Space Platforms

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Lord Bumbleton
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Space Platforms

Post by Lord Bumbleton »

Show us your platform designs!
Transportation platforms, space science platforms, and resource collection platforms!
Sphinx
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Re: Space Platforms

Post by Sphinx »

I deliberately didn't look at how to build a good ship because I wanted to figure it out myself.
The only thing I looked at was the ship in the trailer because I had no idea how to start.
The first version was ok to take me to the first planet. But I didn't know that there were also larger asteroids flying around there. that's why it took damage in the rear. It also wasted an extremely large amount of ammunition on asteroids that were no danger at all. Therefore, ammunition is stored in the central control unit when there is enough and issued when there is too little.
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The second design then took over what I had learned. Also, more weapon damage upgrades helped me need fewer turrets. The turrets have moved further into the center and therefore no longer cover as much of the outer area. This saves ammo.
I built a little carousel for the captured asteroids, of which I am quite proud as a buffer. The whole carousel is read out and if there are too many asteroids of one type, a filter signal is sent to the poor things and the corresponding type that is there too much is thrown overboard.
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It's not the fastest ship, but it now gets from point A to point B without any problems and can also park in orbit with asteroids without taking damage.
Now I'll upgrade it a bit more for new ships and then it's on to planet 2. Let's see when I need the next ship upgrade.
jdrexler75
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Re: Space Platforms

Post by jdrexler75 »

Look ma, no belts!

My minimal (108 tons) space platform that got me to Gleba and back. The asteroid collectors store the grabbed chunks in their own storage until they are needed. If there are too many of one type, they are dumped. (Or rather the constant combinator sets the target count.)

Everything gets supplied directly from the hub. After my first design with two collectors and furnaces ran out out of ammo while parked at Gleba, I upgraded to three each. Maybe two would be enough after some damage buffs though...

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MeduSalem
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Re: Space Platforms

Post by MeduSalem »

jdrexler75 wrote: Tue Oct 29, 2024 11:15 pm Look ma, no belts!

Lol... madlad. ^^

You could improve the layout if you would put all the chemplants directly next to each other undernath the hub. Then you would not need the long-handed inserters to reach them. Place the ice processing chemplant in the middle, the 2 fuel plants left and right from it. Make it such that the water output from the ice processing faces to the hub so it can be input to the fuel processing chemplants since their output faces downwards.^^
That one gun turret below the hub, you could place the gun turret below the line of chemplants and reach that one using the long handed inserter because it has a lower priority anyway because it will only deal with the occasional stray asteroid going for the sides/aft-section.


Anyway I knew it was possible. I kinda did a direct-insertion platform myself for most part for the machines, but I still move the ammo to the turrets and get the chunks to the crushers with belts.


But anyway, I also found that such a design is not scalable for later needs.

Especially once you also plate hub extensions that need to be connected to the hub, but which inserters sadly cannot interact with. So that will be limiting the accessible area of the hub.

So I will likely not do as much direct-insertion in further designs.
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Re: Space Platforms

Post by jdrexler75 »

MeduSalem wrote: Wed Oct 30, 2024 7:07 pm You could improve the layout if you would put all the chemplants directly next to each other undernath the hub. [...]Make it such that the water output from the ice processing faces to the hub so it can be input to the fuel processing chemplants since their output faces downwards.^^
Neat idea, funny how I missed that. It allowed me to reduce the mass by 3 tons!
Especially once you also plate hub extensions that need to be connected to the hub, but which inserters sadly cannot interact with.
That last bit... you just ruined all my plans and now I'm sad. Well, better to find out now rather than wasting a few hours and banging my head against the wall afterwards...

That feels like a bug at first glance, but it would probably make space platforms a little too trivial to scale, yeah. It would be helpful to have that info in the item description however.
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Re: Space Platforms

Post by nsdemon »

My streamlined travel ship
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MeduSalem
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Re: Space Platforms

Post by MeduSalem »

jdrexler75 wrote: Wed Oct 30, 2024 10:43 pm That last bit... you just ruined all my plans and now I'm sad. Well, better to find out now rather than wasting a few hours and banging my head against the wall afterwards...

That feels like a bug at first glance, but it would probably make space platforms a little too trivial to scale, yeah. It would be helpful to have that info in the item description however.
Yea, I also found out the "hard way". Because as said, I tried direct insertion for everything too. And the only thing that works is the center hub piece. ^^
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Re: Space Platforms

Post by Sphinx »

This is my MK3 ship i have designet to reach to Aquilo. Some asteroids came close but in the end it made the trip. I just removed 1 fuel line from 2 engines to give my weapons more time to deal with the asteroids. I can enable them when I'm in space between the first 4 planets.
It just needs some healthy storage of rockets an ammunition in the hub.
I thought about using better ammo for the gun turrets, but i think i need to much space for only around double the damage. And the small asteroids are no problem. It took it's time to get enough asteroids captured initially to run smooth...especial water is a problem at first because the nuklear reactor uses to much.
I have to state that i have all ammo upgrades and explosive upgrades unlocked. No endless upgrades so far.



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Re: Space Platforms

Post by MorningDewd »

This is my third space platform. My first wasn't able to return to nauvis because it had no fuel left and slowly got destroyed by asteroids.
My second platform wasn't able to make it back because i didn't have enough ammo loaded. That time i was boarded and lost my power armor and quite a few quality resources from Fulgora :(

This is my third iteration. It has two collectors. Excess resources are directly ejected from the left one. The right one buffers into the hub, which throws out excess to the front.
Resources are processed directly at the left collector.
Iron Ore for ammo is passed through the hub and manufactured on the right hand side. I buffer 1k ammo and have enough fuel for two trips back to back.
Since two collectors are not a low for colleting ice i also added a water tank.
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Re: Space Platforms

Post by MorningDewd »

This was my first space science platform. It accidentally kind of turned out to look like a dragons head. It has some problems with backlog but produces enough space science.
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This is an improved version with no backlog problems and more production. It has four ice collectors because that seems to be the most sparse/needed resource.
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armagin
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Re: Space Platforms

Post by armagin »

Here's my cute little spaceship. I call it "The Purple Pateter"

Designing it was a lot of fun. I tried not to look at too many other people's designs.
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DaveMcW
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Re: Space Platforms

Post by DaveMcW »

300 km/s using only basic components.

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Mango
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Re: Space Platforms

Post by Mango »

I'm quite proud of his one :)
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Hm.... so we have a mystery donor... intriguing.
mmmPI
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Re: Space Platforms

Post by mmmPI »

377km/s using only basic component (apart the hub)
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"Calm" because it's so long you can't hear the turrets at the front if you are looking at the hub.

It's designed for a little less top speed, this is achieved in the 2nd part of the trips with the 10km/s.

Turret priorities are made so gun turret only target medium asteroid and laser turret the small ones.

Require Fusion cell supply every few days, can hold quite the stockpile in its 56 cargo bays.

Has some circuitry for fun, alarms and lamps to indicate if it takes damage or if ammo/fuel/asteroid chunks are withing requested threshold, this part is still wip.
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Re: Space Platforms

Post by mmmPI »

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Small ship using a single constant combinator to manage the storage of everything and avoid overload of things, without dumping them into space.

cellularmitosis
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Re: Space Platforms

Post by cellularmitosis »

How fast can you fly on one chem plant each for fuel and oxidizer, with no fluid tanks?

I humbly submit the Space Needle, v2
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Re: Space Platforms

Post by mmmPI »

cellularmitosis wrote: Wed Nov 06, 2024 9:06 am How fast can you fly on one chem plant each for fuel and oxidizer, with no fluid tanks?
Quality allowed ? :D

I made this "rare ship" with a disclaimer because it worked fine in previous game with less turrets but more research, with less than 140% damage ( the first one or two "space-science-projectile-damage-research" it's dangerous to fly at full speed ). It doesn't need battery to go to Vulcanus, but they are necessary for Fulgora, they just allow a back and forth trip to Nauvis where charging is quite fast.


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Lightyn
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Re: Space Platforms

Post by Lightyn »

Wanted the challenge of getting nuclear power working in space. We use it as a hauler and colony feeder. Haven't tested this beyond Aquilo yet so no guarantees it can handle the bigger asteroids out there. I used a modified version of Mbas's fuel injection system here: 118009 to optimize engine efficiency. Blueprint string in two halves (is big)...

EDIT: It's using green belts in the blueprint but blue belts work fine.
1o2
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Re: Space Platforms

Post by Lightyn »

2o2
IjstWannaSleepPlzUwU
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my firts space ship

Post by IjstWannaSleepPlzUwU »

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