ΔV: Rings of Saturn

ΔV: Rings of Saturn

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Tips for the Struggling Ringa
By hev
This guide aims to provide assistance to those who want to profit better in the rings, or who seem to be stuck in a pit. This guide expects you to have at least somewhat of a grasp of the gameplay, as it won't tell you how to pilot your ship or what equipment options do what, it more so intends to provide alternative means to a play style that may or may not help you.
   
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Introduction
This guide aims to provide general assistance to anyone who may be struggling playing ΔV. Not all sections will apply to everyone, so please check here and the table of contents to see if one applies to you. It covers many sections from the game, from struggling to pay for bills and repairs, to choosing the right equipment and ship for how you want to play, to dealing with hostilities between factions.

These tips will be more generalized, and if any isn't specific enough for your situation or isn't mentioned, feel free to put a comment and I will do my best to resolve it. Do note that this guide has taken me a long while to write, so please feel free to make note of anything inconsistent or anywhere where I may have gone off topic, as I want this guide to be useful to as many people as possible.

THIS GUIDE CONTAINS SPOILERS CONSIDERING UNLOCKABLE SHIPS, EQUIPMENT, AND OTHER STORY ELEMENTS! PLEASE BE WARNED
Repairs, Bills and Bankruptcy
Maintenance is a necessary part of the care for any vessel, and the vessels in ΔV are no exception. Even using equipment will exert some wear on it, albeit most of the time it's a pretty small amount. Most pilots end up enduring most of their damage through collisions, either through dangerous flying, breaking rocks with too much energy, or through dangerous encounters. Repairs however do cost money, and depending on what you have installed on your ship, it can get very pricey very quickly.

One method that can help when dealing with higher repair costs is using insurance, which isn't really insurance in the traditional sense, more so credit for repairing/replacing parts. Insurance gives you double the value that you put into it, and is pretty much always worth it to purchase, at the cost of only being able to get 100 000 E$ a month directly at Enceladus Prime, or a varying amount through a MAD-CERF rescue ship that you would have to find randomly in the rings.

If you cannot keep up with the repair costs even through insurance, you may have to end up changing how you play or the equipment you use. If you frequently get collision-based damage (misalignment, choke, reactor rod jamming, etc.) you may want to fly slower or more carefully. Some equipment also costs a decent chunk of money to repair in general, so it may be better to consider moving to a cheaper alternative until you are more careful and/or more able to afford repairs to the more expensive equipment.

If bankruptcy itself is close on the horizon, don't worry too much. You will always be able to launch from Enceladus Prime and be able to afford consumables (propellant, mass driver ammo, nanodrones, or hotels for repairs) if you are unable to afford them, and the same goes with repairs too. It can put you into debt, but as long as you are able to make enough on a dive you will be able to pull yourself out of it. Some later sections can help with producing more on a dive if this becomes too frequent of a problem.
Mining Struggles
Many pilots do face a struggle almost synonymous with struggling to repair the ship: being unable to bring in enough money in a dive. This issue can take many forms, from just being unable to find any rich enough ores, running out of ammo or having ores fly off to fast, to being outweighed by repair costs.

Bringing in too little valuable ore
The issue of bringing in too-little ore per dive is a somewhat common one. The best advice to start with on an issue like this is to head beyond 10 km in depth. Anywhere before this is considered the shallows, where there's little ore and many rocks break open to nothing at all. It's not too hard to reach past this point, as it's very visible from the visfeed, and you don't even need to dive past it directly from Enceladus Prime as it's not very dense with rocks and won't take long. Once here you'll end up being a lot more successful. Past here, rocks get much denser relatively quickly, up until about 100-150 km where it starts to even out. The only exception are propellers, or the scar-like formations looking like propellers (where the name comes from). These are incredibly dense, especially close to their centers.

Ores fly off too fast
This is an issue that can have several causes but a good few solutions that will help. The first cause may be the ores aren't very dense. This is more so an issue with shallower pools, and more commonly Beryllium ore chunks (the blue ones). These are significantly lighter than most ore, and require less kinetic energy to move. Chasing these can be dangerous and may lead to more damages than the ore was worth. It can be mitigated by breaking rocks closer to the ship so they are easier to catch, in more densely populated areas so they get caught on other rocks, using nanodrones or a manipulator arm if close enough, or using a 'softer' tool to mine with (i.e. using microwaves or a laser with a higher frequency. Lowering the power output of a tool will always be a reliable method to reduce the KE of ore chunks if you're still facing issues).

Running out of ammo
This issue is pretty easy to solve. There are three main ways to combat it: bringing more ammo with you to the rings with bigger magazines, being more conservative with your ammunition, or switching out to a tool that doesn't use ammunition. The main users of consumable ammunition are mass drivers (using mass driver ammo), nanodrone compartments (utilizing nanodrones), and plasma throwers (using propellant, aka. reaction mass or remass)
What Equipment Suits You Best - Part One: Weapons
Weapons are your main sources of damage for breaking apart rocks and dealing with hostiles. They are sorted by weapon type, and rated by their damage types dealt, effectiveness at mining, and effectiveness at combat, all while at default tuning of course.

Mass Drivers - Pt. 1 (Coilguns)
Kinetic Damage: ■■■■□
Thermal Damage: ■□□□□
EMP Damage: □□□□□
Rate of Fire (ROF) ■■■□□


Mass drivers are pretty easy to understand. You shoot a projectile at an object, and it breaks into smaller pieces or punctures. However, the kinetic energy imparted can send things flying, as in layman's terms: speedy thing go in, speedy thing go out!

Everyone will have somewhat of an experience with a mass driver, as every new K37 is fitted with an EMD-14 mass driver. However, there is more to the eye than the default option. Different models give you different uses: you can switch them out for a higher rate of fire mass driver, a gimballed mass driver, or even one that can take processed iron as ammunition as well.

Mass Drivers - Pt. 2 (Railguns)
Kinetic Damage: ■■■□□
Thermal Damage: ■□□□□
EMP Damage: □□□□□
Rate of Fire (ROF) ■■■■■


Railguns are a second side to the mass driver spectrum. Compared to a coilgun, railguns fire smaller projectiles at a higher velocity. A railgun's projectile is shaped in a manner that gives it double the penetration power, and will deal twice as much damage as would be taken from the velocity and mass directly. Railguns will consume roughly the same amount of driver ammunition as a standard EMD-14, however that may fluctuate as not every captain will have the reflexes to conserve ammo as effectively.

Railguns have two variants to choose from, your standard MPI Railgun, and an unlockable point defence railgun variant you can obtain through trade with the Obonto Habitats.

Microwave Generators
Kinetic Damage: □□□□□
Thermal Damage: ■■■□□
EMP Damage: ■■■□□
Rate of Fire (ROF) ■□□□□


Microwave generators (MWGs) are the slow and gentle mining tools you find in the ring. What you lose by having a slow method of breaking rocks you make up for greatly in ease of use. A broken ringroid will have basically no KE whatsoever, and the only movement applied to chunks is movement caused by the rock splitting rather than the tool breaking them instead. A microwave can also be useful for shutting off the electrical systems of vessels that may be a threat to you, but not every captain will be as susceptible to the loss of their computer than others.

MWGs come in two variants: the standard front-facing generator, and a point-defense microwave generator (PDMWG). The point defense variant instantly locks on and starts melting the nearest rock or hostile ship in it's range, and starts melting it without you doing anything. It's the perfect tool for making your mining more hands-off. However, do note that the PDMWG runs on some limitations, as it can only operate within it's cone of rotation, and can only target objects at least 64 meters away but within 150 meters (a notable exception being hostile ships, but it is the exception)

Mining Lasers
Kinetic Damage: ■■□□□ (pulse lasers only)
Thermal Damage: ■■■■□
EMP Damage: □□□□□
Rate of Fire (ROF) ■■■■■


Mining lasers provide a bridge into the high-power mining options. They give a tradeoff of providing a way to break a lot of rocks really quickly at the cost of a constant, high power draw, as well as overwhelming you with too much to collect. Pulse lasers add an additional potential with added KE when on frequencies below the maximum. As much as it does mean that rocks move about more, it does have the added potential of providing more combat options outside of overheating the reactor with it.

Mining lasers have three variants to choose from: the CL-150, a constant beam laser, the CL-200AP, a gimballed pulse laser, and the CL-600P, a fixed pulse laser. The numbers in each laser represent the average power output of each laser at stock tuning. Pulse lasers also come at a balanced 50/50 mix between thermal and kinetic damage output, which can be changed via tuning under the frequency marker.

Plasma Throwers
Kinetic Damage: ■□□□□
Thermal Damage: ■■■■■
EMP Damage: □□□□□
Rate of Fire (ROF) ■■■■■


Plasma throwers are a unique case of "mining" equipment in the rings. They output an extreme amount of thermal damage and a minor part of kinetic in the direct vicinity in front of your ship. Due to their nature of several kilonewtons of force being applied to push the plasma out of the nozzle, it will act similarly to a thruster and push the ship in the opposite direction. The tuning options do compliment this as the output of a plasma thrower is measured by it's thrust.

There are two different types of plasma thrower: the Kzinti Lesson Mk. II and the NANI. The Kzinti Lesson draws propellant and a lot of thermal power from the reactor, and pushes it out the front of the ship, and will run indefinitely assuming you can provide propellant into the tank. The NANI works on a different scale, running off of an internal uranium salt tank to produce the plasma. As a result, the NANI takes a minimal thermal and propellant draw to operate, but can only run for a limited amount of time before it's tanks run dry.

Synchotrons
Kinetic Damage: ■■■■■
Thermal Damage: ■■■■■
EMP Damage: ■■■■■
Rate of Fire (ROF) ■□□□□


Synchotrons provide another look at the questionable mining equipment. The only synchotron currently sold is the Gungnir, which is a proton accelerator. It operates by spinning up a proton charge weighing only a handful of nanograms, and firing it out the nozzle at close to light speed. As a result, it takes time to charge up. A charge requires at least 5 seconds before it can be fired, and the output of it will scale up as you charge it, until you have been charging it for 30 seconds where an electrical effect will be visible on the equipment to signify it. A single gungnir charge after 30 seconds will provide the highest output of damage of any equipment, and it produces all 3 at the same time. As a result, this will tear through any rocks or ships that are small enough to not completely take the hit, and anything that survives will be left with arcing static.
What Equipment Suits You Best - Part Two: Active Mining Tools
Active mining tools falls in-between a classification of weapons, which deal direct damage to break apart rocks with, and cradled tools which provide assistance purely by either being attached to or released from the ship.

Tug Drones
Tug drones operate by selecting an ore chunk within the proximity to your ship that has velocity relative to the rings, checking that it passes your geologist's filters, and stopping it relative to the rings.

This equipment is useful for mining in dense areas, especially with a mining laser, as there may be a lot of rocks, especially if your geologist isn't identifying them quick enough. They can synergy with haul drones, just do note that they can fight if not given proper tuning.

Haul Drones
Haul drones are a modification to the tug drones that make them slightly more advanced, and as a result use more nanodrones in the process. Haul drones operate by taking any ore chunk in range that passes the geologist's filter, bringing them to a velocity relative to the ship, eventually bringing them in front of the excavator, and if the excavator is open, brings them inside the cargo bay.

Haul drones are practically synonymous with semi-automatic and automatic mining, and are pared very frequently with high-power lasers or point defence microwave generators. They're much more useful on the heavier classes of ships (Cothons, Titans and the OCP), especially when loaded as they don't have the capacity to chase after nuggets that you would on a more nimble ship.

Maintenance Drones
Maintenance drones work to repair your ship's systems by a set amount in return for the use of a hardpoint and the consumption of nanodrones. Maintenance drones can only operate on an equipment up until it's average damage reaches 65%, which isn't enough to dive again without repairs as it doesn't meet the 70% damage threshold, but is enough to cut costs to needing only one repair, especially on expensive equipment.

AR-1500 Manipulator Arm
The manipulator arm is a large arm fitted to a high-stress hardpoint, and will attempt to grab any object in it's range. It is intended to hold ringroids in place so the weapons mounted to side hardpoints have an easy time hitting it, and as a result has a preference for latching onto ringroids when unmarked is set to true in geologist settings. It will also attempt to bring any grabbed object into the excavator if it is open, be it ringroid, ore chunk, or ship.

Most captains use this equipment in the hope that they can bring back a derelict ship. The arm is the only equipment that is capable of bringing a ship back, outside of having crew go out to a derelict and attempt to fly it back to enceladus.
What Equipment Suits You Best - Part Three: Cradled Equipment
Cradled equipment are any object that is attached to a cradle when fitted to the ship. Equipment on cradles will fall into one of two categories: contained and releasable. These categories more so are used to determine where it is useful to the captain, as all equipment on cradles can be held and released at will.

All cradled equipment needs side hardpoints to function.

External Impact Absorber
The impact absorber is a hunk of metal fitted to a crade on the side of the ship. It will block any incoming attacks from microwaves, mass drivers, & lasers, and can act as a dampener for collisions, although it can still be hit hard enough to damage the ship.

Impact absorbers fall into the contained category, as you only really want to release them if you want the cradle free or need to lighten up the ship.

Cargo Containers
Cargo containers provide additional processed storage space to the ship, 15 tonnes per mineral for the normal containers, and 90 tonnes of a singular mineral for the monocargo containers. They directly extend the processed hold for a ship while it is attached, and can be released to have it either follow you around, stay in place, or return the ores to Enceladus Prime.

The containers fall into the contained category as you need them attached to transfer ore to them.

NT Mining Companions
Mining companions provide you an additional buddy when mining. They're certainly not the brightest, but leave them on their own for a moment and they will collect ores for you. Companions also have the option to deposit any ores they collected infront of your ship if you want to collect and process them, and you can refill them while on a cradle.

NT companions can fall into both categories, as much as they're primarily a releasable equipment, having them contained can still be useful as their grinders open up when you have your excavator open, and can act as an external cargo hold solution.

B8 Claim Beacon
Claim beacons are a releasable beacon that lets you create your own astrogation point anywhere in the rings, at the cost of requiring 1 000 E$ per day to operate, which can be topped up at any point. Claim beacons are useful in the fact that they don't require you to have an astrogator to be able to locate them, and also will provide you with a guaranteed event when you return to them as they attract a lot of attention (once per beacon, per dive).

Claim beacons are fitted in the releasable category as they don't benefit much from being on a cradle outside of being ready to deploy anywhere.
Choosing a Ship to Fit Your Needs - Part One: TNTRL Variants
K37 TNTRL
ΔV has a relatively diverse collection of ships. You have in total 20 to choose from, with most accessible directly from the dealership. This section (and subsequent sections going over ships) will look over how different ships compare, with the effectiveness of a ship being set relative to the starting K37 at a specific task, as it is the defecto jack-of-all-trades-master-of-none ship.

The K37 is a reasonably sized ship. You have a cargo bay that can hold a good handful of chunks or other objects, a thruster layout that is reasonable to move about with and is relatively balanced to fly with, 4 crew slots - one for each role, and a set of hardpoints that can make it effective at any task.

KX37 TNTRL
The KX37 is a relatively simple variant, as it is practically identical to the K37 outside of having a larger cargo bay and processed storage hold, and as a result, only benefits the user in the sense that it can hold more in the terms of ore in both forms, as well as small anomalies (floating bodies or serenity torbernite crystals). It is a little heavier, so do watch out for that too.

KTA24 TNTRL
The KTA24 lends itself to a small frame, with the front RCS thrusters being moved to the side. Those factors combined makes it an exceptional ship at salvaging derelicts, as well as being nimble enough for racing and combat. However, the size causes it to have a tiny cargo and processed hold as a result.

Runasimi KR37 TNTRL
The KR37, similarly to the KTA24, is a smaller vessel than the stock K37, but still larger than the KTA24. It still has a reduced cargo and processed hold, and is slightly smaller, but is heavier and hosts a Faraday cage instead of angled thrusters, making it exceptional at combat, but about the same as a stock K37 at salvage.

K44 MHFTR
The K44 is an oddball in the respects of the TNTRL line. It is the longest ship with the largest cargo bay with the largest processed hold of any ship in the line. However, it is the heaviest ship, especially considering it has a single torch, and it's high stress hardpoint has been traded out for two low-stress hardpoints at the rear of the ship.

It was initially designed to compete against the Prospector line of ships, however (at least in my opinion) it closer follows the design of a Cothon vessel, and more so acts as a smaller and more maneuverable variant of that line.

It can only be found as a derelict in the rings, the explicit details on how it spawns will be gone into later in the guide.
Choosing a Ship to Fit Your Needs - Part Two: Cothon Variants
Cothon-212
The Cothon-212 is a ship that benefits to the slower gameplay, using tools that aide in mining such as NT Companions or nanodrone mounts, due to the fact is is a very heavy ship, and lacks severely in terms of thrust, having only one torch and 4 RCS thrusters. This maneuverability may make it unsuitable for combat or other high-velocity doings, however the Faraday cage it possesses may benefit those who attempt to fight in it.

It lacks a high-stress hardpoint, and in return has two low-stress hardpoints at the rear, which can be fitted with most cradled equipment, nanodrones, or point defense weapons. It's extremely large cargo bay and processed hold benefits the use of an MPU alongside cargo containers, as you can fill one with roughly 3-4 times as much ore than you could with a K37.

Cothon-211 "Chonker"
Not much else about this ship compared to the Cothon-212. It does have a slighly larger cargo bay and excavator, with the latter being offset slightly. The size of the excavator combined with the Faraday cage makes it somewhat feasible to attempt to collect a singularity core, should one ever appear while you are using it.

Cothon-213 "Triplet"
The Triplet, like the 211, doesn't change much from the standard 212. This ship's benefit holds the fitting of three torch mounts instead of the usual one. This makes it considerably more capable at forward thrust, however it loses the Faraday cage as a result, and may make combat harder.

Cothon-217 "Bender"
This Cothon variant is arguably the most important one of the line. The change this ship makes over it's 212 counterpart is the change in the way the processed storage works. Instead of 6 separated holds, one for each mineral, this ship has a single variable hold that combines all minerals into a single total. It's total storage capacity drops by 1/3, however it can bring back bigger hauls by being able to take home more in terms of processed valuable ore.

This variant is the best segway into using the Titan line of ships for captains looking towards that class of mining.
Choosing a Ship to Fit Your Needs - Part Three: Prospector Variants
Eagle Prospector
The Eagle Prospector is a very big milestone for many captains. Compared to the K37, it's a considerably larger ship for it's weight, albeit having the high-stress hardpoint again swapped out, this time for two drone fittings. It's processed hold is double that of the K37, and a raw cargo bay roughly 30% bigger. It swaps out the excavator for grinders, which alongside being able to actively break ringroids in front of the ship, also help keep ore inside the bay when they're open, although not as effectively when they're closed like a standard excavator would.

Having a crew capacity of 6 also lends itself for more redundancy, as well as for crew that benefit by having multiple of (something else that will be gotten into later).

The thruster layout also provides for an extremely nimble craft, and the dual torch mounting also benefit greatly for it's forward movement.

Peacock Prospector
The Peacock Prospector doesn't differ too much from the design philosophy of the Eagle. It is identical in every aspect excluding how crew are managed. This vessel has a luxury interior, which although does reduce the crew capacity back down to four, it provides a morale stability point above zero, which is the only ship next to the OCP-209 to do this.

This ship is a little bit more expensive than the Eagle, so it is best worth it only if crew morale is priority, and you don't mind losing out on a couple of slots.

Pelican Prospector
The Pelican is the KX37 equivalent to the Prospector series. It hosts a cargo bay nearly double that of the stock Eagle, almost rivaling that of a Cothon, and has the grinders swapped out for a large excavator to handle the bay's larger girth.

Outside of the changes to the cargo bay, the Pelican has the same equipment and thruster layouts, albeit at a significant mass increase.

Vulture Prospector
The Vulture is the Prospector line's answer to the K37. It boasts an equipment layout almost identical to that of a K37, swapping out both drone points for a high-stress hardpoint, and shortens the cargo bay. The thruster layout remains the same, which may cause some imbalance, but is still very nimble.

What the Vulture gains with a K37 equipment set, it loses out on the crew side of things. It is the only vessel to have a negative morality stability point, requiring you to either make more expensive accommodations, or purchase drinks for your crew.

Bald Eagle
The Bald Eagle is a unique ship. It is the racer's vessel of choice, and removes most of the cargo bay in favor of a purely maneuverability layout, where a torch was fitted to either side of the vessel. What the ship lacks in cargo hold it gains in the form of raw maneuverability, making it less of a mining ship and more so a vessel ready for combat, or what it was intended for: racing.
Choosing a Ship to Fit Your Needs - Part Four: Titan Variants
Antonoff-Titan K225
The Titan is considered the end-goal of many captains. It builds upon the hauler-type of ship that the Cothons are, and improves on it by moving the processed storage capacity to external Cargo Containers situated in docking bays around the ship. These bays can be outfitted with most of the equipment that a rear low-stress hardpoint can be fitted with, with the exception of External Impact Absorbers. The ship's internal 7 tonnes of storage may seem misleading, when comparatively the ship can have up to 540 tonnes (total) stored externally through containers.

Many captains choose to replace a handful of the containers with either haul drones or point defense weapons, given their versatility, and the fact that 270-360 tonnes is a lot more manageable for a captain than the full 540.

Antonoff-Titan K225-BB Break Bulk
The break bulk variant of the Titan situates out the front four docking bays in turn for making the cargo bay roughly two and a half times larger. This ship boasts the largest bay out of the game's fleet, and makes it the best ship for hauling raw cargo.

The two rear docking bays can still be fitted with cargo containers, however due to the nature of the ship, most captains forgo them in favor of haul drones, and removing the MPU that is used in nearly all standard Titans to reduce the space taken up by equipment in the hold.

Antonoff-Titan K225 (modified)
This ship is considered hands-down the weirdest ship in the rings by most captains. Most only ever get to see one in their careers, if at all. It is obtained at the end of the missing sibling crew questline, and is noted by being the only Titan that can be found as a derelict (in the vanilla game[github.com]).

It replaces all 6 docking bays with torch fittings, giving it the highest potential thrust of any vessel. However the sheer number of torches can be expensive to not only fit (ZAP drives cost nearly 9 million to fit), and power as well. Many torches can still cause a thermal brownout before downtuning, even with the largest reactor, and many also need the help of auxiliary power units to provide the electrical power for.

This ship really only works for doing high-velocity manuevers such as racing or combat. Mining is possible (I have attempted and succeeded at it once), however it's not too feasible. In my opinion, it is the best ship for doing trading with the Ganymedeans, something else that will be gotten into later.
Choosing a Ship to Fit Your Needs - Part Five: Individual Ships
These ships do not have a product line associated with them, and come as individual vessels.

ND-LIS Kitsune
The Kitsune is an interesting vessel. It's the smallest ship in the game, and runs purely on RCS thrusters. It is still a nimble vessel, and can be very maneuverable with the right configuration.

What it gains in terms of maneuverability it lacks in terms of raw mining capability. It has the second smallest cargo bay (and the only expandable one, with the zero key used to toggle the torch being used to toggle it) behind the Bald Eagle. It's got the smallest processed storage, along side the KTA24, however the Kitsune has it's storage variable, making it much more useful to gather a lot of the same mineral.

I find it's best used for quick Obonto Habitat trading, or the renewal of astrogation targets.

OCP-209
The OCP is the most unique ship in the game. It's rather large and can be unwieldy for some, especially given that it's cargo bay opening is on the right hand side of the ship. In return, it is the only ship to be given two high-stress hardpoints, and can benefit as such. This ship is usually flown sideways as a result, which is an acquired trait for many.

Where it's size gets in the way, it's near-perfect symmetrical body makes it excellent at rotation, and even low-thrust thrusters can make it rotate fast, which can be useful as you can rotate it into a position where the torch is utilized for thrust.

It's cargo bay is the second largest in the game, just behind the K225-BB, and boasts a variable processed storage of 50 tonnes total. I feel it acts as a midpoint inbetween both of the major K225 variants.

Elon Interstellar Model E
The Model E (or EIME for short) is a rather unique vessel. It is the only one to boast a fusion reactor, which provides it with unparalleled energy capability, and a very large cargo bay. You have to properly try to overload the reactor, as it took me three uptuned CL-600Ps to overload it and an MPDG.

This vessel can do practically anything the K37 can but a little better. It's not as good at reversing as the K37 due to the thrust loadout, but can strafe and accelerate a lot better.

The ship's main upside is also it's Achilles Heel, as not only is it the jewel that makes the EIME so powerful, it also is the weakness by, like the vessel itself, really ♥♥♥♥♥♥ expensive to repair. A totalled EIME can cost a minimum of 750 000 E$ to repair for the reactor alone, nevermind other equipment.

Luckily for the case of the EIME, it isn't shelved for every use. The reactor is surprisingly impervious to mass driver ammunition, although any hard acceleration (via thrust or hitting something big), or overheating can still damage it a lot. It's more so a high price point for any miners experienced and/or careful enough not to hit it too bad. Maintenance drones can also be a lifesaver when using it, and the extra power production usually means that equipment can be uptuned to compensate for the lack of an additional tool.
Other Ways to Make Money - Part One: Trading
Trading with Habitats
Once you have access to an MPU, trading with Obonto Habitats can become an especially viable strategy to make money. Habitats will make offers of at least twice what the ore is worth at Enceladus, and in some cases up to 6 times when they're in desperate need, making it worth it even when considering the inefficiencies of the MPUs.

Habitats will only ever ask for iron, vanadium, platinum and palladium. Tungsten and beryllium, while useful for some industrial applications, aren't as readily useful to the habitats. Once you've mined out enough of an ore, you can dock with the habitat to transfer it over. Do note that heavier ships may have a worse time docking, and some manual input may be desired. Ships weighing over one kilotonne (1 000 000 kilograms) will be unable to dock, so for Titans that are running especially heavy, some of the containers may need to be undocked and asked to stay put while the rest is transferred over.

Trading with the Ganymedeans
The pirates can be a little intimidating at first, however if you do choose to be nice with them and make allies, you can open up a whole new section of trade with them once you get a good enough standing.

Once you've reached enough support standing, Ganymedean vessels will sell you either a cargo container full of minerals for 100 000 E$, or a derelict ship for 200 000 E$. Both can be worth it, even if the ship is a derelict K37, as even a K37 fitted with the cheapest equipment can sell for over 200 000 E$. The containers can be a little harder to deal with, as you need to have a ship nimble and fast enough to catch them, then an arm or a free cradle to collect them. A cradle is preferred in this case, as once caught, it will reprogram the container to act as your own, where you can release it to be sent back to Enceladus without a worry. My personal ship loadout for this task is listed later on this section.

The Ganymedean Anarchy Station can provide a whole new aspect to trading. If you don't find it randomly in the rings or from a big lidar contact, Ganymedean vessels will have a chance of sharing the coordinates straight up when you have an exceptional standing with them. The station not only offers you drinks and the ability to purchase containers (ship offers are only granted from vessels), you also can sell them mass driver ammunition or nanodrone components at around 2 times market value, however it randomly selects one of the two every week.


Collecting the Rogue Containers
The containers not only are purchasable from Ganymedeans, but can also be found randomly in the rings. They're very feisty, and can take a lot to capture, so this is the section where I give my preferred loadout for collecting these.

This can be done in any vessel, however I prefer to use either an EIME or a Vulture Prospector as both have cradle hardpoints far forward enough to be able to simply have the autopilot lock onto the container and have them grabbed easily.

Hardpoints: high-stress has maintenance drones as this task can be repeated A LOT (the last time I did a Ganymedean run, it lasted well over 13 hours of actual gameplay and netted me over 17 million E$), and both low-stress have standard cargo containers. These are ditched the moment we get to the rings, and are the cheapest ones that have the cradles in the front position.

Thrusters; anything high thrust for the RCS. K44s or K69Vs are a good pick. Torches again are high-thrust, such as the experimental NPMPs. This one can be up to debate for what you prefer.

MPU: Voyager to print nanodrones for repairs and for the high remass reclaimation.

Everything else can be based on preference, really only the MPU and hardpoint equipment matter. It's also a good idea to have a Phage station on hand and a hacker crewmate for easier remass.
Other Ways to Make Money - Part Two: Salvage
Salvaging ships for money is always a possibility, albeit reliant on chance in many cases. You mostly want a manipulator arm for this, so any ship that can mount one is viable. You're only able to take back derelict ships or pirates, anything with an active transponder you won't receive (but you can still blow up for the lifepod).

Salvage can come from other methods too, such as recovering drones from the minefields you occasionally see, which can be somewhat profitable too as each is worth 200 000 E$.

The AI ships (both the ATLAS Edgerunner and the Hybrid (aka. Dorito)) can be worthwhile targets as well, but you might need a more combat oriented salvage vessel for those.
The Edgerunner can be a bit feisty, but usually has to be attacked first so you can get the upper hand. The quantum computer it drops is worth 250 000, but is inert and not hard to bring back.

The Hybrid on the other hand is a different matter. It's very ferocious and can come out of nowhere. It attacks a lot with it's microwaves, requiring you to have your own EMP resistance or protection, through either a Faraday cage, or a HUD that provides resistance to it (HAL9000 or OCP HUDs). The ship can be blown up semi-reliably with higher power equipment, although microwaves tuned to high thermals (water resonance) can finish it off quickly too, PDMWGs being the preferable choice. The core it leaves behind is a whole other story however, as not only does it have a constant EMP effect around it, is also has a push-pull effect depending on your distance to it and it's poles. There is a lot of info to go on about it, however too much to say here, so if you want to look up the specifics, read about it on the wiki page for it here[delta-v.kodera.pl].
Other Ways to Make Money - Part Three: Dealership Flipping
The dealership will occasionally see ships on sale that are damaged. These usually go on sale for much less than other ships of their type that are ready to fly out of the box, and can make sense to buy and repair up if you're shorter on cash and can afford the time. The same can be said of reselling ships to make a profit.

The first thing to consider are any losses incurred when selling. You of course have the cost to repair, which can be reduced with insurance, but there is also the consideration that ships are worth 10% less when selling back to the dealership, and extends to every installed part. Keep this in mind for later.

The first thing to look for are ships in particularly bad condition. Ones with fewer damaged parts can still make a profit, but considering the fact that repair efficiency drops exponentially the more repairs are made, you want one that will benefit the most with a lot of repairs. The examine ship tab can provide info on the status of equipment. You want to look for a ship with a lot of parts at 30-40% health and below.

Once you've found a ship that has a sizable number of repairs needed, you should start repairing parts to around 80-85% (if you go over a little, that's ok). Repairs past this point often cost a lot more than they're worth.

After making the repairs, the next step is to go through the equipment and change out every single piece for the cheapest option for every slot. This will net you a little extra bonus, as even though the ship will sell for 10% less than it's worth, this doesn't apply for trading in equipment. This isn't necessary, but can provide a little extra cash for a ship. Once this has been done, the equipment will finish being repaired and replaced out with the new stuff.

Once the ship is done, you just need to wait and it can be sold for a profit. This strategy can also work for flipping derelicts or other ships that you no longer want.
Crew
Crew are an important part of the game. They can help track down ships, value ores, help with repairs, and so much more. There are also a few other hidden agenda items that a crew can have next to their profession, which I'll briefly go over in this section. Other guides go over this in better detail, and this is rather a note on who is what.

Sick Crewmate - Asks for extra cash, breaks and may ask for salaries more often. Refusing to pay may make them leave.

Missing Sibling - Source of the K225 modified. Asks to look around for their sister, directly tied in with SRA-01.

Missing Child - Looks for their child, can be lost at the end when they ask to board their child's ship.

Cat Lover - Makes notes on rodents until a mention of a cat is found on the ship. Several hints prior to it.

AI Hater - Makes comments on the various AI ships and stations in the rings. Quarrels with the Hacker.

Hacker - Can provide discounts at Phage Stations and can hack into hostile pirate ships. Quarrels with the AI Hater.

Ex-Anarchist - Has previous dealings with the pirates, can get you out of situations with them.

Singer - Occasionally sings, letting them sing makes them happy. Goes to sing on the Ganymedean Anarchy Station from time to time, and can get you out of situations with them. Can be lost if you don't let them sing.
Footnotes
Section for notes too small to fit into other sections, or referenced for later but didn't have a dedicated section yet.

  • Derelicts spawn based on a default spawn chance and money ceiling. The specifics of which can be found on the wiki page here[delta-v.kodera.pl].

  • Faction standings can be affected more than who shoots who, such as letting pirates go without extortion or getting aide from a crewmember.
Conclusion
I hope that this guide helps in some form. Once again, there's a lot in it and I probably missed something, so feel free to comment if there's anything additional that anyone would want or feel needs clarifying more. I do need to put in images and maybe videos at some point, but I'll prioritize any requests for stuff people are confused on first however.