Ships Conda miner build advice

I'm trying to figure out a good Anaconda build for mining.
I know there are lots of combinations, I started from Northpin "Universal Miner", then I started removing what I deemed not necessary, to get a build the could satisfy those points below:

1) Single, laden jump range at least 25LY, over 30 would be better. Unladen, the longer the better.
2) Decent shield - not to fight, but to have time to run away boosting untile I can jump away
3) Fuel Scoop - i HATE to stop at gas station when loaded: too many intercepts.

I'm working on two different builds right now. all with 320 tons of cargo.
Main difference is that in one build there are 10 refinery bins against 6 at the price of less collectors (6 vs 9)
Shielding is similar (even though in one build I have a 5A but not Heavy Duty boosters to save mass, while on the other there is a 4A with HD boosters)

Again, I'm not interested in weaponry and I don't plan to do core mining. Just don't like it, so I'll stick to laser mining, I know it can be boring.

However, here are the two builds:

A-Haul
A-Haul 2

Here is a comparison between the two builds:


I'd like to know your opinions on those builds, as long as receive suggestions, keeping in mind that the 3 points above are a must. I can tradeoff on other thing, but not on those 3, otherwise I could stick with my actual Py-Haul (guess, it's a Python :D ).
 
Sorry I don't really understand these 3 points without a minimum payload.

Judging by the presence of the jump it is not for marketing on the FC ? I remember when I was digging without FC, I used to swap the refueler and jump booster at the nearest station for the collectors.
 
Sorry I don't really understand these 3 points without a minimum payload.

Judging by the presence of the jump it is not for marketing on the FC ? I remember when I was digging without FC, I used to swap the refueler and jump booster at the nearest station for the collectors.

No FC, can't affod it yet. So I have to move the ship around in the bubble. Payload is identical to the two builds. 320 tons.
 
You need to get more limpets for picking up fragments. You will loose a lot of time waiting for the collectors.

The conda is just not a very good miner. Build 2 is much better
 
You need to get more limpets for picking up fragments. You will loose a lot of time waiting for the collectors.

The conda is just not a very good miner. Build 2 is much better

Build 2 has a problem with the refinery. I am experiencing problems right now on a Python, 10 cans are often all used up. Is this because I'm a poor miner (and it could be, really)? Having only six is not being at risk of having them always full?

I'm also open to other ships, since I don't have the conda yet in my garage. But I didn't find anything able to carry more than 200 tons of minerals while having also a decent jump range, a fuel scoop and a viable shield.

My Python right now has 192tons of cargo, but to have 6 limpets I need to ditch the fuel scoop, severely limiting my options in terms of where to mine painite/platinum.
 
You can set filters (LH panel tab 3 contacts) so that low value ores will be ignored and the limpets will last longer as they'll just scoop the "good stuff) ;) that'll sort the bin limitations of the smaller refineries.

As a rule I try and fit 4 - 5 limpets per medium mining laser, also I find that the longer range controllers (5A) lose less limpets as you have to move quite a bit before they're out of range.

Agreed the second build is significantly better although it is more expensive, I use a Python for shorter mining sessions and for it's ability to land at outposts, here's a useful site I found recently

 
You can set filters (LH panel tab 3 contacts) so that low value ores will be ignored and the limpets will last longer as they'll just scoop the "good stuff) ;) that'll sort the bin limitations of the smaller refineries.

As a rule I try and fit 4 - 5 limpets per medium mining laser, also I find that the longer range controllers (5A) lose less limpets as you have to move quite a bit before they're out of range.

Agreed the second build is significantly better although it is more expensive, I use a Python for shorter mining sessions and for it's ability to land at outposts, here's a useful site I found recently


Thanks, I already knew about Miner's Tool (found some sweet pristine system not very far for painite and platinum so far). I already filtered out Indite, Gallite, Bertrandite, but still my refinery gets quickly full with all "good" materials (I mean: silver, gold, everything that has a galaxy value over 25k). The truth is I have been terribly disappointed by the Python. I literally waited 5 years to have the money to build one (I was way out in the void), but I can't find a good spec for her. Tried BH -> blah. Tried CZ -> got my ass kicked so hard I found myself 400Ly away. Tried mining: the trade off between range and cargo seems too steep. Maybe it's just I didn't find the right balance, but not having a FC that brings me close to the mining spot, I have to jump, and without a Fuel Scoop this is a real issue.
 
I'm trying to figure out a good Anaconda build for mining.
I know there are lots of combinations, I started from Northpin "Universal Miner", then I started removing what I deemed not necessary, to get a build the could satisfy those points below:

1) Single, laden jump range at least 25LY, over 30 would be better. Unladen, the longer the better.
2) Decent shield - not to fight, but to have time to run away boosting untile I can jump away
3) Fuel Scoop - i HATE to stop at gas station when loaded: too many intercepts.

I'm working on two different builds right now. all with 320 tons of cargo.
Main difference is that in one build there are 10 refinery bins against 6 at the price of less collectors (6 vs 9)
Shielding is similar (even though in one build I have a 5A but not Heavy Duty boosters to save mass, while on the other there is a 4A with HD boosters)

Again, I'm not interested in weaponry and I don't plan to do core mining. Just don't like it, so I'll stick to laser mining, I know it can be boring.

However, here are the two builds:

A-Haul
A-Haul 2

Here is a comparison between the two builds:


I'd like to know your opinions on those builds, as long as receive suggestions, keeping in mind that the 3 points above are a must. I can tradeoff on other thing, but not on those 3, otherwise I could stick with my actual Py-Haul (guess, it's a Python :D ).

IF you readjust the build you might have the surprise to see the collectors taking the back entrance instead of the front one :)
They built was rigorously tested and made me like 25-28 billions on my pc account - getting up to 270 millions per hour using random mining (i do hate mapped mining, even tho it's so much more productive)

Build 2 is better, and you can make ti even better by adding a 3rd medium mining laser in the large underbelly hardpoint since it will be almost lined up with the medium slots.
IF you do that and also if you mine by almost sticking the nose to the asteroid, you'll greatly increase the collection speed

Also, those E rated shield boosters are there for a reason: the are much lighter, they use a lot less power (6 times less iirc) while still providing about 66% of the benefits of their heavier brothers (i mean for heavy duty, for the rest the differences are even less than that)

The 2A refinery with its 6 bins might seem cramped, but if you make a habit of checking it regularly and freeing the bins from the stuff you're not currently mining should be more than enougn. After all, what you'd do while watching collectors running or moving between asteroids. (yea, any other refinery will prevent you from using the front hatch)

Build 3 - more lasers, some better shields (absolute value - which is important for ramming and collisions), slightly lighter and with better jump range. And not at last, cheaper.
 
I'm trying to figure out a good Anaconda build for mining.
I know there are lots of combinations, I started from Northpin "Universal Miner", then I started removing what I deemed not necessary, to get a build the could satisfy those points below:

1) Single, laden jump range at least 25LY, over 30 would be better. Unladen, the longer the better.
2) Decent shield - not to fight, but to have time to run away boosting untile I can jump away
3) Fuel Scoop - i HATE to stop at gas station when loaded: too many intercepts.

I'm working on two different builds right now. all with 320 tons of cargo.
Main difference is that in one build there are 10 refinery bins against 6 at the price of less collectors (6 vs 9)
Shielding is similar (even though in one build I have a 5A but not Heavy Duty boosters to save mass, while on the other there is a 4A with HD boosters)

Again, I'm not interested in weaponry and I don't plan to do core mining. Just don't like it, so I'll stick to laser mining, I know it can be boring.

However, here are the two builds:

A-Haul
A-Haul 2

Here is a comparison between the two builds:


I'd like to know your opinions on those builds, as long as receive suggestions, keeping in mind that the 3 points above are a must. I can tradeoff on other thing, but not on those 3, otherwise I could stick with my actual Py-Haul (guess, it's a Python :D ).
It will be a lot more efficient to use three lasers and a weapon focused PD. For that, you need extra collector limpets so what you do is store a collector limpet controller and replace it with a fuel scoop, then stop at a station near where you're mining to swap them over in each trip before mining. If you're lucky the place you need to sell will be within your 129ly no scoop range, so you won't always need to do the swapping over. The three lasers and 9 limpets will enable you to mine literally 50% faster. the time that saves more than compensates for your slightly reduced jump range and the time to swap modules in the station. I did some tests about a year ago, where i measured overall mining and earnings rates using different load-outs, which showed that three lasers were optimal. Unfortunately, the spread sheet is on my other PC.

If you have a speed of 350m/s or more, you can escape from any NPC that interdicts you if you use the submit and bosst method with 4 pips to engines and 2 to shields. Don't forget that you need a decent PD to get frequent boosts.Only minimal shields are required. You don't really need the point defence, but keep it if it makes you feel safer.

Edit. After another think, a charge enhanced PD should be OK. A Weapons focused one would probably allow 4 lasers, but then the limpets might not keep up. Try both.

 
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Build 3 - more lasers, some better shields (absolute value - which is important for ramming and collisions), slightly lighter and with better jump range. And not at last, cheaper.

That's a nice build. You squeezed a good amount of credits that's definitely a plus :)
In the meanwhile, since I own a Python and I don't want to sell it yet, what do you make of this build that has obviously far less cargo space, but seems to be quite fast to fill it so to have more runs. It also has a nice jump range and a scoop. Lasers are placed looking at blueprints, the should be well aligned this way and at roughly the same distance from the rock. 9 limpets, a 6 cans refinery but in this case it's not an issue, having fewer cargo space means I have to filter out all but the most valuable minerals anyway.
Don't know, but seems ok.
Here she is: Py-Haul Build 2
 
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