Subsurface mining builds

With the rise of subsurface mining (and just in case it will not be nerfed into the ground in short order), I have put together a few possible builds for anyone wanting to get into subsurface mining. Below I give the Coriolis links for both an unengineered and an engineered version of each ship and discuss the pros and cons.

The general build philosophy is:
  1. All necessary equipment on board: Surface scanner, refinery, prospector, sub-surface displacement missile launcher, cargo racks.
  2. As many collectors as possible and a bumper shield.
  3. Additional mining lasers to fill up the cargo hold quickly if only a couple of tons remain to full cargo.
  4. A reasonable amount of cargo space.
  5. Maximal speed possible by having the best thrusters.
  6. Maximal FSD range.
  7. No fuel scoop. This choice may be evaluated on a personal basis regarding access to carriers and/or other refuel options.
  8. For the engineered builds, the most important modification is the thruster upgrades.
  9. Hardpoints not used for mining have been left empty. Feel free to fill them with weapons of choice (whether offensive weapons to fight NPC pirates or core mining equipment).
As of 2020-06-17, I have also added two Anaconda builds specifically designed to not rely on fleet carriers to get you back and forth to the sell location. The engineered version sports a fuel scoop and a whooping 39 ly laden jump range (buy your limpets at a fleet carrier to have 57 ly jump range on the way to the LTD3) - and this is without installing an FSD booster.

Asp Explorer: Starting miner
Total cargo: 96 t
Refinery slots: 6
Prospectors: 1
Collectors: 4
Speed/boost speed: 290/394 m/s (engineered: 419/570 m/s)
Unengineered
Engineered
The Asp Explorer is a fast and agile medium ship that can carry a decent amount of cargo. The main drawback relative to the other builds presented here is that it only runs a single prospector (even if we are looking for subsurface deposits, it can be good to be able to prospect two at a time) and only 4 collectors.

Python: The usual suspect
Total cargo: 192 t
Refinery slots: 6
Prospectors: 2
Collectors: 8
Speed/boost speed: 267/348 m/s (engineered: 388/507 m/s)
Unengineered
Engineered
The Python is a very good ship for many purposes, including subsurface mining. A lot of cargo space and 8 collector limpets and a fair amount of speed as well as agility. This should be the baseline ship (although I am biased here).

Imperial Clipper: Fast travel, slow collection
Total cargo: 192 t
Refinery slots: 6
Prospectors: 1
Collectors: 6
Speed/boost speed: 348/441 m/s (engineered: 507/642 m/s)
Unengineered
Engineered
The Imperial Clipper is a very fast medium ship that is really a large ship. It has a higher straight-line speed than the Python, but is less agile. Unfortunately, the optional internal slots are not ideal for subsurface mining as they are almost all even number and we would really like odd sized internals for our limpet controllers. The main drawback compared to the Python is that you only get a single prospector and only 6 collectors, slowing down the collection process significantly. It has the same cargo capacity and refinery as the Python. Some cargo space could be sacrificed for more collection limpets, but would reduce the Clipper to only 128 tons of cargo.

Federal Corvette: Collection king
Total cargo: 384 t
Refinery slots: 10
Prospectors: 2
Collectors: 11
Speed/boost speed: 222/289m/s (engineered: 323/420m/s)
Unengineered
Engineered
Although pretty fast and agile for a large ship, the Federal Corvette is significantly clumsier than the medium ships discussed here. However, this is offset by the fact that it has more cargo capacity, meaning it can stay in the rings for longer, and more collectors, meaning that it can collect the literal heap of fragments that results from subsurface mining. It should be a definite contender, but also requires grinding federal rank. You may want to bring a second subsurface displacement launcher or bring materials to synthesize a reload depending on how proficient you are at the minigame.

Anaconda: Lots of collectors, but slow
Total cargo: 256 t
Refinery slots: 6
Prospectors: 2
Collectors: 13
Speed/boost speed: 209/278 m/s (engineered: 304/405 m/s)
Unengineered
Engineered
A bit slower and less agile and with less cargo than the Corvette, but does not require a rank grind and can support more collector limpets. Still a viable option.

Anaconda: Self sufficient build
Total cargo: 256 t
Refinery slots: 6
Prospectors: 2
Collectors: 11
Speed/boost speed: (engineered: 304/405 m/s)
Unengineered
Engineered
Unengineered + FSD booster
Engineered + FSD booster
This build is based on the build above, but designed to be able to travel swiftly back and forth from the Bubble without relying on any fleet carrier. It sports a fuel scoop, but also comes with fewer collector limpets and a smaller shield than the build above. The unengineered version has a laden jump range of only 21 ly, but the engineered version sports a laden jump range of almost 40 ly. Switching out one collector limpet controller, you can increase the jump range by 10.3 ly or 9.3 ly depending on whether you are willing to part with 3 or 2 collector limpets.
Note! The power priorities of the unengineered version with an FSD booster have been set such that the FSD will turn off when your hardpoints are deployed. This is necessary in order to be able to run with a size 6 powerplant (or you could run without the mining laser). The laden jump ranges of the builds with the FSD boosters are 30 ly and 48.6 ly, respectively.

Imperial Cutter: The big boy
Total cargo: 512 t
Refinery slots: 10
Prospectors: 2
Collectors: 12
Speed/boost speed: 231/370 m/s (engineered: 334/534 m/s)
Unengineered
Engineered
The Cutter was the king of laser mining in Borann. It has a lot of cargo space and can run a bunch of collectors. It's straight line speed is comparable to the Python, but it has notoriously weak lateral thrusters, making it suffer agility wise. The large cargo hold makes it able to stay out for a long time before needing to unload the diamonds. Like the Federal Corvette, the Imperial Cutter requires a rank grind before you can get access to it. Beware of the hardpoint placements! The hardpoints that are most convenient for mining are those close to the front, which includes the large hardpoints. The hardpoints on the nacelles are not very convenient, but can be used instead if you want to fit large offensive weaponry in the large hardpoints. The builds fit two subsurface displacement launchers for ensuring enough ammunition to fill up without synthesizing more ammunition.

Type-9 Heavy: The behemoth
Total cargo: 512 t
Refinery slots: 6
Prospectors: 2
Collectors: 13
Speed/boost speed: 145/222 m/s (engineered: 210/323 m/s)
Unengineered
Engineered
The Type-9 Heavy, commonly referred to as the "T9", is the large hauler/miner alternative to the Cutter for those who cannot stomach the Imperial rank grind. It is by far the slowest and least agile ship on this list. However, it can still be good for casually moving around the asteroid fields and slowly but steadily eat away at the subsurface deposits. With 13 collectors, all fragments will be quickly gobbled up. Not my personal choice, but a perfectly viable option if you prefer the more laid-back approach to mining. The builds fit two subsurface displacement launchers for ensuring enough ammunition to fill up without synthesizing more ammunition.


Edit 2020-06-13 14:15UTC: Corrected error in Python builds as per posts #4 and #8.
Edit 2020-06-13 14:47UTC: Added Cutter and T9 builds.
Edit 2020-06-13 21:17UTC: Tried to fix the engineered Python link.
Edit 2020-06-15 09:19UTC: Minor tweak to the Federal Corvette builds. Switched places of one of the collector limpet controllers and the shield generator, allowing a size 6 shield instead of a size 5 shield while maintaining the same number of collector limpets. Added a sub-surface displacement missile launcher as 96 missiles may not be sufficient to fill up the cargo hold depending on your proficiency at the mini game.
Edit 2020-06-17 07:19UTC: Added self-sufficient Anaconda builds that do not depend on carriers to travel back and forth to the Bubble.
 
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Seems like good suggestions. I use the Python with a very similar setup, feels like a fun ship to do this. The Corvette is the only one I would consider as an alternative for this personally.

(Your Python builds are missing the surface scanner though)
 
No. The main reason for running size 2 SSD launchers is the higher ammo capacity (96 instead of 32).

Edit: Turreted launchers have a higher power draw and are not really necessary unless you want to mine with multi-crew.

Thanks for getting back Orodriun, mighty kind.

I hope you don't mind me asking, in a nutshell, once you are locked on to the SS resource, whats the best procedure with the SSDLauncher.
I think I'm not using them properly.

Thx
 
Your Python builds are missing the surface scanner though
Well spotted. I am on my phone now but will fix it when I am back on the computer. When I constructed the builds I just put in the other optionals and then clicked fill all with cargo racks - the scanner should be in the place of the size 1 cargo racks...
 
Why do you disregard the type-9 ... it is very capable
I have not suggested neither the type-9 or the Cutter because of their lack of agility. I may do some tests in the type-9 or the Cutter later to see if their collector numbers and cargo capabilities can offset the lack of agility.
 
Surely this LTD bukkake session cannot be intended. This is insane, makes mining before the patch look like a waste of time its so broken.. single roids farting out 60 or more tons of LTDs..
 
I have corrected the typos in the Python builds and added builds for the Cutter and the T9. I still want to take my Cutter out for a spin to be able to judge first-hand how it handles for sub-surface mining.
 
I have corrected the typos in the Python builds and added builds for the Cutter and the T9. I still want to take my Cutter out for a spin to be able to judge first-hand how it handles for sub-surface mining.

I'd never do that to myself in a Cutter ;) might work out OK, but can't be fun. but well, each to his own. Anaconda would be the most sluggish one I could endure I think.
 
I'd never do that to myself in a Cutter ;) might work out OK, but can't be fun. but well, each to his own. Anaconda would be the most sluggish one I could endure I think.
Neither would I normally, this is for experimental purposes as post #9 suggested going out in a type-9. I am not quite willing to do that before trying in the Cutter first though. Once I have tried I can say that I tried it and it was way too slughish for me.
 
Really useful thread, cheers.

Although, dunno if it's just me but the Engineered Python link just takes me to a blank screen on Coriolis atm.
 
Try an Orca. It performs remarkably good as a miner for a luxury vehicle. Fast and agile to boot.
I did not include the Orca because in terms of internals it is on par with the Asp X, with the addition of a couple of collectors and better speed and agility. It is also a large ship and cannot land on outposts. However, it costs 80% of what the Python costs (when outfitted) and 4 times the Asp X cost. At that point, I would suggest buying a Python instead.

I am not saying that it will not be capable, just that it will be outclassed by the Python’s double cargo capacity, core internals, and status as a medium sized ship.
 
I have corrected the typos in the Python builds and added builds for the Cutter and the T9. I still want to take my Cutter out for a spin to be able to judge first-hand how it handles for sub-surface mining.
I've never had a problem with it and I've been mining with a Cutter for ages now.
 
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