Show us your platform designs!
Transportation platforms, space science platforms, and resource collection platforms!
Space Platforms
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- Burner Inserter
- Posts: 11
- Joined: Fri Jul 19, 2024 3:09 pm
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Re: Space Platforms
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.
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.
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.
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.
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.
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.
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- Manual Inserter
- Posts: 4
- Joined: Sat Nov 28, 2020 5:27 pm
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Re: Space Platforms
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...
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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Re: Space Platforms
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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- Manual Inserter
- Posts: 4
- Joined: Sat Nov 28, 2020 5:27 pm
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Re: Space Platforms
Neat idea, funny how I missed that. It allowed me to reduce the mass by 3 tons!MeduSalem wrote: ↑Wed Oct 30, 2024 7:07 pmYou 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.^^
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...Especially once you also plate hub extensions that need to be connected to the hub, but which inserters sadly cannot interact with.
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.