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