I'm basically at the point you were before you made the first cargo rocket. I've gone wildly off the deep end in making a production back-end, and I've been making beaconed facilities for green circuits, iron, etc. I also decided to make my trains for wagons long, so everything needs to be much more robust than I'm used to (normally I go with 2 wagons).
The setup you have for automating rockets actually frightens me a bit, because to be perfectly honest, the most complex stuff I can make using circuitry is oil balancing, and making train stops turn off when their supply requirements are met.
Do you mind putting up a blueprint (sorry if you've already done that) of the rocket supply thing? I'm very curious what it looks like.
PS. I'm also kinda regretting putting K2 in along with this mod, more and more it feels like they don't really match their goals, and I've passed the mid game of K2 despite not even entering it with Space Exploration.
Feel free to download the savegame, it has some blueprints in the Game library.
However, here goes ...
! NOTE: There are constant combinators on both ends. At the "Loading" end, that's for your first trip there, or later if for some reason the signal transmission from the other planet has been broken (runs out of power/meteor hits something), and you want to send something there, this works as an override. However, keep in mind that if you leave these constant combinators at the Loading silo on, every rocket will include these items. (the constant combinators with a space capsule and 100 rocket sections are not to be touched) At the "Request" end, these are the constant combinators that set up the request, and those are the ones that you use for standard long-term supplies.
I'd recommend taking it just as inspiration and making your own version out of it.
!blueprint 0eNrlXWuSo7oV3sqUfyYmQRJ60HWTFeRXqvIrNeWibdxNjQ0O4K47dcsLuPtINnZXEvALDDqgI8Btz/yZ6bbb...
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