Subsurface mining builds

I've never had a problem with it and I've been mining with a Cutter for ages now.
Laser mining is one thing (I was also laser mining in a Cutter at times when I knew I had enough time to fill it up and market demand allowed). However, subsurface benefits more from agility. Not as much as core mining, but still a notable benefit.
 
This is what I use for mining LTDs. Used to use a Python, but I much prefer the 'vette.

This thread is about suggesting builds for subsurface mining, which is currently superior to laser or core mining, to people that are new to it. Your build does not have a subsurface displacement missile launcher.
 
Laser mining is one thing (I was also laser mining in a Cutter at times when I knew I had enough time to fill it up and market demand allowed). However, subsurface benefits more from agility. Not as much as core mining, but still a notable benefit.
Yeah I'm not seeing it from either. It really doesnt take that much agility to dance around an asteroid.

If your used to something smaller it may take some getting used to but thats about it.
 
If your used to something smaller it may take some getting used to but thats about it.
As stated, will test it when I get around to it. At least I won’t have to squeeze it through the mail slot when parking on my carrier ... (I know, it is not that hard either, just more sluggish.)
 
As stated, will test it when I get around to it. At least I won’t have to squeeze it through the mail slot when parking on my carrier ... (I know, it is not that hard either, just more sluggish.)
Please dont give the developers any ideas.

It's not that it's hard it's just that big ship feeling isnt fun for a lot of people. I get that.
 
With all this theorizing without much practical testing, you seem to miss a small detail. Even the Python is almost too big for the massive occurrences of subsurfaces now. Or be prepared to burn through loads of tungsten from ammo synthesizing.
With each missile giving about 6 fragments on average (and that is counting misses), and each fragment giving 80%ish content, the 96 missiles of the size 2 launcher would net you around 500 tons. I have never even come close to depleting the ammo on the Python. The larger ships are equipped with two launchers to deal precisely with the issue of running out of ammo. Just remember to have one turned off or keep them on separate fire groups.
 
Ok, I have had a small morning excursion with my retrofitted Cutter, it more or less corresponds to the engineered build in the OP, but with larger internals (such as PD) as it was set up for laser mining. I spent 43 minutes mining before my wife woke up and I had to go have breakfast. In this time, I was able to collect 310 tons of LTDs from subsurface mining alone for an average mining rate of 432 tons/hour. This is more or less in the lower range of my Python runs so more statistics would be necessary to judge the overall efficiency. Some observations:
  • Overall feel: The Cutter obviously feels much more sluggish than the Python. Prospecting does take significantly longer as stopping on a moment's notice is not the Cutter's main strength. With the Python I have no issues boosting my way from rock to rock. Boosting in the Cutter can leave you kilometers away from your target. The lateral thrusters are also very weak, making course corrections take longer. (For the record, I fly FA off only as this is what I enjoy.)
  • Collectors: The additional number of collectors work wonders when it comes to collecting the fragments. Both in terms of keeping up with the mining speed and to collect stray fragments later. The actual mining part in the Cutter does feel faster.
  • Hardpoints: Hardpoint placement takes some time to get used to. The Cutter is a big ship and if you are relatively close to the asteroid, the missiles will not hit the deposit if you are centering the reticle on it. This took some time to get used to even though I used the top hardpoints for the sub-surface launchers. I do not even want to imagine placing the launchers on the nacelles. I lost quite a number of missiles in the beginning.
  • Tethering: For those not familiar with FA off, this is a basic FA off technique where you fix yourself relative to a point on a moving and/or rotating body. It is very useful for sub-surface mining in particular, as you can tether yourself to the deposit and keep firing missiles. Tethering with the Cutter was surprisingly easy. Even though the lateral thrusters are weak, the main thrusters are the ones you will use most in a tethering exercise. However, the Cutter is a very large ship and co-rotating with an asteroid can be perilous if there are other asteroids nearby. Nothing the shields cannot handle, but annoying and distracting when you are focusing on the minigame.
  • Number of missiles: Filling up the 310 tons and losing a lot of missiles in the beginning (see comment on hardpoint placement), I had not yet exhausted the ammo of the first of the two launchers. With a total cargo capacity of 512+10, it should not be a problem to fill up completely with only two launchers.
All in all, the Cutter does seem to work quite well for the task, with a mining rate that is possibly somewhat lower than that of the Python. However, the ability to stay out longer before returning to base may compensate for this - particularly as mining times are relatively short, making travel times significant in comparison even if it is just a jump and a short supercruise. I have also only done this once now so statistics are not completely reliable.

TLDR; The Cutter is clearly a viable option although it feels a bit sluggish, even with 4 pips to engines (you should really be sub-surface mining with 2-4-0 in pips). I may give it a few more goes later. Next test; Federal Corvette.
 
Cutter is a good subsurface mining ship if you don't min/max (fill up fast) , as I take it easy, yet am still pulling in 400MCr per hour.
 
So, time for a new ship test report for subsurface mining, this time on the Federal Corvette. The build I was running was reminiscent of the build in the OP, but in reality it was my combat Corvette with most of the optional internals, a couple of hardpoints, and a shield booster ripped out and replaced with non-engineered mining stuff (i.e., no lightweighted limpet controllers). As a result, the ship I was running was slightly heavier than the builds I posted in the OP, but the key core internals (i.e., thrusters and FSD) were the same.

The Corvette handles very well for a large ship. I did not feel like moving around the rocks looking for the next deposit was taking ages and the added cargo space is great. I filled up completely in less than 1.5 hours but apart from the mining itself, I was also busy collecting some data on the relation between the number of blue bars in the mini-game and the released number of chunks. (Spoiler alert: Don't hit a 3-bar if you have 2-bars left.) This meant that I deliberately slowed down the mining because I was consciously going for deposits with a number of bars different from 2. In addition, taking notes and counting fragments also slowed down the process so filling up 384+10 tons of LTDs in 1.5 hours under these circumstances must be considered reasonable. I will probably make another couple of runs just to test it out when I actually try to be efficient.

For the hardpoints, I used the size 2 hardpoints for the sub-surface launcers. These are located quite far to the sides and that requires a bit of getting used to in terms of weapon convergence and actually hitting the deposits. A more central placement could benefit the mining, but I wanted to keep the larger hardpoints left in the build from the combat build. I would also say that it is fine to use these hardpoints as you get used to it. When I filled up I had depleted the ammunition of one of the launchers and had used 24 missiles from the other. Had I gone in with the intention of being maximally efficient rather than getting data on different numbers of bars, I might have filled up with one launcher only, but I would anyway suggest bringing two launchers - alternatively one size 2 and one size 1 launcher.

On a note not directly related to mining - I did mention those offensive hardpoints I left in the build ... As I dropped into the rings, an NPC pirate in a DBS dropped in with me to see if I had any goodies. He should not have done that as he was quickly ripped apart by a single salvo of my dual size 4 plasma accelerators. This started off the run quite differently from how I usually do it.
 
Nice guide :)

[QUOTE="[VR] The general build philosophy is:
  1. All necessary equipment on board: [...] sub-surface displacement missile launcher,
[/QUOTE]

Finally the intel I was looking for! ;-)
 
You didn't mention to put a fuel scoop in any of the builds. After I finished mining and part way to a station to sell my shipload of LTDs, I ran out of fuel and got blown to pieces by NPC pirates...
 
You didn't mention to put a fuel scoop in any of the builds. After I finished mining and part way to a station to sell my shipload of LTDs, I ran out of fuel and got blown to pieces by NPC pirates...
These builds are made only for the mining part. If you want a fuel scoop, you can switch one of the collector controllers for a fuel scoop, but the standard method is to leave a fuel scoop at a nearby station that you will have enough range to reach. In this case, there are not many stations nearby, so the solution is fleet carriers. Either leave your fuel scoop at a carrier with outfitting and that you trust is going to stay around or go to a fleet carrier with outfitting that sells fuel scoops.

Alternatively, you can hitch a ride on any of the fleet carriers that go back and forth to the Bubble. There are often carrier departures being announced in system chat.
 
Update on the Corvette: I took the Corvette out for another spin. Filled up in 52 minutes in spite of a minor bug where I had to log out because I could not access my contacts tab. Now, for a mining ship without offensive hardpoints, this would have meant end-of-session and going back to base to lump off the LTDs. Indeed, a wing of 3 NPC pirates (a Courier and two DBSs) spawned when I logged back in. Nope, they did not survive long, but it still took some time to dispatch them and get back to the field.

Once filled up, I got interdicted by an engineered Mamba on the way back to my carrier. Now, normally I try to avoid interdictions when I have almost 400 tons of LTDs on board - well, not this time. Submitted and let the PAs rip (combined with some tactical ramming). Even though I downgraded to size 5 shields when outfitting the Corvette for mining, the shield had no problems holding up for long enough to completely obliterate the Mamba. Maybe not time-effective, but some added spice. I might even continue to mine in this thing.

Oh - and the 11 collector limpets work wonders. I would actually definitely recommend using this build. It may mine a teeny tiny little bit slower than the Python (although more statistics would be needed), but it holds twice the cargo and does not need to go back to base as often - it can also defend itself quite well against pirates.

NB: The jump range of the Corvette is abysmal. Using the Corvette at Kirre's Icebox is predicated on being able to drop off your LTDs at a carrier or finding a carrier to help you jump back to the bubble.
 
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