Space Platforms

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the_potty_1
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Re: Space Platforms

Post by the_potty_1 »

I was quite pleased with my earlier ship, turns out it's got an issue. I ran out of water and got stuck orbiting Gleba. So I took a hard look at the ship, and clearly, it's got too many solar panels. Peak power usage seems to be around 600kW, but it's producing 3.3MW. It weighs 239 tons, and that inertia means more water is needed to get it moving. Max speed was around 133km/s.

So I stripped it down, and added a water tank. In terms of fuel density, it's three times better to store fuel as water rather than further refined. This assuming the other asteroids remain at their current abundance, which they will because I'm not heading to Aquilo without advanced asteroid processing. I managed to get it down to 180 tons, then went berzerk and added two more engines. I dunno, I seem to have misunderstood the brief.

Final analysis, it weighs 224 tons, has double the fuel storage, plus a new water tank, but unfortunately has the style of a cheap brick. On the other hand, it's more than doubled it's speed, on the OTHER other hand, it now actually ran out of bullets on half it's turrets because it's seeing the same number of asteroids in half the time. Still didn't take damage, but on a longer trip, .. well as the saying goes, if it runs out of bullets, we can kill it.
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eugenekay
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Constitution Class

Post by eugenekay »

Constitution Class.png
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Presenting: the iconic United Federation of Planets Constitution Class of Heavy Cruisers. These Platforms cycle through the inner planets following some basic Circuit conditions. With 1 137 Tons of mass each one requires a substantial investment in Rocket capacity, but as the class is capable of extended mission cycles it is a worthy Investment for Engineers venturing into Space for the first time. Featuring:

- Large Saucer section filled with generous Cargo Bays, vast Accumulator array and adaptive Solar blankets covering the forward deck. These can be easily removed for access to the integrated Sushi Bus to suit your manfuacturing needs.
- Supplies to construct an Embassy-Industrial complex, such as a fully-equipped Tank, Portable power Plant, Assembling Machines, Chemical Plants, and an entire Rocket Silo, in case negotations with local Natives necessitate a quick retreat to the safety of Orbit!
- Powerful Engineering section! Automated Reactor fuel management by Inserters yields economical operation of the Fission Reactor, extending your Fuel Cell budget. The onboard Manufacturing facilities that ensure basic Starship materials are always available, far from the nearest Starbase.
- Integrated Circuitry controls the flow of Fuel and Oxidizer between the Nacelles, increasing Efficiency of the Thrusters at Impulse speeds. Adjust the signal P to control the Pump strength, at the cost of Thruster efficiency; and the signal L is the absolute Speed Limit to maintain safe operation in dense Asteroid fields.

Buyer Beware: The hardened hull is not rated for Deep Space journeys! Upgrading to Quality components as they become available will enable you to venture farther, faster, to grow the Factory.
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the_potty_1
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Re: Space Platforms

Post by the_potty_1 »

Done for now, it's 'the One'. 225 tons, speed probably around 180km/s, 2 engines, dual ice collectors, and a ton of fuel storage.
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Re: Space Platforms

Post by barbanel »

Crab
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Re: Space Platforms

Post by mrvn »

Lightyn wrote: Thu Nov 07, 2024 7:25 pm 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
At 99% laser resistance and 5000 health handling huge asteroids will be futile.

And what do you need all that storage space for? I could see this for Promethium storage but with just lasers that's a no go.

How many rocket silos per planet do you have that you can fill this ship up with stuff in less than a year? And what do you even trade at those volumes? Planets are basically self sufficient. Before Aquilo all you need to trade is Science packs and Bioflux and the occasional building / stack inserter. Looks like you want to carry everything to build a megafactory from stores on every planet. :)
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Re: Space Platforms

Post by the_potty_1 »

I had a science platform orbiting Nauvis, nothing special but it did have a full load of space science. Then I decided to move all science to Gleba to avoid science decay. Honestly I should have just built a new platform above Gleba, but I kitted the platform to make a single trip to Gleba.

The first attempt made it as a smoking ruin, but all 3 asteroid harvesters were destroyed, so the platform couldn't make bullets and was basically doomed.
So I optimised, this one made the trip without taking a single hit. Slowly. Soo very slowly.
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Re: Constitution Class

Post by BraveCaperCat »

eugenekay wrote: Thu Nov 28, 2024 3:39 am Constitution Class.png

Presenting: the iconic United Federation of Planets Constitution Class of Heavy Cruisers. These Platforms cycle through the inner planets following some basic Circuit conditions. With 1 137 Tons of mass each one requires a substantial investment in Rocket capacity, but as the class is capable of extended mission cycles it is a worthy Investment for Engineers venturing into Space for the first time. Featuring:

- Large Saucer section filled with generous Cargo Bays, vast Accumulator array and adaptive Solar blankets covering the forward deck. These can be easily removed for access to the integrated Sushi Bus to suit your manfuacturing needs.
- Supplies to construct an Embassy-Industrial complex, such as a fully-equipped Tank, Portable power Plant, Assembling Machines, Chemical Plants, and an entire Rocket Silo, in case negotations with local Natives necessitate a quick retreat to the safety of Orbit!
- Powerful Engineering section! Automated Reactor fuel management by Inserters yields economical operation of the Fission Reactor, extending your Fuel Cell budget. The onboard Manufacturing facilities that ensure basic Starship materials are always available, far from the nearest Starbase.
- Integrated Circuitry controls the flow of Fuel and Oxidizer between the Nacelles, increasing Efficiency of the Thrusters at Impulse speeds. Adjust the signal P to control the Pump strength, at the cost of Thruster efficiency; and the signal L is the absolute Speed Limit to maintain safe operation in dense Asteroid fields.

Buyer Beware: The hardened hull is not rated for Deep Space journeys! Upgrading to Quality components as they become available will enable you to venture farther, faster, to grow the Factory.
Looks... flat compared to how I remember it. And also, which enterprise? (really, the 2D nature makes it really hard)
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Re: Space Platforms

Post by jdrexler75 »

I present the B.O.A. Constructor. Taking ISRU to eleven: A space platform that builds its own materials and items for future expansion. (Originally I scaled the rocket production on Vulcanus only to be sufficient for the science, and decided to see with how few "unscheduled" rocket launches I could get away with to build a platform destined for my first trip to Aquilo.)
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It only needed a handful of rocket launches, initially some manual recipe switching and foundry rotating, and since then it's been building platform foundations in a fully automatic fashion, with the foundry switching between melting and crafting recipes as needed. The crusher also reprocesses chunks as needed, when not creating ore and calcite. About every hour I need to drop the ice down to Vulcanus where I use it for making water (spacing it would also be an option). The assembler makes ammo as a priority, then other items such as electronics as requested and space platforms when nothing else is needed. Asteroid chunks are stored in the collectors with but a few in the hub for processing. Probably didn't need all four, one or two would be enough, they spend most of the time being completely full anyway.

Platform production is lower than I would've expected, only about 4 per minute, switching recipes cuts the efficiency much more than I thought. Still I find it an interesting proof of principle and am kind of proud how well it works. I'll leave it running for an hour or two and then eventuakky kit it out for the trip...



The blueprint has a bunch of uncommon/rare entities that I had laying around in the factory, but I don't think that's really needed. Is there a way to blueprint everything ignoring entity quality?

Anyway, this is the form it has after crafting some of its own entities such as the second turret and the fluid tanks, pipes, and the logic boxes, as well as the required platform bits to place them.
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Re: Space Platforms

Post by mrvn »

the_potty_1 wrote: Sat Nov 30, 2024 8:38 pm I had a science platform orbiting Nauvis, nothing special but it did have a full load of space science. Then I decided to move all science to Gleba to avoid science decay. Honestly I should have just built a new platform above Gleba, but I kitted the platform to make a single trip to Gleba.

The first attempt made it as a smoking ruin, but all 3 asteroid harvesters were destroyed, so the platform couldn't make bullets and was basically doomed.
So I optimised, this one made the trip without taking a single hit. Slowly. Soo very slowly.

Science single move.png
Two major problems with this design:

1) Wider than long. Do the turrets even reach the edges of your platform?
2) you need about 4 furnaces for even one AM3 making ammo. And you pretty much need one AM3 going full speed to keep up with ammo consumption.

Oh, and asteroids aren't really vulnerable to laser fire :) Also the sun doesn't set in space so accumulators? At no point is the space platform in the shadow of the planet. They picked the orbit well. :)
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Re: Space Platforms

Post by mmmPI »

Actually small asteroids can be destroyed easily by laser which saves ammunitions one just need to set priority properly.

Accumulators are very useful to deal with peak consumptions amongst other things.

You don't need an AM3 producing ammo, it really all depend on your speed and damage upgrade.
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Re: Space Platforms

Post by eradicator »

Legendary Multipurpose Prototype
  • Cargo: 5109 slots (optionally holds ammunition reserves)
  • Maximum Speed 215km/s
  • Weight: 2967t
  • 6000k promethum storage facility.
  • Destination-based automatic speed control.
  • High-precision triple-fuel injection system allows fine grained control in 1% steps.
  • No-waste dual asteroid reprocessing in the drive gondolas.
  • Independant fuel production per drive.
  • Centralized circuit bus allows easy expansion of control systems.
  • Inspired generations of future explorers to go to yet unseen places!
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Mod support languages: 日本語, Deutsch, English
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Re: Space Platforms

Post by BlakeMW »

I wanted to see how small I could make a ship that is actually practical and worth using:
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Naturally it uses landmines because they are OP and hopefully getting nerfed one day. While it could be even smaller if it uses launched landmines, by launching steel and explosives you get something like 600 landmines per rocket, instead of only 100. That should be enough for 3-4 round trips in the inner systems, and the occasional launch of steel and explosives seems like a fair trade for the very low number of initial launches, moderately high speed and ability to travel more-or-less non-stop: features that are difficult to get with other tiny ships. Seems worth considering using as a personal runabout ship.

It requires only 6 launches to build and make a round trip, 7 launches (more steel and explosives) to make a bunch of trips. It can travel with ease between any of the inner planets. It can do Aquilo too if the landmine "fists" are extended a few tiles, I'm not sure exactly what explosive upgrades level is "required" but I tested it with a sensible level for when you've researched Aquilo. Also Aquilo trips will lose some platform so that's a consumable too. Don't park at Aquilo, or if you do, use more landmines along the side.

It exploits the fact that landmines can detect the presence of nearby asteroids through the vacuum of space and blow them up before they can reach the Grabber. The Grabber never gets hit. The landmines are a perfect defense even with the big hole in the front.

Since its rear is undefended it also needs some repair packs if it's going to be parked somewhere other than Nauvis (though I think the engine can be protected by landmines flanking it, but frankly getting smacked in the rear is something that happens very infrequently and repair packs easily handle it). Parking long-term at a location that can't launch supplies is not really advisable of course.

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Re: Space Platforms

Post by mrvn »

BlakeMW wrote: Mon Dec 02, 2024 11:11 pm
So they act more like claymore mines than landmines then.
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Re: Space Platforms

Post by BraveCaperCat »

eradicator wrote: Mon Dec 02, 2024 10:21 pm Legendary Multipurpose Prototype
  • Cargo: 5109 slots (optionally holds ammunition reserves)
  • Maximum Speed 215km/s
  • Weight: 2967t
  • 6000k promethum storage facility.
  • Destination-based automatic speed control.
  • High-precision triple-fuel injection system allows fine grained control in 1% steps.
  • No-waste dual asteroid reprocessing in the drive gondolas.
  • Independant fuel production per drive.
  • Centralized circuit bus allows easy expansion of control systems.
  • Inspired generations of future explorers to go to yet unseen places!
Warning Endgame Spoiler
Blueprint?
Also I like your ship's hull design.
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Re: Space Platforms

Post by Shadow_Man »

Interstellar
A space platform designed to reach the solar system edge (and some more, enough for Shattered planet 3 achievement), collect some promethium and return to Nauvis to craft Promethium Science Packs.
The speed is adjusted automatically, depending on the current route (you can ajust zone minimum speeds in arithmetic combinators). Promethium collection and return are also automatic.
The design is rough, was made just for work.
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Re: Space Platforms

Post by the_potty_1 »

mrvn wrote: Mon Dec 02, 2024 7:46 pm Two major problems with this design:

1) Wider than long. Do the turrets even reach the edges of your platform?
2) you need about 4 furnaces for even one AM3 making ammo. And you pretty much need one AM3 going full speed to keep up with ammo consumption.

Oh, and asteroids aren't really vulnerable to laser fire :) Also the sun doesn't set in space so accumulators? At no point is the space platform in the shadow of the planet. They picked the orbit well. :)
I built wider to reduce speed, there's some weird 'space drag' logic in-game. The turrets cover exactly the width of the ship. As I said, it was a once off trip to move from nauvis to gleba, so I didn't need to build for rapid reloading. It took like half an hour to fill those belts with ammo, if I'd left before, I'd have taken damage or even lost the ship. As soon as I finish researching advanced asteroid processing, I'm rebuilding this ship to supply Gleba with copper, iron, steel, copper wire, and space science.
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Re: Constitution Class

Post by eugenekay »

BraveCaperCat wrote: Sun Dec 01, 2024 12:28 pmLooks... flat compared to how I remember it. And also, which enterprise? (really, the 2D nature makes it really hard)
The original Outline was modeled on the hull lines of the Constitution Class, of which Captain Kirk’s NCC-1701 is the most famous example. The version shared above was downsized to 1:2 scale; I am also working on a full-size version which is closer to the shape of the original, but at 3700 Tons it already exceeds the Blueprint post-size limit, without a completed saucer section.
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Re: Space Platforms

Post by mrvn »

the_potty_1 wrote: Tue Dec 03, 2024 7:31 pm
mrvn wrote: Mon Dec 02, 2024 7:46 pm Two major problems with this design:

1) Wider than long. Do the turrets even reach the edges of your platform?
2) you need about 4 furnaces for even one AM3 making ammo. And you pretty much need one AM3 going full speed to keep up with ammo consumption.

Oh, and asteroids aren't really vulnerable to laser fire :) Also the sun doesn't set in space so accumulators? At no point is the space platform in the shadow of the planet. They picked the orbit well. :)
I built wider to reduce speed, there's some weird 'space drag' logic in-game. The turrets cover exactly the width of the ship. As I said, it was a once off trip to move from nauvis to gleba, so I didn't need to build for rapid reloading. It took like half an hour to fill those belts with ammo, if I'd left before, I'd have taken damage or even lost the ship. As soon as I finish researching advanced asteroid processing, I'm rebuilding this ship to supply Gleba with copper, iron, steel, copper wire, and space science.
Just producing enough ammo ahead of time is a good plan. I do that too. But even for a once off having 2 furnaces with 1 assembler would have been twice as fast to get ready compared to the 1 furnace with 2 assemblers you have. And hey, with 2 furnaces you can supply iron and steel to Gleba right away. Or twice the iron, which I would do. Let Gleba make the steel if needed.

And is it really going to be a single trip? Don't you want to send that ship to Vulkanus and pick up some foundries?

As for avoiding the science decay you might want to rethink that. Look at the Biolabs. They consume only half the science bulbs for the same research and have more slots for productivity modules. But you can only place them on Nauvis. When you unlock them you want to move science back to Nauvis because you loose less than 50% due to decay and get more out of it overall.

Shipping a rocket full of each science pack from Nauvis to Gleba and doing some research locally seems smart. Enough to unlock Biter Capture but after that I would go back to Nauvis. Duplicating the whole science production on Gleba seems pointless giving the Biolabs.


PS: You reached 69.95 km/s. I think my longer than wide ships that are just a bit larger area wise are slower and it still plenty fast enough for me.
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Re: Constitution Class

Post by BraveCaperCat »

eugenekay wrote: Wed Dec 04, 2024 5:19 pm
BraveCaperCat wrote: Sun Dec 01, 2024 12:28 pmLooks... flat compared to how I remember it. And also, which enterprise? (really, the 2D nature makes it really hard)
The original Outline was modeled on the hull lines of the Constitution Class, of which Captain Kirk’s NCC-1701 is the most famous example. The version shared above was downsized to 1:2 scale; I am also working on a full-size version which is closer to the shape of the original, but at 3700 Tons it already exceeds the Blueprint post-size limit, without a completed saucer section.
Wow. Also, when I said "Which Enterprise" I wasn't thinking about other constitution class ships, I was thinking more like "Which constitution class" (because there are obviously more than one, there was constitution, constitution 2 and constitution 3 class ships at some point in time. the NCC-1701-A is a famous example of the constitution 2-class). Then again, it does kind of look like the galaxy class blueprint available in this same topic.
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Re: Space Platforms

Post by Khazul »

Promethium Science / Shattered Planet Runner
12-05-2024, 00-55-07.png
12-05-2024, 00-55-07.png (1.34 MiB) Viewed 6 times
Cargo: >4.5K slots + 12.8K Promethium belt based storage.
Max Speed: 315(-g)/335(+g) @ 4788 fuel flow
Min Speed: 74(-g)/93(+g) @ 240 fuel flow
Power: 1.3GW (Fusion Reactors) + Solar for startup power while reactors fuel is loaded and reactors start.

Production:
Gatling Ammo (Yellow): >2000 rounds/min
Rocket Ammo (Yellow): >2600 rockets/min, (+red ~ 60 rockets/min - just 2 turrets and they make quite a difference)
Railgun Ammo: 520 round/min
+ Repair packs
Fuel: >4K units/sec
Promethium Science: 4.8K min (can convert around 5k biter eggs in a couple of minutes)

Electronics / AI (Artificial Idiots) Crew :
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Navigation:
- Auto select safe speed for each route from 300Km/s down to 100Km/s
Helm:
- Accurate speed control with within +/- 1Km/s once settled and often within +/-0.1Km/s of 0.5Km/s over desired speed.
- Handles gravity shifts
- Slows down for unusually high asteroid density and other exception situations.
Engineering:
- Pulse Density Modulator controlled fuel flow (AKA '(Im)Pulse drive') for precise control @ +/- 1 unit/sec over time or <+/-0.05unit/sec per thruster over time.
- Real time variable fuel flow to maintain desired speed.
- If fuel in tanks is low, can force fuel limited low speed below production amount to allow recovery.
- Inertial dampeners - (Just to keep the Trekkies happy) A dampening system for ship inertia/fuel flow as part of the speed control feedback loop. This is what keeps the speed near constant.
- Fancy 'Black Body Radiation' style lighting for fuel flow monitoring - continuous through black, deep red, red, amber, yellow, light yellow, white.
Damage Control:
- Slow down to low speed for 30 seconds if any damage taken to give time for repairs, also engages panic mode
Tactical/Ammo:
- Ammo level in hub monitored to cause slow down if low ammo
- Ammo usage relative to average use is monitored to detect unusual surges in asteroid density and effect slow mode / panic mode.
Captain:
- Panic mode 'just f****** shoot everything!!!'. Weapons mode auto-switched between ignore unlisted targets and shoot everything in exception situations (damage/wall of huge asteroids etc)
Production:
- Auto recipe selection for asteroid reprocessing based on current need - Can auto adapt to diet of only one asteroid type.
- Production monitoring for active garbage ejection to avoid deadlocks in multi-output processes.
- Monitoring and control of Promethium science to minimize trapped biters, automatic ditching of eggs if lacking the resources to process them or leaving port.

All of this is working, still refining the circuits however / fixing quirks, finding better ways to do stuff etc. The only mod used is Nixie tubes for various numeric displays, but functions the same with no mods.
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