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Posted by: skoormit
« on: May 06, 2020, 06:43:46 AM »

Black,

Many Thanks for putting me right.

How big would a Tug have to be to move that 51,000 ton Orbital Mining Platform ? For me there would be in game time constraints in building a Shipyard large enough for the Tug and working out what engines I would need to provide the moving power / Fuel allowances etc.

I am only using the basic Nuclear Thermal powered Engines at present.

DavidR

FWIW, my orbital mining stations are ~255kt, and my tugs are ~65kt.
Since the station weighs about 4x the tug, the speed of a tug when towing a station is about 1/5 the unladen speed.

It takes many years to expand the shipyard enough to build the first tug, but I start that process well before I have the tech to build them.

Posted by: Father Tim
« on: May 06, 2020, 06:16:11 AM »

How big would a Tug have to be to move that 51,000 ton Orbital Mining Platform ? For me there would be in game time constraints in building a Shipyard large enough for the Tug and working out what engines I would need to provide the moving power / Fuel allowances etc.

I am only using the basic Nuclear Thermal powered Engines at present.

DavidR


Technically, fifty tons.

But that would still be speed 1 km/s, and you want at least 50 km/s to catch planets, and 500 km/s for comets.

The correct answer for tugs is "as fast as you can practically make them within your size, cost, and mineral restraints" -- and all of that depends on your technology, wealth, production, minerals, officers and governors.
Posted by: Lightning
« on: May 05, 2020, 10:06:53 AM »

Black,

Many Thanks for putting me right.

How big would a Tug have to be to move that 51,000 ton Orbital Mining Platform ? For me there would be in game time constraints in building a Shipyard large enough for the Tug and working out what engines I would need to provide the moving power / Fuel allowances etc.

I am only using the basic Nuclear Thermal powered Engines at present.

DavidR
Best way to figure that out, copy the mining platform class, add a tractor beam, then add enough engines & fuel to move it at the rate/distance you want, then you know what you need on your tug :)
Posted by: Black
« on: May 05, 2020, 06:28:47 AM »

Black,

Many Thanks for putting me right.

How big would a Tug have to be to move that 51,000 ton Orbital Mining Platform ? For me there would be in game time constraints in building a Shipyard large enough for the Tug and working out what engines I would need to provide the moving power / Fuel allowances etc.

I am only using the basic Nuclear Thermal powered Engines at present.

DavidR

You can always make smaller mining platform and stack more of them in the early game. I am using two 50% power size 50 engines but I always spend the starting tech points on more advanced engines.
Posted by: SpaceMarine
« on: May 05, 2020, 06:19:57 AM »

-please see this video ^^
Posted by: davidr
« on: May 05, 2020, 06:14:27 AM »

Black,

Many Thanks for putting me right.

How big would a Tug have to be to move that 51,000 ton Orbital Mining Platform ? For me there would be in game time constraints in building a Shipyard large enough for the Tug and working out what engines I would need to provide the moving power / Fuel allowances etc.

I am only using the basic Nuclear Thermal powered Engines at present.

DavidR
Posted by: Black
« on: May 05, 2020, 05:56:07 AM »

But orbital stations are build by construction factories not shipyards. Just use No Armour checkbox in Class Design.

This is build by factory:

Code: [Select]
OMP class Orbital Mining Platform      51,142 tons       510 Crew       1,383.1 BP       TCS 1,023    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 66      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 16    Max Repair 120 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Orbital Miner: 10 modules producing 200 tons per mineral per annum


This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
Posted by: davidr
« on: May 05, 2020, 05:43:36 AM »

Orbital Stations and Tugs for mining sound OK in theory but I do not use SM to spam items without properly researching and then building the appropriate  Shipyards to construct the facilities required.

For myself it will take many many decades to be able to mine the various mineral rich bodies using the types of structures I have seen in other peoples posts. Stations / vessels are around the 150,000 ton mark and my shipyards currently take around 18 months to expand by 10,000 tonnes per slipway - if there is more than 1 slipway the time increase is horrendous.

I will have to persevere and see what happens.

DavidR   
Posted by: Father Tim
« on: May 04, 2020, 11:32:36 AM »

Basically, the original list was divided up fairly evenly amongst all possible uses. . .  and over time we discovered certain uses required far more tonnage than others, so things were moved to spread out the load as evenly as possible.

The best way to figure it out is to open C# Aurora and take a quick perusal of the Installations list on the Construction tab of the Colony window to see what requires what.
Posted by: Gabrote42
« on: May 04, 2020, 10:53:30 AM »

Vendarite is now also used for Ground Forces, for example.
Posted by: Black
« on: May 04, 2020, 06:52:44 AM »

Yep, orbital mines are great for mining comets that have usually nice mineral deposits with good accessibility. And it is very easy to use stations with tugs in C# Aurora.
Posted by: skoormit
« on: May 04, 2020, 06:43:15 AM »

Definitely in early game you need to go for normal mines, in my game even 60+ years in, automines go only to very good mining sites with very high colony cost.

Don't forget orbital mining!
The orbital modules cost the same as a regular mine.
Putting 50 of them on an armourless space station adds just 2% for overhead, and you can build them with construction factores--no shipyard required.
Of course you must build a tug to move them around, but a single tug can easily manage dozens of these mining platforms.
And the benefit is enormous: you don't need LG infrastructure or population to suck the minerals out of all of those tiny high col cost asteroids and comets with very nice mineral concentrations
Posted by: Black
« on: May 04, 2020, 06:08:42 AM »

Definitely in early game you need to go for normal mines, in my game even 60+ years in, automines go only to very good mining sites with very high colony cost.
Posted by: smoelf
« on: May 04, 2020, 06:05:09 AM »

Yeah - the duranium crunch has diversified into a corundium crunch.

The way I read those changes suggests, that building the cheaper mines instead of automines and populating mining colonies is going to be a more frequent strategy than in VB6. Because of corundium shortages, you can't just mass-build automines, but will need to consider moving colonists far away to work at the regular mines.
Posted by: davidr
« on: May 04, 2020, 06:00:25 AM »

Black ,

Ok Thanks - even the list that Steve produced on September 14 2019 is out of date .

He has an Automated Mine costing 60 Duranium and 180 Corundium , whereas the actual cost now is 240 Corundium.

I don't know what else has been changed in this list as I am more worried about my Automated Mines at present as I cannot construct  enough to ensure a constant supply of Minerals.


DavidR