Hands of Justice

What we have played => EVE Online => Topic started by: Rubino on April 13, 2009, 11:36:56 PM

Title: Cap Ship Production
Post by: Rubino on April 13, 2009, 11:36:56 PM
Based on our current POS equipment (20 component slots and 3 Ship slots) then:

a) With the minerals and BPC's to hand we can produce the parts for a ship every 20 hours
b) With the components & ship BP to hand we can produce a ship every 2 days and 18 hours

Title: Re: Cap Ship Production
Post by: Mangala on April 14, 2009, 06:09:49 AM
Carriers take 2 days to build?
Title: Re: Cap Ship Production
Post by: Rubino on April 14, 2009, 06:18:26 AM
Alas not - 11 days before the Ship Assembly Bonus (like BP research/copy in lowsec/0.0 you get a 0.75 time multiplier to construction) kicks in.  But with 3 construction lines in the assembly array you end up being able to roll one out every 2 days 18 hours.
Title: Re: Cap Ship Production
Post by: Warcold on April 14, 2009, 07:34:57 AM
 ??? ???

So in 11 days carriers will take 3 * 2d18h to build??
Title: Re: Cap Ship Production
Post by: Rubino on April 14, 2009, 08:19:28 AM
*groans*

Ok.  It takes 8.25 days to build a carrier (11d base BP * 0.75 time multiplier using the POS ship array).
Having 3 Production lines means:

a) Time: 0 Start Ship 1
b) Time: 2d 18h later Start ship 2
c) Time 5d 12h later start ship 3
d) Ship 1 comes off production Line, Ship 4 Started...

Thereafter a finish ship comes off the production line every 2d & 18h.
Title: Re: Cap Ship Production
Post by: peo on May 02, 2009, 06:42:10 AM
Do we have a carrier in the pipe??
Title: Re: Cap Ship Production
Post by: Mangala on May 02, 2009, 03:05:41 PM
No - looks like parts of it are building, and will then need assembling (being built on site at Z3)
Title: Re: Cap Ship Production
Post by: cmaxx on May 29, 2009, 06:49:14 PM
Just doing a quick check with Brian (who doesn't have Cmaxx' skill at building capitals, I'll rectify that soon), this is the first pass:

Chimera:
ComponentBPCGotNeed
Capital Armor Plates450
Capital Capacitor Battery690
Capital Computer System1055
Capital Construction Parts6100
Capital Corporate Hangar Bay10010
Capital Drone Bay362412
Capital Jump Drive1055
Capital Power Generator404
Capital Propulsion Engine450
Capital Sensor Cluster10100

Title: Re: Cap Ship Production
Post by: Warcold on May 29, 2009, 06:54:37 PM
nice overview, think the dronebays are not the real trouble, as we should have enough BPCs for that around in 0.0
other things: dunno what status is of BPCs we got / price to purchase etc

but nice starting point to get some real income!
Title: Re: Cap Ship Production
Post by: peo on June 01, 2009, 11:10:40 AM
A estimate of the needed minerals:
Trit:17,8m
Pye: 4,2m
mex: 1,6m
iso: 0,26m
nocx: 71k
zyd: 13k
meg: 6k

A rough estimate based on the number of components multiplied with the cost as stated in the item database.
Anyway I think that we have enough trit there to make them.
Title: Re: Cap Ship Production
Post by: Warcold on June 01, 2009, 11:41:53 AM
I think we have enough of everything to make them (either at Z30 or MN5), but do we have enough BPCs?

You might want to mail Zigzags/Krunked because I think he was planning on building stuff in MN5. If he uses all minerals there, we wont have enough for the carrier.


btw: is there someone in charge of the whole industry thing atm?
Title: Re: Cap Ship Production
Post by: peo on June 01, 2009, 11:57:16 AM
Only thing we are lacking at the pos is mex, when it comes to minerals.
Title: Re: Cap Ship Production
Post by: Warcold on June 01, 2009, 12:05:28 PM
there should be mex at pos, still need to pay Brian for his carrier find and it will be ours, 2.5M mex or so iirc
Title: Re: Cap Ship Production
Post by: peo on June 01, 2009, 12:06:38 PM
We are missing the jumpdrive and drone bay blueprints. Think we own a dronebay but it is probably in highsec still.

Donated a smallish amount of minerals in the pos. Don't care what is made with them as long as the corp gets something going.
Title: Re: Cap Ship Production
Post by: Mangala on June 01, 2009, 03:45:51 PM
We are missing the jumpdrive and drone bay blueprints. Think we own a dronebay but it is probably in highsec still.

Donated a smallish amount of minerals in the pos. Don't care what is made with them as long as the corp gets something going.

Drone BPO is with KASEI constantly being copied - copies are then contracted over to MAADI (so porbbaly loads at Ant :D)

Jumpdrive, I'll see on the cost of one, if its harsh for the corp then we'd have to source copies and get them to 0.0 - cloaks come in handy maybe?
Title: Re: Cap Ship Production
Post by: Warcold on June 01, 2009, 03:58:02 PM
on the short term, we could try to find some BPC(s) locally
Title: Re: Cap Ship Production
Post by: peo on June 01, 2009, 04:01:12 PM
We are missing the jumpdrive and drone bay blueprints. Think we own a dronebay but it is probably in highsec still.

Donated a smallish amount of minerals in the pos. Don't care what is made with them as long as the corp gets something going.

Drone BPO is with KASEI constantly being copied - copies are then contracted over to MAADI (so porbbaly loads at Ant :D)

Jumpdrive, I'll see on the cost of one, if its harsh for the corp then we'd have to source copies and get them to 0.0 - cloaks come in handy maybe?

Think bpc's are better for now, we need to get things rolling first.
We need 10 per carrier and I think most bpc's are 5 run. So buying 4-5 bpc's to start with should cover any need for a while.
I'm considering to start trying to move stuff through low sec with a cloaked indy (or perhaps transport) but there is also the idea of talking to the alliance, think there are pilots there who (for a fee ofc) could haul for us back and forth.
Title: Re: Cap Ship Production
Post by: Mangala on June 01, 2009, 04:03:01 PM
USe the alliance, they probably have a schedule of sorts - a JF or carrier jumping a box from a lowsec point would be better than more risk.

Could be a way to get us a touch more involved with zee germans and their aim to conquer all the sun-loungers in eve :D
Title: Re: Cap Ship Production
Post by: peo on June 01, 2009, 04:08:00 PM
Did a quick check, the bpc for jump drive seems to be around 3m a pop. Not that expensive since we wont need an enourmus amount with the pace in production we have.
Title: Re: Cap Ship Production
Post by: Warcold on June 01, 2009, 09:55:59 PM
We are almost ready to go:

Green: done
Blue: BPCs at POS
Pink: BPCs in hisec


Chimera:
ComponentBPCGotNeed
Capital Armor Plates450
Capital Capacitor Battery690
Capital Computer System1055
Capital Construction Parts6100
Capital Corporate Hangar Bay10010
Capital Drone Bay362412
Capital Jump Drive1055
Capital Power Generator404
Capital Propulsion Engine450
Capital Sensor Cluster10100

Construction on blue items can start already, if we have enough mins at POS


EDIT: Thank Cmaxx for the girly colour, he didnt approve of my earlier colour, so hope this pleases his eye more
(and yes it stands out even less. dont tempt me, or it will turn white!)
Title: Re: Cap Ship Production
Post by: cmaxx on June 02, 2009, 10:12:04 PM
Wow, that is a really really horrible colour.   :o

So, as per corpmail I shifted the mins I stole from the Serpentis (2.75M mex, 2.21M pyer, 31.25M trit) into the ore/minerals hangar in toaster 1.

I've just put jobs on to cook the remaining Capital Computer Systems, Capital Corporate Hangar Bays (in that precise shade of pink, hope the customer likes that   ;)), the Capital Jump Drives (I brought the BPCs down :D), and Capital Power Generator. 8)

So, all we need now are the BPCs for the thing in VilePink that I can't read but that we need 12 of. Then one of us can slap them into the other toaster and make a Chimera.  ;D

Can anyone fly it to deliverate it? :P

-C
Title: Re: Cap Ship Production
Post by: Caradir on June 02, 2009, 11:06:18 PM
Can anyone fly it to deliverate it? :P

-C

your going to love the answer to that :)

yes.......


Red can :D
Title: Re: Cap Ship Production
Post by: peo on June 03, 2009, 04:51:26 AM
Only red so far.
But if we try to sell it in fountain that isn't a big issue, we can temporarily hand out the force field password to the buyer and change it after.
Title: Re: Cap Ship Production
Post by: Mangala on June 03, 2009, 05:11:42 AM
One thing - carriers can be built in stations.

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=829155

Just thought I'd find this out, makes it alot easier if we do it that way.
Title: Re: Cap Ship Production
Post by: peo on June 03, 2009, 06:10:09 AM
One thing - carriers can be built in stations.

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=829155

Just thought I'd find this out, makes it alot easier if we do it that way.

Except that the components are 10k m3 ;)
Title: Re: Cap Ship Production
Post by: Warcold on June 03, 2009, 06:38:01 AM
We could ofc contact DarthKarroow and ask him if he can move some stuff from Z30 to MN5, as he will already be at Z30 to move stuff from empire for us, shove some isotopes his way, maybe some isk too.
We have ppl that can light a cyno, right?

We could always ask...
Title: Re: Cap Ship Production
Post by: Mangala on June 03, 2009, 03:12:31 PM
Aye we can ask, or I can do a HUGE amount of runs back and forth hauling 1 piece at a time.

Ideally I'd sooner NOT have to let a purchaser into our shields even if they were an alliance member.

In future, assuming there is plenty of build slots, I'd suggest doing all our carrier and parts building in MN?
Title: Re: Cap Ship Production
Post by: peo on June 03, 2009, 03:18:40 PM
I can take 2 a haul, so we can do that.
The big advantage of having it in z30 is the time multiplier but if we can't sell it there then that point becomes moot.
Title: Re: Cap Ship Production
Post by: Mangala on June 03, 2009, 03:21:19 PM
I can take 2 a haul, so we can do that.
The big advantage of having it in z30 is the time multiplier but if we can't sell it there then that point becomes moot.

Exactly, when - and right now we have no idea when - red gets back we can relocate back to the pos. If i could get into a carrier sooner I would, but 113 days or so :(

Edit 86 days.
Title: Re: Cap Ship Production
Post by: peo on June 03, 2009, 04:01:19 PM
Have something similar on hrod.
Title: Re: Cap Ship Production
Post by: Mangala on June 03, 2009, 04:13:03 PM
In 2 days, I shall start down the Carrier path for Chimera's at least, just to help the corp out.
Title: Re: Cap Ship Production
Post by: Dlarah on June 03, 2009, 11:28:24 PM
As mentioned in chat today Noj is 20 days from finishing Drone interfacing 5 and after that he is only missing the Capital ships and Caldari Carrier skillbooks and 1 day to train one of them to 3 and then he will have all the requirements on the Chimera's requirements tab greened out.

Just need to save up isk for a year or so for last 2 skills tho!  :D
Title: Re: Cap Ship Production
Post by: peo on June 04, 2009, 05:03:01 AM
So you have been on that plan for a while in other words :)

Anyway makes things a lot simpler. It takes what? 7 days to build it once the components are done so having to we could possibly have a carrier ready in 2 weeks or thereabouts. Waiting a week or two after that to get it to market isn't a big deal imo. (compared to having to haul 50 or more trips with components that is)
Title: Re: Cap Ship Production
Post by: Dlarah on June 04, 2009, 06:48:24 AM
Yes i have been working on some preskills for cap ships/marauders in a time of not really having a plan...   ::)
Just checked and it turns out Noj  just need Capital ships I and Caldari Dreadnought I(about 1 and a half hour each) to be able to jump into a Phoenix as well.
And for amarrian side Dlarah is about 4 days from a Revelation and another 28 for the Archon.
This is all being able to enter ship only. Not actually being combat efficient. ;)
Title: Re: Cap Ship Production
Post by: peo on June 04, 2009, 07:04:43 AM
Guess you have the jump skills as well ;)
But for now just being able to get stuff to market would be great.
Title: Re: Cap Ship Production
Post by: Mangala on June 04, 2009, 03:50:10 PM
What skills and whats the cost do you need Noj?
Title: Re: Cap Ship Production
Post by: Dlarah on June 04, 2009, 03:57:04 PM
For Chimera i am missing Capital Ships book wich seems to be around 360mills and Caldari Carrier book at 450mills.. A year of saving up isk as i said.   :-\
Title: Re: Cap Ship Production
Post by: Mangala on June 04, 2009, 03:57:33 PM
For Chimera i am missing Capital Ships book wich seems to be around 360mills and Caldari Carrier book at 450mills.. A year of saving up isk as i said.   :-\


Funds will be your way in a couple of minutes. Which character?

I'll fund this - is handy for the corp more than anything immediately, and is a long term thing for your development, again a bonus for the corp :)
Title: Re: Cap Ship Production
Post by: peo on June 04, 2009, 04:33:59 PM
For Chimera i am missing Capital Ships book wich seems to be around 360mills and Caldari Carrier book at 450mills.. A year of saving up isk as i said.   :-\


Funds will be your way in a couple of minutes. Which character?

I'll fund this - is handy for the corp more than anything immediately, and is a long term thing for your development, again a bonus for the corp :)

And you dont have to touch a carrer yourself ;)
Title: Re: Cap Ship Production
Post by: Mangala on June 04, 2009, 04:42:19 PM
Every cloud has a silver lining :)
Title: Re: Cap Ship Production
Post by: cmaxx on June 04, 2009, 09:14:29 PM
Hmm, cmaxx can learn to drive a Chimera in 25d9h. Brian can learn in 26d16h. But neither of 'em have the ISKies, and I wasn't really planning on taking either of them down the capital route...

.. so go Noj! :)
Title: Re: Cap Ship Production
Post by: Dlarah on June 04, 2009, 10:11:12 PM
I bought the skills with the iskies from Mang, but they wont be put into Noj's head until Drone Interfacing finishes in 19 days. So they are still aviable if another candidate pops up. :)
Title: Re: Cap Ship Production
Post by: cmaxx on June 05, 2009, 11:07:27 PM
BTW, where are the BPCs for the final capital components at the mo? I think it's the 12 Capital Drone Bays, unless someone else has sorted that out in the last day or two..
Title: Re: Cap Ship Production
Post by: peo on June 06, 2009, 05:41:14 AM
BTW, where are the BPCs for the final capital components at the mo? I think it's the 12 Capital Drone Bays, unless someone else has sorted that out in the last day or two..
Probably in the blueprint tab in mn5.
Title: Re: Cap Ship Production
Post by: Warcold on June 06, 2009, 09:34:34 AM
ah, btw, i think i 'delivered' the jobs you set up. just so you know what happened to them
Title: Re: Cap Ship Production
Post by: cmaxx on June 06, 2009, 05:40:37 PM
ok, cool, if they are then {Brian/Cmaxx}'ll take a few over to Z30 when one of them is next down in fountain and finish the chimera off
Title: Re: Cap Ship Production
Post by: peo on June 08, 2009, 11:27:12 AM
I added a bit to the excel sheet red had on groove for cap production, mainly to get a approximation of the minerals needed for building a entire carrier.

These are the numbers I got for a chimera:
Tritanium: 49217954
Pyerite: 12031658
Mexallon: 4512966
Isogen: 712750
Nocxium: 199898
Zydrine: 36186
Megacyte: 15780

(I'm unsure of the me of anything and how that works so it is a rough estimate, could be up to 10% more if I understand things correctly)
We have almost enough for 2 entire carriers from scratch in tritanium in the toaster, possibly similar numbers on some of the others. I know I contracted almost enough zydrine for two today and almost enough mega for one.

If ratters continue to fetch carrier spawns it should cover a significant portion of the low end minerals and the high ends are reasonably simple to cover for a single miner. So the biggest problem is mid ends, for some reason mainly isogen which doesn't have any roids spawning in the systems where we have poses.

If could hopefully be possible to build these carriers at least? Of course if someone has better more profitable build ideas go ahead :)
Title: Re: Cap Ship Production
Post by: Caradir on June 08, 2009, 11:44:56 AM
i actually have a nicer spreadsheet tool i was going to use before my toes were trodden on and i got pissed off.

unfortuanately its too big to attach here and i cant remember where i got it from :)  basically you plug in efficiencies of componenet BPs and Ship BP and it calculates Minerals and cost etc

i have like tools for rigs/mods/and non capitals also
Title: Re: Cap Ship Production
Post by: peo on June 08, 2009, 11:53:53 AM
i actually have a nicer spreadsheet tool i was going to use before my toes were trodden on and i got pissed off.

unfortuanately its too big to attach here and i cant remember where i got it from :)  basically you plug in efficiencies of componenet BPs and Ship BP and it calculates Minerals and cost etc

i have like tools for rigs/mods/and non capitals also

You are welcome back to fountain and start again ;)
Title: Re: Cap Ship Production
Post by: Caradir on June 08, 2009, 11:55:57 AM
found the link :D

http://www.evehelp.myby.co.uk/ (http://www.evehelp.myby.co.uk/)

best ones i found during my look for tools to make managing manufacturing easier.

and the unprotected ones are available now :) damn i had wanted them before to play about with the niggles i had :D
Title: Re: Cap Ship Production
Post by: Caradir on June 08, 2009, 12:02:39 PM
You are welcome back to fountain and start again ;)

maybe in the future but at the moment im a hatertm  of EH and all things logistical with 0.0
Title: Re: Cap Ship Production
Post by: peo on June 08, 2009, 12:29:37 PM
found the link :D

http://www.evehelp.myby.co.uk/ (http://www.evehelp.myby.co.uk/)

best ones i found during my look for tools to make managing manufacturing easier.

and the unprotected ones are available now :) damn i had wanted them before to play about with the niggles i had :D

Downloaded his unprotected one for cap production.
Seems to be incorrect. Given I understand things correctly the listed materials on the blueprint under perfect is what would be the needed if I would have production efficiency 5. This is for example 36 drone bays on our me3 bp, however on his sheet it ends up being 40 on his.
So something weird or something I'm missing.
Title: Re: Cap Ship Production
Post by: Mangala on June 08, 2009, 03:37:03 PM
i actually have a nicer spreadsheet tool i was going to use before my toes were trodden on and i got pissed off.

unfortuanately its too big to attach here and i cant remember where i got it from :)  basically you plug in efficiencies of componenet BPs and Ship BP and it calculates Minerals and cost etc

i have like tools for rigs/mods/and non capitals also

Attachment size changed to 2mb per post :)
Title: Re: Cap Ship Production
Post by: peo on June 09, 2009, 04:25:44 PM
Delivered and moved the stuff from toaster 1 to little toaster to check how far from ready we are.
Right now we are lacking the following:
12 drone bays
5 shield emitters (which we seem to lack a bp for :( )
7 maint bays.

The drone and and maint bays we have bp for so can easily be finished as soon as someone with the proper skills come along :).
Have to source a decent print or two for the emitters though.
Title: Re: Cap Ship Production
Post by: Warcold on June 09, 2009, 04:30:40 PM
didnt C move some stuff to MN5 to build there?
not sure though
Title: Re: Cap Ship Production
Post by: peo on June 10, 2009, 05:49:15 AM
There was a question what we should charge for a carrier yesterday.
Using the corp material purchase price the total cost ends up around 416m, so I would suggest that if someone in the corp is interested in buying it a decent price would be around 500m (significant rebate in other words).
We should also try to sell it in alliance, of course not at the same price, I think a fair price could be 600-700m to alliance. Selling to a complete outsider includes travel and risks with that so we would have to charge more, 700-800 something seems fair.
In either case the profit should be around 50% if we sell to outside of corp.
Title: Re: Cap Ship Production
Post by: Mangala on June 10, 2009, 04:28:19 PM
700 flat to the germans, no higher no less ;)

Lets make some of that isk we pay them back!!
Title: Re: Cap Ship Production
Post by: Dlarah on June 10, 2009, 04:43:43 PM
How long did it take to make the Chimera?
Title: Re: Cap Ship Production
Post by: Mangala on June 10, 2009, 04:48:46 PM
How long did it take to make the Chimera?

Takeas around a week - not started yet as we are bottle necked by the Capital Shield Emitter BPC's - ie we havent got any :/
Title: Re: Cap Ship Production
Post by: Dlarah on June 10, 2009, 05:14:28 PM
I might be interested in buying the first one, will hopefully know more around the weekend.  ;)
Title: Re: Cap Ship Production
Post by: Warcold on June 10, 2009, 08:45:26 PM
rough estimate on mins needed:

Quote
Safran Foer > trit: 10M<br>pye: 3.7M<br>mex: 910k<br>iso: 142k<br>zyd: 7.5k<br>mega: 3k
edit: and 60k noxc
Title: Re: Cap Ship Production
Post by: Mangala on June 10, 2009, 09:05:49 PM
Quick random idea - a byom service to the alliance for carrier construction with a price attached - say 200 mill?  and then we build ours to sell generally, then one for alliance, one for us, one for them etc?

Should over time encourage greater co-operation within the alliance as moving all those mats would require some joint effort :)
Title: Re: Cap Ship Production
Post by: Warcold on June 11, 2009, 08:54:03 AM
to clarify above post (thanks to www.urbandictionary.com)
Quote
BYOM
   
1.     Bring Your Own Meat

Based on the common practice of referring to parties where you provide your own alcohol as BYOB (Bring Your Own Beer). Instead of beer, meat is used instead. Meat is often the most expensive item at a dinner or cookout, and having guests bring their own can cut costs for the host.
The cookout at Bill's this weekend is going to be BYOM.

2.    BYOM    
   
Bring Your Own Meat

i.e. It's a vegetarian party.
Partee at Aaron's place! BYOM.

3.    BYOM
   
Bring Your Own Man
i.e. get the hell off my man
Party at the beach at sundown, BYOM bitch!
Title: Re: Cap Ship Production
Post by: peo on June 11, 2009, 10:10:53 AM
Found the excel sheet attached here, seemed to be a quite nice tool to see needs and profitability for the capitals. (easy to use as well)
Not fully updated with all the ME values for the blueprints we have but should in either case give a good idea.
Title: Re: Cap Ship Production
Post by: peo on June 12, 2009, 06:20:46 AM
Thanks to everyone, now the first chimera is in the cooker (renamed blender i think) :)
Title: Re: Cap Ship Production
Post by: Mangala on June 12, 2009, 02:44:26 PM
Thanks to everyone, now the first chimera is in the cooker (renamed blender i think) :)

Awesome guys :D
Title: Re: Cap Ship Production
Post by: peo on June 13, 2009, 06:21:56 PM
I was bored so I made a excel sheet which calculates the volume (at perfect refine) of the needed ores to build a carrier and also optimized this volume to the lowest possible with respect to the ores available in fountain. It overshoots a bit in some minerals after refine as well but what to expect from excel :) and my rusty skills with it.
(the sheet can be adapted for anything really)

So here the short version is:
Total ore volume needed: 5812836.95 m3

Optimal ores to mine are:

Veldspar: 1390944.9 m3
Scordite: 402600.45 m3
Plagioclase: 2195716,6 m3
Hedbergite: 1619655 m3
Arkonor: 203920 m3

All of them apart from Hedbergite are trit heavy :)
Title: Re: Cap Ship Production
Post by: peo on June 14, 2009, 03:56:35 PM
Looking a bit closer at the numbers was interesting, the largest volume would be plagioclase, almost twice the volume of the veld. Mostly gets pyerite and all the mex from that ore, 3/4 of the pyerite for example (and 10% of the trit).
So hypothetically if we could get about 40m trit and 3m pye from hauler spawns that would decrease the needed volume by about 1/3rd.
Also somewhat interesting is that there is only 2 of the ores that isn't available in z30, arkonor and hedbergite.

Just random thoughts when bored anyway.
Title: Re: Cap Ship Production
Post by: Mangala on June 14, 2009, 04:00:41 PM
I know all about bored-yet-productive wanderings like that - certainly alot of food for thought involved there in best sources of required ores and everything.
Title: Re: Cap Ship Production
Post by: Mangala on June 20, 2009, 04:41:46 PM
FIRST CARRIER HAS BEEN CREATED!!!!
Title: Re: Cap Ship Production
Post by: peo on June 20, 2009, 04:44:37 PM
Now waiting for it's maiden voyage and launch in the assembly array :)
Title: Re: Cap Ship Production
Post by: peo on June 20, 2009, 05:21:26 PM
But where oh where did the bpo go??? Not at the assembly array (is there a delay??)
Not at the office... Not at any delivery tab :(
Where oh where is our bpo.
Title: Re: Cap Ship Production
Post by: Mangala on June 20, 2009, 06:57:09 PM
Cmaxx has remote op skills, I reckon its in his personal hangar in a station.

ALso we cant launch the carrier, as it has to be moved to a ship array first - within the 3km :S

nvm think ive worked out....

Title: Re: Cap Ship Production
Post by: Mangala on June 20, 2009, 07:06:22 PM
I have the PERFECT sweet spot between Lil toaster I, ship array and the corp hangar :D Under 3km to each.

havent moved it over yet, as its 12mill m3 assembled, thats pretty much all the remaining space in the ship array taken up if i do.
Title: Re: Cap Ship Production
Post by: peo on June 21, 2009, 09:37:48 AM
Saf wondered what the requirements are for me0 and me2 blueprints are so here goes nothing :)

Me2 and 3 has no difference I can see, so here are for me0:

Capital Armor Plates                 4       
Capital Capacitor Battery          7        (+1)
Capital Computer System         11       (+1)
Capital Construction Parts         7        (+1)
Capital Corporate Hangar Bay   11        (+1)
Capital Drone Bay                   39        (+3)
Capital Jump Drive                  11        (+1)
Capital Power Generator            4       
Capital Propulsion Engine           4
Capital Sensor Cluster             11        (+1)
Capital Shield Emitter              11        (+1)
Capital Ship Maintenance Bay   11        (+1)

In iskies the difference between building using a me0 compared to me2/3 is  about 40m (corp mineral prices) not counting the bpc costs (and would be more difference having high researched component bpc's I belive rather than high resarch capital bpo's)