Posted by: Garfunkel
« on: February 05, 2019, 12:15:17 PM »First, only 1 tug can pull/push a ship at a time.
Second, the hangar idea is nifty but doesn't really work in Aurora. Better just make a mining station with nothing but AM modules. Don't make it too big so you can use a commercial shipyard to build them or make it really huge with an orbital habitat so that planetary construction factories can build it.
Third, the minerals it digs up are automatically stored on a colony on the body, so you can either have a mass driver delivered there to shoot them elsewhere or have a freighter(s) pick up the minerals later. Do not abandon the colony before you've collected your reward or all the ores will be gone.
Fourth, tugs are one of the few reasons to build high-power commercial engines, since they will only move occasionally, meaning that fuel savings aren't as important as for freighters, and because they really need every EP possible to move those big mining/harvesting/terraforming stations.
Fifth, deployment time does not matter for civilian ships except for geosurvey vessels and even they can kinda ignore it. So just keep it at 3 and RP that your shipping line(s) shuttle replacement crews to the stations every now and then. Or build an entertainment ship/station (remember to have 2 entertainment modules to avoid the bug!) to keep the workers happy!
Second, the hangar idea is nifty but doesn't really work in Aurora. Better just make a mining station with nothing but AM modules. Don't make it too big so you can use a commercial shipyard to build them or make it really huge with an orbital habitat so that planetary construction factories can build it.
Third, the minerals it digs up are automatically stored on a colony on the body, so you can either have a mass driver delivered there to shoot them elsewhere or have a freighter(s) pick up the minerals later. Do not abandon the colony before you've collected your reward or all the ores will be gone.
Fourth, tugs are one of the few reasons to build high-power commercial engines, since they will only move occasionally, meaning that fuel savings aren't as important as for freighters, and because they really need every EP possible to move those big mining/harvesting/terraforming stations.
Fifth, deployment time does not matter for civilian ships except for geosurvey vessels and even they can kinda ignore it. So just keep it at 3 and RP that your shipping line(s) shuttle replacement crews to the stations every now and then. Or build an entertainment ship/station (remember to have 2 entertainment modules to avoid the bug!) to keep the workers happy!