Incredible imo what ES accomplished on this front - the whole design and construction process was so smooth, and the whole thing works so well apart from a few soon to be fixed issues, gj ES is all i can say.
My dreams regarding space station design came true which i gave up on after XR release completely.
It produces all wares (x5 for most products) needed for ship and equipment production, plus 20x surplus in microchip, smartchip and claytronix - 276 prod modules in total. Was curious how the relatively bigger output affects economy, if the low demands i see generally really mean the station will not make money, and also just how can i manage such a station, howUI handles that and what is the impact on performance.
It needed 61 L hab modules to have optimal workforce, extends about 15km outside the 20km plot boundary, has about 3k turrets, and will have around 30 L miners to support its production. Will have a go again at marine training while borrowing the ships - mainly crane sentinels as i decided to go for cargo capacity.
I never transferred a credit to the manager, but after the first docks finished and i assigned the first couple L miners to the manager it started to earn pretty well. I expected it to spend some time on filling up the storage modules, but credits came surprisingly fast.
Pathing around the station is pretty good, haven't noticed ships flying through the station yet, maybe except one case when there was fighting - but have not flown close to inspect if the ship is just close or is really inside geometry. Attacking xen and khaak ships had no issues so far navigating around it, and they trigger a lovely laser show during the few seconds while they last.
Had 2 CTDs during the build process which isn't much considering the size, and apart from the several minute freezes that happen in later stages after a module construction is finished i had no serious issues in general. Afaik this will be addressed in 2.0 - hope ES can fix it. Unfortunately due to these long freezes i had to resort to SETA, which i entirely avoided throughout my game so far.
The missile and drone equip menu is bugged - the amount of drones and missiles station info displays has nothing to do with the values i set in the station overview window.
Have not noticed any impact on FPS so far unless i'm close to the city - in the sector if far away (70+km) or outside of it i get so far the same numbers i got used to before.
Flying close to the station it drops to 15-20, and when i climb out to the side of the docks on foot i get around 10 or so.
Left HUD on for some screens to show fps.
Complex calculator
Savegame
Build plan xml
The build plan is a huge mess, i thought i would delete the backup saves i did while designing the city - the final version is called "Ergosphere final".
And another version of the xml build plan, with 36 TEL L extra storage modules.
Plan name in this one is Ergosphere final xCont.
Now with the export feature i created a new export, the production has been upgraded and this has the cradles and wharves as well.
Turret count reduced for performance reasons.
Ergosphere the shipyard and support modules for own use of SY, plus 20x claytronics to boost NPC and own builds.
Arms Cathedral support plex to allow universe wide sales.
Build order is not optimal, had no time to play around with indices in the file yet.
I made way too many pics, kind of got carried away when the build completed - but decided to upload them anyway. Hope some people will enjoy it

This is how it looks in the designer:


M/S Docking views:
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36


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And some more screens:
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FP views
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Extra storage
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Fight screens
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