![]() Yeah, this is a decent idea, though I'd personally prefer more modules, just to speed it up. IIRC salvage beams happily fire through intervening blocks, so you can fill the gaps in both checkerboards with power or cannons without obstructing the second rank of beams. Personally I tend to go for 20 blocks per row, in a staggered checkerboard pattern, starting at 5x5 and going up from there, slaved to cannons for a continuous beam for maximum asteroid munching. Also, since the beams are visible, moving the ship will let you grab things that were missed. But recall I suggested this for mining planets/asteroids - i.e. I was under the impression that missile produced multiple inaccurate beams At 50 modules, it will take about 0.065 seconds to salvage one block, so your 10x10 checkerboard array is theoretically salvaging about 100 blocks every 1.3 seconds. If it were me, I'd shoot for around 50 modules and just eat some of that inefficiency in favor of the salvage time drops. Somewhere between 20 and 50 blocks, the diminishing return on decreased salvaged time per added module begins to flatten quickly, and doubling your modules will be an order of magnitude less efficient per block. If you are going salvage/cannon, reactors are more important if salvage/missile, then you can gain some efficiency by using a mix of reactors and capacitors instead.Ī 30-block row is probably a decent compromise between speed and efficiency. In terms of configuration, checkerboard does seem to work best because it allows you to separate the tubes. If you are mining planets or asteroids, I would recommend salvage/missile instead of salvage/cannon. However, I'd be remiss not to note the salvage/missile combo that will spread the beam. ![]() So as other people have mentioned, salvage/cannon is the way to go if you want a perma-beam. ![]()
0 Comments
Leave a Reply. |