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As for Cargo, etc, I go with 3x inventory, 2x Refin/Assemb and 2x welding.
If you go with realistic inventory you have 400L. This means you can carry about 100 steel plates with your welder/grinder. That means you have enough for 4 Light Armor blocks. But when you consider a refinery uses 1200 blocks that is 12 trips back and forth to storage just for its steel plates. And blocks like antennas, grav gens, medbays and reactors will require you to make dozens of trips as you can only hold 3-10 of the spacial components (radio,medical,gravity, reactor components) And those blocks can require 100 of those alone.
So 3x inventory is what I consider the minimum. As for the Refining/Assembling, I start with 2x and then add 4 productivity modules to each. But you can play around with this setting without having to worry about moving your cargo around like you do if you lower your inventory multiplier. But I find 2x works ok.
As for what to do. For non-planet starts, I typically start with the Asteroid Start and convert the Yellow Respawn ship into a 4 drill (on 5 connector tube post) ship with refinery, assembler, medbay, oxygen gen all connected together so you can get gas from your medbay and can add productivity modules to both the assembler and refinery once you get some ore. Then get some nickel and add an ore detector and large cargo box and you've got a ship that will allow you to gather and process enough ore to do whatever you want. Your next step should be to grab some silver and add 2 more reactors since that large cargo box will make you want to add a couple more thrusters (which require platinum)
For Planet starts, I start with the Star System start, covert the lander into a 4 drill ship on a post of connectors 6 long coming out the center of the bottom of the lander. Add a couple more batteries and you're good to go. I don't worry about solar panels too much. Find some silver and build a second reactor and once you get some uranium you are good to go. Often the ore is beneath what you can drill to, but just hand drill and carry it back up and deposit it in the drill and swap hydrogen tanks the same way and you can stay down there for 30 mins or more before needing to recharge suit energy. On those veins that punch thru, just hand drill and let the or fall to the bottom of your hole and again ferry it up. Once you get a good supply of Uranium and a bit of everything else you'll be ready to setup a base or what ever.
Rotation isn't nearly as fast...but doable.
Note that smaller the ship the harder this is to do...small enough and not doable at all.
Also, remembered a few even more realism mods: exploding hydro tank and 3d helmet hud mod.
So, no Gyro's, no Thrusters. THrusters can work...but only in thrust override in the direction you want to travel with you using WSAD on the main craft at the same time to prevent the main craft's Dampener from fighting the addon thruster attached to the pistion/rotor.