It's a pity it didn't work. Otherwise, I actually like what I see very much. Is the mining process just a matter of pressing a button long enough or does it involve some skill (e.g. overdoing it so that you end up with nothing)?
Also, could it be that there is not much procedural generation in SC? Anyway, judging by the textures in the cave, it looks way too good for PG. While we're at it: How big is the file size of the game at the moment? Without procedurally generated surfaces it must be giant. I guess it must at least be something about 300 GB, right?
edit:
Never mind, got it. Should be less than 100 GB then. Which raises the next question: How many planets has SC in the moment?
Oh. Is port forwarding mandatory? That would be a no-go for me. Found it under recommended system specs. Does it work without (it's very well possible in ED)?
Ok, a few questions...I'll try to keep the answers brief
Mining: roughly the same mechanism between hand mining and ship mining. It does require some skill and learned technique. Planetary rocks and asteroids are mineable in both FPS hand mining and ships. Asteroids and rocks can vary in mass, density, resistance and yield which requires a variety of skills and equipment to mine effectively...ranging from different mining heads and 'consumables' or mining modules fitted to the ship's mining head to assist. Ship based mining is ship locked (2 specialised mining ships) and behind a paywall... but you can rent or buy the mining ships in game.
There is also SRV mining via a ROC mining buggy...similar process to ship mining but on planetary deposits only. The ROC can also be rented or bought relatively cheaply in game with in game credits. You also need a ship to transport the ROC...or you can fly down to most planetary outposts and spawn one then drive off from there but that means leaving your ship unguarded and unmanned. A Cutlass Black is the smallest ship able to transport a ROC buggy...also rentable or buyable with in game credits.
Procedural generation is here and there, caves are hand built and placed...they vary in size and complexity from foot only traverse and entry to massive sink holes you can drop a medium sized ship in to. There are also hand mineable deposits...and ship or ROC mineables to explore and mine inside the caves as well as some of the caves being used as NPC bandit strongholds you receive missions via mobiglas to clear...either solo or co-op since you can readily share all current missions of all formats with team mates...the payout is an even split on bounty and missions rewards between team mates.
Rough size of current PU build is around 75Gb
Port forwarding isn't neccessary...I don't use it personally. It's only a recommendation for connectivity issues, not a requirement, same as for ED.
Recommended specs...if you can run EDO, SC will certainly run and a lot smoother over all. Frame rates aren't fantastic on any spec of PC since the game isn't optimised except superficially... but the game runs very smoothly across the board at very high/high detail settings, even on 5 year old PC specs. See Drew Wagar's recent SC streams. He has an i7 6700 and a GTX 1070 with 16GB of system RAM.
Final caveat, there are a metric ton of bugs and issues with Star Citizen...some of them have recurring birthdays. Assuming you decide to investigate further, keep an open mind and a closed wallet outside of the basic starter packs.
If you're looking for a balanced précis of SC (The game, not on Ci¬G or business politics)...it lies somewhere between both ends of the endless rhetoric of good and bad. It's not as bad as the 'haters' make it out to be, not as good as the faithful fan boys dream it to be