My new Type-10 Minuet Miner

You have too many mining lasers. You need a minimum of 6 collector limpets for two 2D mining lasers. If You mine too quickly, the fragments will spread out before the limpets collect them. The time for collection seems to go up exponentially with the amount of spread of the fragments. I doubt that your PD will keep up with the lasers anyway. My level three weapons focused 7A PD on my Cutter (35% recharge bonus) can just about manage two 2D mining lasers. 7 limpets and 2 x 2d lasers is about right. 9 limpets on a T9 with 2 x 2D lasers also works very well because the lasers on the T9 are more spread out. I didn't try a T10.
I just left Jameson Memorial in Open mode and I guess those 6 open players couldn't believe what they were seeing.
I think they must have felt sorry for you.
 
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I had to have a Type 10 just because. I already had a T9 for surface mining, so I did what any sane CMDR would do. I bought the T10,
swapped everything I could over from T9 and promptly sold it. Kitted her out and haven't looked back.

Those 4 large and 3 medium hardpoints make all the difference in the galaxy. No more running for me. In fact I secretly hope some poor little thing comes to
try and take my stuffs. Oh the mining merriment!

 
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You find a job-lot of reinforced SBs somewhere?

-15% thermal resistance isn't that great.
Thermal weapon wont take down a 2000MJ shield in time it takes to escape, even worst case scenario with groms etc.

PAs can. Which means MJ stacking.

And yes I got loads of reinforced SBs lying around; the main limiting component is Antimony which is extremely abundant and easily farmable at crashed ship sites. No reason not to have a goodly stack of reinforced SBs. Class A and Class E, the 2 useful classes, must have dozens of each.

Gavin786
 
Ok, so following on from what I said above, I took my own advice to specialise every ship properly into its role and had another look at my Corvette core mining build. Made that when core mining just became a thing and cobbled it together with what I had lying around. So ended up as a combat build with some mining tools added on, really not perfect for its new job.

This one is close to perfect I think : https://s.orbis.zone/4_j-

  • MUCH LIGHTER - got an extra 5LY jump range fully laden + 30ms in speed. Faster fully laden than other was unladen.
  • ANOTHER 128 tons of cargo
  • Most things were OP for role and scaled back to minimum weight needed
  • Still has excellent survivability in open
  • Changed weapon to healie beams incase a friend wants to come along. I hate gimballs anyway, just had them lying around, fixed beams so much better ** I have ALWAYS wanted to try mining with big ship + small ship like courier for scouting, do mining, divide loot afterwards - anyone wants to give it a try send me a PM
  • Refinery in minimum sized slot to make it easier to change up to fuel tanks for going to selling destination
  • Bunch of other improvements

But main thing is the better speed and maneuvering as most time is spend finding the rocks not mining. I hope PPL get something from it, anyway. Dunno if I will actually build this given my stockpile of materials is currently running pretty low in some categories.

Gavin786
 
I'm currently using a Asp Explorer for mining, but given the amount of cash I'm spending on ships a big rig miner probably isn't a bad idea.

Thankfully those anarchists in Carcosa have been able to 'acquire' some for the shipyard there, so at least I don't have to fly one up there like my Cutter. Should have a spare reinforced class 6 prismatic left up there too. Thanks for the idea OP.
 
Greetings,

Oh well, let's just go and engineer the Type-10. Awaiting the fleet carriers what am I going to do with all these materials? Thanks to replies here's the updated BUILD. Most are probably self-evident so here's a few choices I made that some may wonder about.

Power plant engineering is added as needed versus going maximum. That can change as mining gear, Guardian FSD booster, large fuel scoop etc are swapped with other play styles.

I like 5A life support (makes me feel good) especially since this is not the fastest ship in the game. I didn't engineer it lighter as I'd rather keep the integrity versus negligible boost/jump range improvement with a 1200T hull ship. I did go with G3 long range sensors as I have long range beams, can evaluate an incoming enemy then prepare to engage and follow 3A prospector/collector limpets which has a range of 7.7km. A 5A collector limpet range is 9.1km although it's lifespan may negate that. Also these specs are rather old from Elite Wiki.

Mining...

Three 2D mining lasers as I'm currently only looking for painite and maybe a few others when bored. Three pips to WEPS and the engineered distributor has no problem with them firing forever. Target convergence is wide but up close and personal with an asteroid it really isn't going to matter. I also tried one medium and two small mining lasers (all on the ship bottom) supposedly the equivalent of two mining lasers with a very tight convergence. Then that opens up a medium slot for another toy. But I decided on three medium for now. Maybe I'll work Power Play for the mining lance with more options. Is it worth it with less mining effect to use them against NPCs?

0A pulse wave analyzer. It for now is a place holder when adding other mining toys. I actually tried it in combination with prospector limits to see if it would improve the painite results. It didn't.

Defence...

Two pointe defence with additional ammo. One on top and the other on the bottom to cover any incoming issues. With this build my shields have never gone down so I haven't tested them. I have tested then with other combat ship builds. They work very well.
Shield boosters I always go X number of heavy duty, one resistance augmented and one thermal resistance all with super capacitors. I find that this works with many combat ships having nothing to do with mining.
6A Prismatic shield that upgrades to a class 7 with thermal resistance especially for NPCs. Some ships with power issues I have to go with the lo-draw effect but not with this one.
Military grade composite heavy duty and deep plating which seems to be the all around best for the credits. Same with the hull reinforcement package.
Guardian module reinforcement package because we cannot engineer a compatible standard one.

Offence...

This is a mining ship so I'm looking for a quick solution to any NPCs that bother me. Giving the amazing lack of Type-10 maneuverability (but I know how to use FA off so no big deal) they are all turreted set to target only. I might go to fire at will if more than one shows up in a low security system.

Four 3E multi-cannons overcharged with auto loader. Range 4km and falloff 2km.
Two 1F beam lasers long range with thermal vent. Range 6km with falloff at 6km. I could have gone with multi-cannons using corrosive and incendiary effects at a cost in hull penetration but since we're talkin' shields why not go with dedicated shield weapons. The distributor easily handles all the power requirements firing all at the same time. Try that using a class 6 distributor in a Type-9.

So how is it working...

I use a 4A fuel scoop to get somewhere, store it, then replace it with a 3A collector limpet controller. Works as long as I don't need a fuel scoop from the mining system to the selling system. The good news is as the ship flies so slow around a sun it will never heat up even using an underrated fuel scoop. Dropping the docking computer could provide other options going with a 2D refinery (only looking for painite) and another collector limpet controller.

The setup works pretty well less my talents finding asteroids in a double hotspot ring. Some are better than others. 25-50 percent painite are close to the target entry point but 30km out get a lot harder to find. It seems a player can drain a location then fire a lot of prospector limpets not finding any. All those collector limpets (no doubt playing poker and drinking beer) waiting for me to find another.

NPC pirates have not been an issue. So far it has taken me less than 30 seconds to take them out not losing a shield ring. The long range beams can drop the shields on many small/medium ships without getting around to the multi-cannons which totally shreds them. I also collected a few mats. None have bothered me going to the selling system. Being stupid hitting an asteroid and my outer shield ring faded a little. It took awhile to replenish but I was busy collecting painite. It wasn't a big deal.

Profit so far is up to about 160 million in two hours not filling up the cargo hold. I also went with some platinum as it was available to fill it up. Making this work is all about efficiently finding those painite asteroids which I'm lacking. Seems round rotating ones are best. Other play styles can make 100 million/hr with a lot less work so I'm working mining to see if I can beat that.

Sorry for the TL;DR but so many posts on the Forum don't get detailed as to what works or what doesn't work and why we design them. I'm not a mining expert but hopefully this post will give players a few ideas based on their player style...there are so many.

Regards to All
 
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Your mining tools are like what I use except I use a 5b collector controller atm, but I only use two 2d mining lasers for those 7 collectors. I can burn a roid to depletion a minute or two before those collectors finish. I use that time to launch some more prospectors until the chunks are on-board. I had a seismic charge launcher but stored it because busting the few roids that have deep core minerals takes too much time imho. I also use a PWA and keep an abrasion blaster on board for those surface deposits. I like to be prepared.

However, I'm using a Beluga instead of a T10 atm. I have a T10 I'm going to try with mining this week.

GL HF Miners

edit: my mistake, 2D mining lasers not 2A
Good choice of ship, the beluga is really an awesome miner
 
Three 2D mining lasers as I'm currently only looking for painite and maybe a few others when bored

I have to point out that you have way too many mining lasers for the limpets you have.

On my Cutter i use 2x 2D mining lasers and i have 9 limpets. And i still have to wait for them alot to gather all the fragments.
The wait time is quite enough that i'm strongly considering to upgrade the Cutter to 12 limpets and maybe a 3rd mining laser.
 
I have to point out that you have way too many mining lasers for the limpets you have.

On my Cutter i use 2x 2D mining lasers and i have 9 limpets. And i still have to wait for them alot to gather all the fragments.
The wait time is quite enough that i'm strongly considering to upgrade the Cutter to 12 limpets and maybe a 3rd mining laser.
Thanks for that input! I might go back to one medium and two small mining lasers (all on the ship bottom) with a very tight convergence. That opens up a medium weapons slot for offense or more mining toys.
 
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