limpets, and mining lasers. FYI - mining lasers do not do any damage to ships so don't even try and fight in this configuration.
Another relatively stress free money maker would be passenger missions, this can be done in most ships, but from the starter fleet it would be best done in the type 6 by swapping out the cargo racks for passenger cabins. Or you could also buy a dolphin, which is slightly more expensive to buy and outfit, totalling around 6Million fully done, but it is a little hunny of a thing to fly and can pay for itself many many times over. Have a look at this suggested build:
A ship builder, outfitting and comparison tool for Elite Dangerous
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