Post by Scions Rockets Shop on Apr 17, 2020 8:08:00 GMT
Aerospace research for DUMMIES
(Full-length version)
(Full-length version)
GENERAL STATEMENT:
I’ve decided to entitle my first guide to a famous book series to convey a message:
this is a guide for beginners, it does include some pro tips but its main purpose is to prevent expensive mistakes we all have made and hopefully we won’t be making again.
INTRODUCTION:
You’re a young and brave entrepreneur who has read on the game chat about the miraculous profits provided by aerospace-research , you successfully finished the tutorial as well as the “achievement run” and you’ve allocated all the bonus points at your disposal in “production speed boost”. In this guide I’ll walk you through what I think it’s currently the best way for a small-sized company to approach aerospace-research .
BASICS:
Very few products have enough added value to allow buying from exchange and reselling for profit having just one transformation. Many companies have therefore decided to vertically integrate to save fees, transportation and gain a better control over the workflow. Yes, theoretically a IPO company could own the entire pipeline but you might not have all the buildings slots unlocked and you’ll soon discover it’s not worth the effort because your colleagues who vertically integrated from mined products to high-grade-e-comps will have a very strong competitive advantage over you. You might also not be an established company yet, if so research upgrades are minefields to you! What you want is being able to produce a Q1-Q2 rocket-engines : a resource that can be further processed so you still get the best cost/benefit out of the research investment. You will skip the mid-phase that involves a high research investment and finally you will test your luck with the launchpad to gain back control over the final sell price.
SCOUTING AND SOURCING:
Get in a partnership and negotiate the sourcing of construction materials, aluminium, steel and high-grade-e-comps . You may also want to acquire all the other inputs needed for starship and orbital-booster in order to offer a complete service and have a better negotiating strength later on.
Friendly-hint: ask for 4x attitude-controls:and 2x Roosterpit:to plane makers, they are likely to have free processing capability to suit your needs. Get the cheapest 40x fuselage from companies who make everything in-house starting from oil-rigs and 5.5k rocket-fuel from refinery owners.
Pro-hint: if you really don’t want to leave anything untried, you can also get in touch with possible aerospace-research customers and try to seize their weekly needs or buying patterns.
I’ve decided to entitle my first guide to a famous book series to convey a message:
this is a guide for beginners, it does include some pro tips but its main purpose is to prevent expensive mistakes we all have made and hopefully we won’t be making again.
INTRODUCTION:
You’re a young and brave entrepreneur who has read on the game chat about the miraculous profits provided by aerospace-research , you successfully finished the tutorial as well as the “achievement run” and you’ve allocated all the bonus points at your disposal in “production speed boost”. In this guide I’ll walk you through what I think it’s currently the best way for a small-sized company to approach aerospace-research .
BASICS:
Very few products have enough added value to allow buying from exchange and reselling for profit having just one transformation. Many companies have therefore decided to vertically integrate to save fees, transportation and gain a better control over the workflow. Yes, theoretically a IPO company could own the entire pipeline but you might not have all the buildings slots unlocked and you’ll soon discover it’s not worth the effort because your colleagues who vertically integrated from mined products to high-grade-e-comps will have a very strong competitive advantage over you. You might also not be an established company yet, if so research upgrades are minefields to you! What you want is being able to produce a Q1-Q2 rocket-engines : a resource that can be further processed so you still get the best cost/benefit out of the research investment. You will skip the mid-phase that involves a high research investment and finally you will test your luck with the launchpad to gain back control over the final sell price.
SCOUTING AND SOURCING:
Get in a partnership and negotiate the sourcing of construction materials, aluminium, steel and high-grade-e-comps . You may also want to acquire all the other inputs needed for starship and orbital-booster in order to offer a complete service and have a better negotiating strength later on.
Friendly-hint: ask for 4x attitude-controls:and 2x Roosterpit:to plane makers, they are likely to have free processing capability to suit your needs. Get the cheapest 40x fuselage from companies who make everything in-house starting from oil-rigs and 5.5k rocket-fuel from refinery owners.
Pro-hint: if you really don’t want to leave anything untried, you can also get in touch with possible aerospace-research customers and try to seize their weekly needs or buying patterns.
WHAT TO BUILD:
Many propulsion-factory and a single launchpad is the answer. How many building levels depends on your cash flow situation, building slots available and the daily amount of research you think you can safely sell.
{Easy math} let’s do the math for 1 Q4 BFR worth of research so it can easily be scaled up:
1) One level of propulsion-factory on normal economy cycle produces nearly 0.279832336767728 rocket-engines per hour plus your production speed boost.
2) To account for the speed boost you do the following: 0.279832336 / (1 - “prod. speed boost %) example: 0.279832336 / (1 - 3%) = 0.288486945
3) One level of propulsion-factory working non-stop 24/7 produces 0.288486945 * 24h = 6.923686683 rocket-engine produced per day.
4) Your daily need is 41 per day so you need exactly 41 / 6.923686683 = 5.921700660 levels of propulsion-factory to get the job done.
5) launchpad is unlike all the other buildings in the game, upgrading it one level halves the launch time but increases the building wage by 517.50 $/h. The result of this rare game mechanic is that the launch fees are the same whether you have a lvl 1 or a lvl 2 building. For the purpose of this guide, lvl 2 will be adequate.
Pro-hint: You can start to appreciate a decrease in the launch fees starting from level 3 but each level increases your overall admin overhead, so it’s recommended to keep it proportioned to your needs and expand it only when it becomes “the bottleneck” of your pipeline.
CRUCIAL STEP:
You will be offering 41x rocket-engines and all the side inputs in the exact quantities and matching qualities to a company that has already researched:
Q4 BFR,
Q3 starship , orbital-booster ,
Q2 propellant-tank and heat-shield
Those who have a history of successful collaboration with their aerospace-factory and vertical-integration-facility owners can trust them and sell products at source cost. Those who have yet to bond with the upper part of the pipeline should sell every single input at a price that will discourage profiteers to cut you out. Now that we have done everything in our power to make their life easy, the contractual strength is on us and it’s now time to negotiate the assembly fee with the assemblers.
Friendly-hint: if you don’t fully trust your partners or you’re just a cautious person, it’s common practice to use the exchange place as reference and sell at the exchange price minus the 3% market fee.
THE ASSEMBLER’S FEE:
The usual unit of measurement for profit is the profit per b.lvl/h and spelled out it is the profit a single level of any building can achieve with an 8% production speed boost in one hour. In order to apply a fair pricing policy we need to take into account the assembler’s costs and the profit we are prepared to concede him.
Many propulsion-factory and a single launchpad is the answer. How many building levels depends on your cash flow situation, building slots available and the daily amount of research you think you can safely sell.
{Easy math} let’s do the math for 1 Q4 BFR worth of research so it can easily be scaled up:
1) One level of propulsion-factory on normal economy cycle produces nearly 0.279832336767728 rocket-engines per hour plus your production speed boost.
2) To account for the speed boost you do the following: 0.279832336 / (1 - “prod. speed boost %) example: 0.279832336 / (1 - 3%) = 0.288486945
3) One level of propulsion-factory working non-stop 24/7 produces 0.288486945 * 24h = 6.923686683 rocket-engine produced per day.
4) Your daily need is 41 per day so you need exactly 41 / 6.923686683 = 5.921700660 levels of propulsion-factory to get the job done.
5) launchpad is unlike all the other buildings in the game, upgrading it one level halves the launch time but increases the building wage by 517.50 $/h. The result of this rare game mechanic is that the launch fees are the same whether you have a lvl 1 or a lvl 2 building. For the purpose of this guide, lvl 2 will be adequate.
Pro-hint: You can start to appreciate a decrease in the launch fees starting from level 3 but each level increases your overall admin overhead, so it’s recommended to keep it proportioned to your needs and expand it only when it becomes “the bottleneck” of your pipeline.
CRUCIAL STEP:
You will be offering 41x rocket-engines and all the side inputs in the exact quantities and matching qualities to a company that has already researched:
Q4 BFR,
Q3 starship , orbital-booster ,
Q2 propellant-tank and heat-shield
Those who have a history of successful collaboration with their aerospace-factory and vertical-integration-facility owners can trust them and sell products at source cost. Those who have yet to bond with the upper part of the pipeline should sell every single input at a price that will discourage profiteers to cut you out. Now that we have done everything in our power to make their life easy, the contractual strength is on us and it’s now time to negotiate the assembly fee with the assemblers.
Friendly-hint: if you don’t fully trust your partners or you’re just a cautious person, it’s common practice to use the exchange place as reference and sell at the exchange price minus the 3% market fee.
THE ASSEMBLER’S FEE:
The usual unit of measurement for profit is the profit per b.lvl/h and spelled out it is the profit a single level of any building can achieve with an 8% production speed boost in one hour. In order to apply a fair pricing policy we need to take into account the assembler’s costs and the profit we are prepared to concede him.
{Easy math} In the following example the author has considered a minimum profit of 300$ per building level per hour in the normal economic cycle and a production speed boost of 8%.
1. Have you ever thought in terms of units produced per second? To find out how much it takes you have to divide 3600s by the units produced of a certain item per hour.
Example:
propellant-tank , units produced per hour: 4.89699 -> 3600s / 4.89699 = 735.15s
heat-shield , units produced per hour: 13.05864 -> 3600s / 13.05864 = 275.68s
starship , units produced per hour: 0.32647 -> 3600s / 0.32647 = 11,027.1s
orbital-booster , units produced per hour: 1.63233 -> 3600s / 1.63233 = 2,205.44s
BFR , units produced per hour: 0.22919 -> 3600s / 0.22919 = 15,707.39s
2. Then you simply multiply the time needed to produce one unit by the quantity needed for one BFR and sum the results where the items are produced in the same building:
22* propellant-tank + 10* heat-shield + 1* starship + 1* orbital-booster = 32,162.61 seconds of processing time in the aerospace-factory and
1* BFR = 15,707.39 seconds in the vertical-integration-facility
3. Now it’s time to monetize all that. Calculating the workers cost you will factor in the different building wages:
aerospace-factory building wage = 586.50$/h
vertical-integration-facility building wage = 759.00$/h
aerospace-factory workers cost = 32,162.61s / 3600s * 586.50$/h = 5.239,83$
vertical-integration-facility workers cost = 15,707.39 s / 3600s * 759.00$/h = 3311.64$
4. Bear with me it’s almost done. We need to apply correctives for the admin overhead.
Total workers cost = 5.239,83$ + 3311.64$ = 8551.47$
You can get an estimate of the assembler’s admin overhead from his company profile and account for a minimum 10% benefit from executives. Example:
8551.47$ * (1 + 60% - 10%) = 12.827,20$
5. Those were just costs, now you add the assembler’s profit per hour.
32,162.61 seconds in the aerospace-factory and 15,707.39 seconds in the vertical-integration-facility = 47,870s
Assembler’s 300$ profit b/lvl/h = 47,870s /3600s * 300$/h = 3.989,17$
6. Total Fee = 12.827,20$ + 3.989,17$ = 16.816,37$
Friendly-hint: although the math displayed above should be adequate for most of you, you still need to consider that production speeds do change overtime. The next time the P.A. will message you the economy cycle is changing, you will need to surf the encyclopedia to get the new production speeds and negotiate new deals with both suppliers and assemblers not to affect everyone’s profit shares.
THE WELL-DESERVED REWARD FOR YOUR EFFORTS:
In a few hours time you should receive the assembled BFR at source cost + the previously negotiated fee. Now it’s finally time to launch the rocket. Fingers crossed! Yes, you heard me. Even if you did everything right there's a 3,13% chance (in case we’re launching a Q4 BFR ) that the launch results in a failure. If the rocket flies you get 2800 aerospace-research , if it doesn’t, you lose the rocket and you don’t even get a tissue to wipe your tears! Let’s be optimistic and suppose it flies, now you can sell the research to our customers and enjoy the high life until the next launch.
Friendly-hint: if you have done a good job sourcing, your reference price for in-house BFR should be within the 800k threshold.
Pro-hint: Does that 3.13% seems a slim chance to you? Think again! That 3% is worth between 25k-28k average loss on every launch.
Example:
propellant-tank , units produced per hour: 4.89699 -> 3600s / 4.89699 = 735.15s
heat-shield , units produced per hour: 13.05864 -> 3600s / 13.05864 = 275.68s
starship , units produced per hour: 0.32647 -> 3600s / 0.32647 = 11,027.1s
orbital-booster , units produced per hour: 1.63233 -> 3600s / 1.63233 = 2,205.44s
BFR , units produced per hour: 0.22919 -> 3600s / 0.22919 = 15,707.39s
2. Then you simply multiply the time needed to produce one unit by the quantity needed for one BFR and sum the results where the items are produced in the same building:
22* propellant-tank + 10* heat-shield + 1* starship + 1* orbital-booster = 32,162.61 seconds of processing time in the aerospace-factory and
1* BFR = 15,707.39 seconds in the vertical-integration-facility
3. Now it’s time to monetize all that. Calculating the workers cost you will factor in the different building wages:
aerospace-factory building wage = 586.50$/h
vertical-integration-facility building wage = 759.00$/h
aerospace-factory workers cost = 32,162.61s / 3600s * 586.50$/h = 5.239,83$
vertical-integration-facility workers cost = 15,707.39 s / 3600s * 759.00$/h = 3311.64$
4. Bear with me it’s almost done. We need to apply correctives for the admin overhead.
Total workers cost = 5.239,83$ + 3311.64$ = 8551.47$
You can get an estimate of the assembler’s admin overhead from his company profile and account for a minimum 10% benefit from executives. Example:
8551.47$ * (1 + 60% - 10%) = 12.827,20$
5. Those were just costs, now you add the assembler’s profit per hour.
32,162.61 seconds in the aerospace-factory and 15,707.39 seconds in the vertical-integration-facility = 47,870s
Assembler’s 300$ profit b/lvl/h = 47,870s /3600s * 300$/h = 3.989,17$
6. Total Fee = 12.827,20$ + 3.989,17$ = 16.816,37$
Friendly-hint: although the math displayed above should be adequate for most of you, you still need to consider that production speeds do change overtime. The next time the P.A. will message you the economy cycle is changing, you will need to surf the encyclopedia to get the new production speeds and negotiate new deals with both suppliers and assemblers not to affect everyone’s profit shares.
THE WELL-DESERVED REWARD FOR YOUR EFFORTS:
In a few hours time you should receive the assembled BFR at source cost + the previously negotiated fee. Now it’s finally time to launch the rocket. Fingers crossed! Yes, you heard me. Even if you did everything right there's a 3,13% chance (in case we’re launching a Q4 BFR ) that the launch results in a failure. If the rocket flies you get 2800 aerospace-research , if it doesn’t, you lose the rocket and you don’t even get a tissue to wipe your tears! Let’s be optimistic and suppose it flies, now you can sell the research to our customers and enjoy the high life until the next launch.
Friendly-hint: if you have done a good job sourcing, your reference price for in-house BFR should be within the 800k threshold.
Pro-hint: Does that 3.13% seems a slim chance to you? Think again! That 3% is worth between 25k-28k average loss on every launch.