That's okay, since I finished my mine functionality Thursday (and gave myself the "Boom-Da-Yada" achievement

couldn't resist

I wanted to test it to be sure and not declare early victory like I did a few weeks ago with my glorified homing missiles

They are a near-perfect, fully featured implementation...
Here's what my mines do...
ANY ship entering it's activation radius triggers the mine to explode
Fighters do not trigger the mines (wasteful of 1000 damage points)
Ships do not lock onto it with normal weapons, at all
Damaging the mine with abilities triggers it to explode
Player spawned mines drift
When it explodes:
It destroys itself in a timely fashion (while ships are still in radius)
Damages/destroys all ships in range, with 5 damage levels/radii
Problems: (I'll tell you these too)
Neutral world minefields don't drift (unless their ability is interrupted)
They like to explode when or just after the ships start to explode, so I'll fix timing... (1.1 may fix this?)
I sent a fleet consisting of one of every ship in SINS from every race through in a tight formation, and they only made it half way through the gravity well before they were all destroyed, and it only took 18 mines, so now I know why they didn't put it into the game, they are overpowered and break the game.
It's fun to send big fleets through to see them explode, and it's a great way to test and compare explosion effects! (I may rely on SINS 1.1 explosions since I have heard they are much improved)
I still have lots of time to fill out the mine system and infrastructure, and will wait for 1.1 to merge with the fileset, squash bugs, and make them better/fuller...
Boom-Da-Yada!!!