Raitaru.Fitting.Hypothetical.03

Deciding on the first module for a Raitaru fit opened a Pandora’s box of questions.

Depending on the missile loaded, the Multirole Launcher has a range of between 687km to 945km.

So how close can I anchor it from other structures? Specifically, can I plant it near one of my Player Owned Custom Offices or pair up two Raitaru so that they can support each other?

The official support page on structure deployment outlines where they cannot be anchored (Trade Hubs, Career Agent Systems, New Player Starter Systems, Shattered Wormholes or Thera), but is vague about how far away from other objects they must be in space.

https://support.eveonline.com/hc/en-us/articles/208289335-Citadel-Deployment-and-Unanchoring

It says the restrictions can be found within the attributes of the structure – but I don’t find any in game or by showing attributes in Pyfa. In fact, I don’t find anything definitive in the first couple pages of Google search results. I think it might be 1,000km. That makes sense – so the structures can’t defend other structures.

So, if the missiles can reach out to 945km, how far can I lock too? Pyfa says 350km.

That’s a mighty big gap.

Are there any Structure skills that close that gap? No.

There is an Enhanced Targeting System Rig – giving +10% Range and 100% scan resolution. The T2 version is +15% range and +150% scan resolution. The problem is the price – 292M ISK for the T1 rig, and billions for the T2. Using those on a Raitaru make no sense at all.

I check the module list and find a Standup Signal Amplifier. The T1 module increases the targeting range by 11%, Scan Resolution by 20%, and adds +1 to the maximum number of targets you can lock. The T2 version provides 15%, 25% and +2 respectively. They are priced reasonably too – around 3M for T1, and 40 to 80M for T2.

I could use the Signal Amp instead of the Ballistic Control System in my 1 low slot. That would reduce my DPS by 7% and increase my lock range to 392km and scan resolution to a still dismal 78. Now the question is why would I want to do that? There would have to be a specific tactical reason for needing the extra 42km of range. I would also think attackers in a High Sec structure takedowns will be within that 350km range and hanging around for a while, so possible to lock.

Needing a further understanding of the ranges I will be working under, I review the Structure Electronic Warfare modules.  They suggest I won’t need a longer lock range.

The ECM jammer can be scripted and has a 75km optimal and 75km falloff. You could use ECM to disrupt logistic ships or to take some DPS off any friendly ships supporting the Raitaru – but you would need to fit two of them to make much of a difference. That removes the option of tackle, and I think Energy Neutralizers would be a better option. I discount ECM.

The remote sensor dampener cuts the targets lock range and scan resolution by 55% and has a 75km optimal and 150km falloff. I guess you might use it to force logistics into closer range but given the Raitaru’s ranges and the type of ships likely to attack, there doesn’t seem to be a need for this module.

The Stasis Webifier has a 200km range and a 70% effectiveness. It is an amusing thought but doesn’t seem practical. Anything small enough that really requires slowing down won’t do enough DPS to be of concern – and again would be better dealt with by Neuts. No to 200km Webs.

There is an interesting group of Burst Projectors that do area effect EW but – unsurprising – I read they can not be fitted in High Sec, so I discount them.

The Target Painter increases Signature Radius by 65% and has a 75km optimal and 150km falloff. That is a possible option.

The Warp Disruptor has a 210km range and a Jam strength of 100. You can fit only one – but that is a mandatory selection. It can be scripted to also turn off Microwarpdrives and micro jump drives – but only at a range of 63km. I think the Neuts again would be a better option than scripting.

The last option is a Weapon Disruptor. It cuts range and tracking of turrets (by ~60%) and range and precision of missiles (by ~30-50%). Like the Dampener, there doesn’t seem to be a pressing need for this module.  It seems more important to hold and damage attackers than make one of them approach closer.

 

After much research I’ve now selected two modules (launcher and warp disruptor) – and have two maybes (Ballistics Control and Target Painter).

Astrahus.01

My Astrahus build is underway.  This was started by my main character last year but was abandoned when I realised it would tie him down for too long in the one location.  I used the Raitaru spreadsheet as a template.  The minerals are now covered..

.. and I have started the long process of PI extraction and processing.

It has been a much quicker and easier project to kick off using the resources and knowledge I gained in building the Raitaru.

 

Raitaru.Fitting.Hypothetical.02

I take solace in finding examples of where a Raitaru is defended while ignoring the horrendous statistics to indicate it is rarely done.

The next step is to investigate how I might fit one. I use Pyfa to do this.

The Raitaru has 3 High Slots, 2 Medium Slots, 1 Low Slot and can fit 1 Launcher.

It seems like an anemic frigate. I think – incorrectly, that this won’t take long.

I start with that single weapon hardpoint. Just what weapons can be fitted to a structure? I go find out.

There’s something call a Point Defense Battery. It looks like a very short range smartbomb. I’m guessing it is only useful to clear drones. It is however banned from High Sec and can’t be used on a Raitaru anyway.

Next there is an Arcing Vorton Projector. It is a Doomsday Device – I presume like a Titans. Unsurprisingly it is banned from High Sec and will only fit on a Keepstar.

The third option is a Guided Bomb Launcher. It does area effect damage and can be loaded with either a Light Bomb for small to medium sub-cap targets, or a Heavy Bomb for medium to large sub-cap targets. Again however – it is banned from High Sec.

The fourth type of Structure weapon available are Standup Fighters. I’ve never used the latest Fighter interface and it would be interesting to see how it works. I don’t notice any reference to it being accessible in High-Sec or not. It is again not an option however as the Raitaru has no Fighter tubes.

So that leaves only the fifth type of weapon which I can use on the Raitaru – Missile Launchers. The illusion of choice.

There are two variants, an Anticapital and an Antisubcapital. Logically the Anitcapital is called an Anticapital Launcher, but oddly the Antisubcapital is called a Multirole Missile Launcher.

The Anticapital launcher has a 15s rate of fire. It can fit:

XL cruise Missiles
Velocity up to 6,000m/s, flight time 100s, base damage 48,000, explosion radius 15,000m

Super Heavy Torpedoes
Velocity up to 4,000m/s, flight time 140s, based damage of 72,000, explosion radius 25,000m

The Multirole Missile Launcher has a 3 second fire rate. It can fit:

Standup Light Missiles
Velocity up to 10,000m/s, Flight time 95s, Base Damage 400, Explosion radius 100m

Standup Heavy Missiles
Velocity up to 7,000m/s, Flight time 105s, Base Damage 1,200, Explosion radius 200m

Standup Cruise Missiles
Velocity up to 6,000m/s, Flight time 115s, Base Damage 2,400, Explosion Radius 500m

The damage for all of these is spread evenly across the four damage types.

You might think some of the damage figures are impressive – but they are misleading. The explosion radius makes a world of difference to what damage is applied to the different sizes of ships.

So, my only choice is to fit a single Standup Multirole Missile Launcher.

The T1 version costs around 30M ISK. There is a T2 version of the Launcher, which holds 32% more ammo and fires 20% faster. Unlike normal T2 weapons, you don’t need a skill to use the T2 version. It however costs a lot more – around 153M ISK at the time of writing. That is too much to spend.

I’m not sure on the ammo to use. I think I would fit the Heavies, and swap to Lights if required.

Next, I turn to weapon upgrades.

There are two I can fit – both low slot modules. There is a Structure Missile Guidance Enhancer which has small sub 5% improvements to Missile speeds and precision, or a Standup Ballistic Control System which adds 7% to the damage.

I would go the Ballistic Control System, but I only have one low slot so I need to check if anything else might be more suitable.

There is a skill called Structure Missile Systems. Each rank gives you +2% to Structure Missile damage. I have rank IV on my main and would aim to have any other character using the Raitaru to get to the same level.

So, what does 500 give or take DPS do? Nothing really by itself. What is it – a T2 Cruiser or a T1 Battlecruiser – that just happens to be some 50 something kilometres long and unmoving, with a much bigger tank?

I have two active accounts. My current tactics for defending my POCO are based around two heavy buffered battleships, both of which do a lot more DPS. If I was defending the Raitaru instead, I could consider using one Battleship and the Structure. It would be easier to manage. If I used the Structure for Neuting or EW, it would also give me some options to adjust my Battleship fit.

Hell – it takes very little SP to man a Raitaru. For less than 500K SP, I could just set up another Alt on my third Alpha Account to do it, and PLEX it if needed. Two Battleships and the Structure could work. Then I remembered that it currently costs an eye watering 1.8B ISK to PLEX an account for a month. I could plant three Raitaru for that price. Maybe I just plant two of them and man them instead?

So, after all that effort, all I’ve ended up doing is hypothetically fit one module.

 

(Spoiler alert – I’ve already concluded it would be smarter to use an Astrahus instead.)

Raitaru.Fitting.Hypothetical.01

I thought I would look at how I might use and fit the Raitaru if I was to anchor it in space.

One part of my research was to look at the recent activity of Raitaru on zKillboard.

https://zkillboard.com/ship/35825/

 

The research was more interesting than expected.

. On average 472 Raitaru were killed each month in 2018. (A total of 5,671+)

. On average Raitaru killed 94 ships a month, with a dismal 1.5% Efficiency

That looks rather dire.

 

I then went to look at individual losses and kills. To keep it more relevant to me, I concentrated only on High Sec.

. Many of the Raitaru killed had no fittings. I expect owners stripped them once they had war declared against them. I read in several places that you could use a ship scanner on a structure during its vulnerability window. If that is true, why are so many empty Raitaru killed?  Revenge for emptying them?

. Many of the fitted Raitaru had no weapon. On rare occasion there were missiles in their Cargo, which suggests some might have previously been fit.

. Of the fitted Raitaru lost, most had no fuel

. Fitted, armed and fuelled Raitaru losses were in the minority

. There was no evidence of defence in most of the losses

. On very rare occasion a Raitaru was defended by a small gang

. On very rare occasion, a Raitaru defended itself

. Most of the kills were done by between 2 and 4 attackers. Sometimes there could be a dozen or more.

. The most common attacking ships appeared to be Oracle, Talos, Leshak and Vindicator

. The same Corporations kept coming up as attackers

. Many of the modules fitted to Raitaru are expensive. It was clear in plenty of the kills that profit was the motivation / hope

 

I came away from the research with three thoughts:

. If fitted and fuelled, it is plausible I could defend a Raitaru with two accounts

. Even if I could not save it in the end, I might be able to reset a reinforcement cycle and force the attackers to return with more friends and start over again

. I would need to be careful to limit the value of what I fitted to a Raitaru

Raitaru.07

The kids have started their new School year, and overnight most of my EVE time disappears into Taxi duties.

I finish off gathering the extra resources using my partially rebuilt PI infrastructure.  It seemed to work OK, particularly in lowering the taxes I pay.

The final required component is manufactured.  The result was slightly strange.  The blueprint copy remained in the build project container after the job was delivered.  I couldn’t interact with it however, and it disappears after a nightly downtime.  I also have some left over Nocxium and Pyerite.  More mistakes in my spreadsheet for me to hunt down.

I find a useful tool online for displaying the manufacturing cost index for a region:

https://www.fuzzwork.co.uk/blueprint/costindex.php

It turns out that Akes is by far the most expensive system to build in across Devoid.

If I was to do this for profit, I would have to move my manufacturing elsewhere.  At this point getting it built safely is more important than saving 10M ISK.

The final process is pretty much an anti-climax.  I have all the components and am good to go.

I start the job.

I wait for it to complete.

Then I deliver it.

If I anchor it, it will look something like this:

This has obviously been more about the journey than destination.

So what do I do next?  Do I build another one to test, refine and hon my processes?  Do I build all the fittings required for it?  Do I start on an Astrahus?

I’m leaning towards the fittings.

Whatever my next step, I’ve been reminded over this project just how important having goals is for solo play.

 

Raitaru.06

I manufactured 8 of the 9 components needed for the Raitaru.

Whether from psychic abilities or pessimism, my suspicions about not having fixed all my spreadsheet issues then came to fruition. I was missing 10 Self-harmonizing Power Cores required to build the Structure Reprocessing Plant.

I updated the spreadsheet and it automatically listed what I was missing and dropped the progress from 100% to 95.8%.

Annoying.

I contemplated buying what was needed off the market, but I decided to use it as an opportunity to start retooling my planets for the P1 Extraction > Factory Planet approach I’ve theorised would be more efficient.

I listed out all the planets I had access to with low tax rates and added any extra I was already using. I then checked them for the density of each of the resources they held.

 

This was illuminating but stumped me for a little while. What does a 5% density really mean when compared to 50%? Where do you start?

I went back to the basics. The processing of P0 resources into P1 are done with Basic Industry Facilities.

Every 30 minutes, they can take in 3,000 P0 and convert them into 20 P1. Over a day that equates to:

. For 1 Facility – 144,000 P0 into 960 P1
. For 2 Facilities – 288,000 P0 into 1,920 P1
. For 3 Facilities – 432,000 P0 into 2,880 P1

I’ve been running 24-hour cycles, aiming ideally to gather around 290,000 P0 units to keep 2 Basic Industry Facilities busy per extractor.

I ran some tests. There are so many variables in this that it can only be taken as an extremely rough guide, but I found

. Between 2-5% density two Extractors with 16 heads could gather around 250,000 P0
. Between 12-18% density one Extractor with 8 heads would gather around 240,000 P0
. Above 25% density one Extractor with 5 heads would gather around 300,000 P0

I have two characters doing PI, with a total of 12 planet slots available to me. Without any concept if it was even possible, I wanted to set up my P0 extraction so that it was mostly done on my secondary PI Alt and would not require me to change schema. If a spreadsheet told me to gather X number of this, I would go straight to the planet and kick off the required cycles.

I looked very closely at the combinations of resources and tax rates and ended up being able to cover all the P1 goods across 8 planets and using 9 planet slots. That left 3 spares for Factory Planets.

The new setup is more efficient with where I extract resources, reduces the number of systems I must visit to collect, and cut out two of the planets I had to use with 10% Tax rates.

It makes quite a difference, and there are still some areas I can improve, with some planets holding spare capacity for extra facilities.

Next – and with a bit of trepidation, I investigated setting up Factory Planets where the build would all be automated and I would not need to change Schema on. I would just dump all the P1 ingredients my spreadsheet told me onto a Launch Pad, and it would automatically generate the P2, P3 and P4 goods without any wastage or further effort from me.

Here I am not too sure how successful I will be. First – I messed up as I forgot you could only process P4 goods on Barren or Temperate planets. I will have to shift some of my extraction between planets and PI toons to get 3 suitable planets. Next – there are 8 P4 goods to cover, but on my first attempt I was only able to shoehorn the infrastructure to automatically build 2 of them on one planet. I don’t have enough planets to do all 8.  (A solution might be to free up a planet by buying instead of extracting Oxidizing Compounds, but I would prefer to get my factories more efficient.)

The P3 into P4 process is easy – each P3 only goes into one P4. That might be the same for the P2 into P3 as well. The problem is the P1 into P2 processing, where your ingredients are used in multiple P2, which makes the automatic routing difficult.  I am thinking I could pre-load resources to stop the unwanted routing from happening.  I would only have to do that once.

 

Right now, I am processing the final (extra) P4 goods needed for the Structure Reprocessing Plant.  The automatic build for them is working well, and it seems to be noticeably cheaper with regards taxes, only exporting / import P1, and exporting P4.

Something I haven’t mentioned, but I did calculation on was volume. My basic setup of using a launch pad for storage and with two extraction units keeping Four Basic Industry Facilities continually busy, means I must collect the P1 output around once every 3 days.

As I said, the delays are a bit annoying, but I’ve been enjoying the overall effort.  I am really surprised at just how complicated PI (and industry) can get.  All the decisions you have to make, all the tuning and finessing you can apply.  Even how different things are if you are working solo in Empire or as part of a huge Alliance in Null Sec.

Raitaru.05

My spreadsheet tells me I have gathered all the resources I need to build the Raitaru. It is more of a “thank goodness” than “fist pump“ moment.

I’m fearful I’ve made a mistake in my calculations – but we will cross that bridge if we have too.

My Raitaru project container has 94,954 m3 of stuff ready to manufacture. The client suggests it is worth around 441M ISK. The Blueprint Copies would add around 20M ISK. Probably not something you want to move around lots.

That figure of 461M ISK is interesting. So far, I’ve paid out approximately 130M ISK in PI fees and taxes to gather the PI goods. (It would be cheaper the next time round if I reuse the infrastructure.) If I sold everything now, I would come out with about 331M ISK for my efforts, minus the cost of sales.

A manufactured Raitaru is currently selling for 527M ISK. That leaves an extra 66M return, minus the cost of manufacturing, and of course minus the cost of sales. I’m not doing this for profit, but it is the sort of thing you need to pay attention to if you are serious about your manufacturing.

It has been a long time since I built anything of note, and I wasn’t sure how the costs were calculated now. I went back to the Eve University Wiki:

https://wiki.eveuniversity.org/Manufacturing

Simplistically, you are charged a production fee based on how much manufacturing is being done in your system over the last 28 days, compared to the rest of the EVE universe. The busier the system is, the more expensive it is to manufacture.  This is CCP’s way of trying to spread out manufacturing.

The wiki article also outlines the various skills you should train. I ignore these. I will visit later if I decide to put more effort into my building.

There are not that many decisions you have to make at this point.

There is only one station in system which supports manufacturing, and I had already planned ahead and stored all the ingredients there. I right clicked on the first blueprint copy and selected “Use Blueprint”. This opened the industry panel and I was able to look at how much the build of the first of 9 components would cost me.

The system cost index is 5.42%. I’m not sure if that is high or low. It is applied against the estimated value of the item being manufactured – in this case, 20.6M.

So, 20.6M ISK x 5.42% = A Job Cost of 1.1M ISK.

But wait – there’s more. The Job cost is then multiplied by an additional Facility Tax. In this case it is 10% – paid to the NPC Station Owners.

1.1M x 110% = 1.2M ISK

I open the structure browser and filter on manufacturing services with a range of the current constellation. There are several player structures available with Facility taxes of between 5 and 8%. There is one at 2.8%, but I am weary to use it (even to buy something from there) as it is run by a Pirate organisation.

I roughly calculate that using one of the local player structures would save me around 1M ISK in fees across building all the 9 components. That isn’t worth the hassle or risk of moving the manufacturing. I stick to the using the NPC station.

I submit the blueprint copies one after another until – thump, I quickly came to a screaming halt.

My Industry Alt can only run 5 Manufacturing jobs.

I go back to the EVEUni Wiki to check over the skills after all.

Each rank in Industry reduces the manufacturing time by 4%. I’m sitting on 20% with Rank 5.

Advanced Industry reduces manufacturing time and Research time by 3% each rank. I’m sitting on an extra 6% off my manufacturing time. I can improve that, so I adjust my training queue.

Mass Production allows 1 extra job per rank. I have rank 4 – giving me a total of 5 jobs. I need more than that. I adjust my training queue again to get this skill to rank 5.

Advanced Mass Production allows 1 extra manufacturing job per rank. It requires Mass Production 5, which I have queued up.  I add this skill to the training queue, aiming to have a total of 9 jobs.

My plans to be flying a freighter are stretch out a bit further.

Currently I am looking at about a week to finish it, assuming I haven’t messed up.

Just an aside – I have two characters training on my Alt account – using Dual Training certificates I got with some special deal a while ago. The first certificate had expired so the training on the lower SP character (my Industry Alt) was paused. There was however no warning or notification that I noticed – it just happened quietly in the background. Looking around, I am not sure there is any way to identify how long you have left on the certificates. Annoying. I use another certificate to restart the Industry Alt’s training. I remember how the character already had all these skills in her past life. Sigh.