Space Platforms

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Khazul
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Re: Space Platforms

Post by Khazul »

mmmPI wrote: Mon Dec 09, 2024 4:30 am
Team-speeder => The Epic Racer
Designed for speed, more of personnal transport " i need to go fix this", "Aquilo-capable", it goes around 420 km/s, it uses a single assembly machine for either ammo or rockets, and the same chemplant does coal synthesis or explosive. Only two crusher, but they change receipes to do the different processing. The ship doesn't dump anything to space. It has a "ghost" mode, which can be activated when the "ghost" signal is set to 1, which will cut the outer engines, for lower speed but more safety. There is a another speed limit controller the signal V which works more as target speed and is set to 500 by default which the ship can't reach but it can be reduced if it feel risky with the current level of damage upgrade. The target speed will be maintained with 3 or 5 engine regardless. There is also a green lamp in the screenshot, it's red when the ship isn't ready to travel. This is used in the schedule condition, the ship moves only when the lamp isn't red anymore. And the decider that output the red color that overtake the green is setup with condition on ammo stock, explosive, ice , iron plate, iron ore , sulfur, carbon, and also accumulators, to make sure the ship initiate travel when ready.

Made this ship a month ago or so , and it's filled with notes on combinators, so i could reuse it and share the bp :)


epic_racer.jpg

Nice, but I am going to have to say you cheated and didnt confine yourself to one of each type of machine - ie one foundry, one chem lab, one assembler and one crusher :)

I only say this because a while back I was doing a ship that had only one of each and switched recipes with al the fluid handling etc, but I never actually got around to finishing it as a ship and instead it became an automated fabricator curiosity to fiddle with. It even made railgun rounds and repair packs :)

TBH, I quite like builds like this, but I really need more space around the hub (bigger hub or a cargo bay version that inserters can use) so cram more direct insert stuff with a little more cargo space.
coffee-factorio
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Re: Space Platforms

Post by coffee-factorio »


So I've taken an interest in this. And I hope to put up videya eventually of the thing flying about.

But this is a seed ship. The idea is that it goes somewhere, picks up stuff and expands up to a crystal. The crystal with adv. asteroid processing is capable of sustaining forges. Once you hit a critical mass of about 5K platform area (or +/- for clever) the thing can grow on its own. The "best" shape for design was found to be a "close to equilateral triangle" or le brick. Le brick because it's area use is efficient.

But if you slice it in half you double the width of the ship. Which doubles the asteroid collection in flight (probably unnecessary). A forward facing triangle will catch everything coming at it except at the back 60 degrees of the ship just by placing arms facing forward. It's freakishly efficient at high tonnages.

Prior to high tonnages though, your gun battery needs to be 4 in a line assuming blue science upgrades. I was having trouble working the tip of the thing so I flipped it around. This makes a triangular base with 16 guns facing forward.

The net result is a platform weighing in at 206 tons (833 platform) that can survive a trip to Vulcanus and back to Nauvis, which is probably useful if you want to get the Rush to Space Achievement. IF you let it saturate its belt with ammo (45 minutes in the map editor at Nauvis, less time at Vulcanus). It's iffy getting back to Nauvis, and don't try and run it on other planets without yellow damage upgrades: I watched Gleba's carbon asteroid balance deplete its ammo, and a forward facing triangle design I put up was heavier and died faster because it was difficult to get a working forward gun battery worth the term.

It also IS NOT a colony support ship, this is the sort of thing you want for the mid game. IMO early you want a ~400 to 800 ton design capable of producing belts, iron plates, ice cubes, carbon, pipes and steel (2 components of a rocket silo). A brick that can stream you iron, belts, underground belts is a magical thing. Ice cubes and carbon are fuel and water, which comes in handy more often than not (and carbon is needed for tungsten).

If you want to use this as an idea for optimization or a ship class (my name for it is a seed because you need to feed it material to grow); my design criteria was "it has to be as light as possible, and get to Vulcanus with blue science upgrades to ammo, damage an inserter capacity). I used all yellow belts because I'm just cheap.

I think it can be taken further. I know that 155 tons, ~ a 24x24 seems to be impossible on a square frame. My design uses a 10 wide furnace without a belt weave, a belt weave in principle could cut the furnace width down by 1 to 9 if you can also get the output into ammo boxes, and do a second belt weave to handle its output. You'd need a second color of belt in orbit though, so your mileage may vary. The relevant point being that there's a 9x18 section of hull an enterprising mind might be rid of.
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Khazul
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Re: Space Platforms

Post by Khazul »

This is my 'Curiosity' ship - impractical experimental thing for the hell of it. It was a test bed ages ago for dynamic recipes and some other stuff and I finally got around to making it functional as a ship and now serves as my personal transport or as a fast courier.
Top speed is just over 500Km/s and it can get out to Aqilo at max speed. It uses mostly legendary stuff with some lower grades where they are more suitable.
It doesnt have speed control, but does have 'gears' to switch fuel flow to allow time to refill tanks if they get too low.
Both fuels are made in one chem lab via recipe switching. Despite this it can mostly keep up with max speed fuel consumption of 2100 unit/sec if the asteroid supply is plentiful enough.
It can make uranium ammo on board if u-238 is shipped up, otherwise it uses piecing ammo. In practice the extra production time of uranium ammo is maybe more trouble than it is worth though the extra punch does seem to help at speed. It also has a few lasers just to take the edge off and reduce gatling ammo consumption a little. For rockets is uses a mix of normal and explosive rockets. It also has a couple of railguns so makes ammo for that as well along with a small supply of repair packs.

Cargo is 159, of which just over half tends to get used for production, so it can carry a little cargo and may get used as a Gleba science transport at least I get all my science moved there as at can do that run in around 30 seconds.

The circuits on this are a mess and long overdue for being reworked.
I did once try this on system edge but forgot to reduce the fuel flow for the trip. Went splat into almost the fist huge asteroid it encountered at just over 500km/s :)
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The Phoenixian
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Re: Space Platforms

Post by The Phoenixian »

The Phoenixian wrote: Fri Dec 06, 2024 9:08 am Image

Game finishing and basic promethium science ship. Could use a lot of optimization, especially with the coming changes to ERA blocks landmines but I'm pretty happy with the work on it so far, especially after ending up with enough railgun ammo to take up the duties of most other weapons when necessary. (Which is often. Going 300-400km/s to leave the system before eggs spoil eats ammo fast.)

Railgun coverage was fun to optimize, especially as railguns at right angles feel like they offer compact and interesting shapes, as well as potential dead zone for other structures. Ended up lending some very interesting shape to the central core and rear.

As one might expect, the belt routing was An Endeavor.
Quoting my post since I said I was likely to rework the front end eventually and now I have. Both out of an accumulation of high-end parts, and to fix a number of issues. There's a few changes to the rest, but they're mostly quality upgrades, module swaps, and comparatively minor tweaks.
The new front
The new front
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This design chevrons the thruster placement, reworks and narrows the placement of the railgun clusters for far more crossfire, reworks the belts at the front to split off the circular line evenly so neither side gets priority, and adds in a large number of lasers to help conserve ammo. It's also my first experiment with circuit-controlled turret priorities, since It turns out there's enough railgun round production potential in this ship that they can take care of big and even medium asteroids to help take the ammo burden off the gun and rocket turrets. Landmines still see occasional use, and so will likely need a rework once 2.0.24 or 2.0.25 goes to stable, but it's far more of the occasional extra layer of protection than a main defense now. There's a lot of accumulators on the ship now. Not for power storage, per se, but to smooth out the demand curve since the peaks of the electrical load are very jagged.

I find it also just looks a lot more interesting. Almost like the head of an axe.

Cross-firing railguns like the center four really benefit from quality, more so than most turrets, since they turn that extra range into broader coverage of the front.

I have run into issues with railgun fratricide each other a few times an hour, thankfully, here it just affected the side-facing rails and could be fixed by pushing them each out a block, since as long as diagonal railguns are packed tightly enough to share tiles it doesn't cause problems. I'm guessing what happens is that while the railgun arc shows the full firing angle, the railgun round itself pushes out an extra margin of damage horizontally on either side of that.

All in all, at this point, it feels like the forward turrets are complete enough that future changes are more of a balance between thruster power and ammo production. It does feel like absolute top speed should be cut going into the shattered planet, but it's still able to travel comfortably around 150 into that flight zone with the turret reworks, and only really struggles right before the transition since I'm pushing it to the maximum even at the edge of the star system. It's probably time to start carrying more biter eggs each run.
The greatest gulf that we must leap is the gulf between each other's assumptions and conceptions. To argue fairly, we must reach consensus on the meanings and values of basic principles. -Thereisnosaurus
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