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How to make pi profitable

Author
Twulf
Thunder Clap Industry
#41 - 2012-03-16 18:37:06 UTC
KevLor I wrote:
Your total grid load due to facilities is 12,600, which leaves 2,400 (for CC3) for links. That is quite a bit, but if you are on a gas planet, you might need it. How big (diameter) is your planet? My (Very rough) estimate indicates you have 13k or 14k km of links if you are running out of grid. You can also make coolant on a storm planet, which tends to be much smaller. If you were to go to CC4, you could basically add two new heads on each ECU, although that might overload your processors. If it did overload the processors, you could lengthen program time and still get the same yield with less depletion. Alternatively, instead of adding heads, you could add one of each P1 processor and another P2 processor and decrease cycle time to drive extraction harder.

Remember, too, to balance out your P0 yields if one ECU is getting a lot more production with 4 heads than the other, you can re-balance them to 3 and 5 heads so that production might be closer to equal.


yea I was going to play with the balance and I will be getting CC4 in a bit. The links do cost alot because of the distance but it is working nowing. My power is about max right now.

I moved to a gas planet because it was in the same systems as where I am running missions where as the storm planet I was using is 2 jumps out. So this is easier for now.

Again thanks for the help.
Bantara
Dolmite Cornerstone
#42 - 2012-03-16 20:44:24 UTC  |  Edited by: Bantara
Twulf, is there noone in your executor corp helping you? Should be plenty of knowledge over there. Not that this is anything wrong or lacking with our awesome forum residents, but you should have access to good help right there on your alliance channel.
just wondering...


Twulf: Good to know.
Twulf
Thunder Clap Industry
#43 - 2012-03-16 21:14:54 UTC  |  Edited by: Twulf
Bantara wrote:
Twulf, is there noone in your executor corp helping you? Should be plenty of knowledge over there. Not that this is anything wrong or lacking with our awesome forum residents, but you should have access to good help right there on your alliance channel.
just wondering...


Lol I am asking them a ton of questions as it is with ship fittings and skills and other stuff, figured this would be a good place to ask these questions.
They have helped me alot in Corp and the Alliance.
I ask in a few different places and listen to each person who all have their "own" correct way of doing it and then I take everything I hear and learned and make my "own" correct way.

I think it has a lot to do with being in the IT world, you never just do it the way your are shown, you put your own little twist on it to make it yours.
Bantara
Dolmite Cornerstone
#44 - 2012-03-16 21:43:32 UTC  |  Edited by: Bantara
KevLor I wrote:
Regarding your future plans - you will never want to extract more than two P0s from a single planet, regardless of CC level.


I have a friend who claims to be just as productive making single-planet P3. You're saying he isn't, right? Why, where's the loss?
KevLor I
Zephyr Corp
#45 - 2012-03-17 04:10:43 UTC  |  Edited by: KevLor I
There are a couple of different ways to do P3 on a single world, and there are multiple ways of looking at overall efficiency, as well.

As to the main ways to do P3 on a single planet - start extractors and walk away:
4X ECUs (1 head each)
4X P1 processors
2X P2 Processor
1X P3 Processor
1X Launch Pad

This is about all you can fit on a continuous production line, and there are multiple inefficiencies here:
Your most glaring one is that your ECUs can only have one head, which wastes the huge cost of the ECU and gets little P0 extracted. You are essentially using 3,150 grid per head, whereas an ECU with 10 head is only 810 per head.

Secondly, all your processors will be 'cavitating' a good percent of the time - P1 processors waiting on P0, P2s waiting on P1, and P3 waiting on P2. Again, the grid spent per unit produced will be horrible.

Finally, your links will have to be pretty long to get to all the P0 ECUs.

You WILL save on taxes, and I can't really say I have done the comparison, because it will be so out of line with the efficiency losses that it will not matter.

A second way to do P3 on a single planet:
2x ECUs (6 head each)
4X P1 Processors
2X P2 Processors
1X P3 Processor
1X Launch Pad

This is a non-continuous production line. Each head is just under 1,000 grid each, and you can likely manage to keep your P1 processors in full production (and more) if you are in low-sec or below. The down-side is you need to swap what your extractors are extracting every now and then - e.g. for robotics on a plasma world, use this as a mech parts planet for a while, then switch to a consumer elec planet for a while. When you do, the Robotics will start getting made in the final processor. To me, this is a huge hassle, since you have to redo your routes and processor settings. You should be able to reach all the deposits with the extra grid you have, though. If you are in null/w-space, you might be able to reduce heads/add processors and up the program speed - but this just makes the reconfiguring a more frequent hassle.

Finally, you could go with one ECU and rotate it - but I am not even going to go through that on paper, much less in-game.

TL;DR - the efficiency is lost in keeping processors busy 100 of the time, and grid lost when looked at on a head/grid ratio.
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