Now that I am a bit more familiar with Aurora, I experimented a bit more with my commercial ship designs and came up with some rather "unconventional" designs. There's definitely a bit of exploits used in this, so if you don't like exploits, don't read forward.
The exploit:
The most important part of this design is the tractor beams and you'll need 2 of the train engines. What you do is manually link the multiple units together using the Individual Ships->Miscellaneous->Tractor Link function. You'll link Train Engine 001 to Train Engine 002, then Train Engine 002 to Commercial 001, Commercial 001 to Commercial 002, etc.
If they are all linked properly, and the commercial platforms don't have an engine, then your entire task group will move at the max 5000 km/s of the train engine. The links must be done in the order of 2 train engines follow by platforms with no engine. All ships must have a Ship to Ship Tractor Beam.
Bullet class Train Engine 6,000 tons 70 Crew 343.6 BP TCS 120 TH 600 EM 0
5000 km/s Armour 1-29 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 36 Max Repair 100 MSP
Intended Deployment Time: 3 months Spare Berths 2
Tractor Beam
ION CE-0300EP T50x70 (2) Power 300 Fuel Use 6.19% Signature 300 Exp 5%
Fuel Capacity 110,000 Litres Range 53.3 billion km (123 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Now for the actual commercial train cars. I'll just post the terraformer, asteroid miner, and fuel tanker. The other civilian designs are pretty much the same.
Eden class Train Terraformer 254,350 tons 1020 Crew 5772.6 BP TCS 5087 TH 0 EM 0
1 km/s Armour 1-357 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 14 Max Repair 500 MSP
Intended Deployment Time: 3 months Spare Berths 2
Tractor Beam
Terraformer: 10 module(s) producing 0.01 atm per annum
This design is classed as a Commercial Vessel for maintenance purposes
Carbon class Train Asteroid Miner 256,500 tons 2520 Crew 7207 BP TCS 5130 TH 0 EM 0
1 km/s Armour 1-359 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 18 Max Repair 120 MSP
Intended Deployment Time: 3 months Spare Berths 0
Tractor Beam
Asteroid Miner: 50 module(s) producing 700 tons per mineral per annum
This design is classed as a Commercial Vessel for maintenance purposes
Iraq class Train Tanker 252,900 tons 20 Crew 10482 BP TCS 5058 TH 0 EM 0
1 km/s Armour 1-356 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 26 Max Repair 100 MSP
Intended Deployment Time: 3 months Spare Berths 0
Tractor Beam
Fuel Capacity 250,000,000 Litres Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
Now the final piece of string that ties everything together. You may have noticed that all the commercial designs are rather big. Normally, you'll need a separate shipyard for each design. I got this idea from another forum post that used the idea of a "blueprint" design as the base unit for retooling. I just push it further and make the "blueprint" capable of multi-class build everything.
The bad thing about this "blueprint" is that it's extremely expensive to retool, so you'll want to take advantage of the free first retool to get it done. The good thing is that you only need to retool once and you'll be set for the entire game.
With that said, here's the "blueprint":
*Blueprint - 267kt COM class Blueprint 267,400 tons 10020 Crew 103380.6 BP TCS 5348 TH 0 EM 0
1 km/s Armour 1-369 Shields 0-0 Sensors 1/1/0/1000 Damage Control Rating 1 PPV 0
MSP 242 Max Repair 100 MSP
Intended Deployment Time: 3 months Spare Berths 2
Tractor Beam
Geological Survey Sensors (1000) 1000 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes