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1. go slower (to be able to deal more damage before the asteroid impacts),
2. and/or add more turrets (yellow ammo is all that is needed on the inner planets) + more research upgrades to make the damage per second stats in your favor (overcoming asteroids base "health" before impact).
As you level up Physical Projectile Damage research, you'll burn through less and less yellow ammo on the same trips. The fuel requirements, I think you already know, is based on how "efficient" you keep the thrusters at. 100% full thrust is least fuel efficient.
FWIW, if you want more collected chunks while travelling, build a wider platform. As you'll quickly see when playing around with platforms, the chunks will be coming in from the North when travelling -- you can collect a lot more chunks with a wider platform than a vertically skinny one -- but your "defense" requirements also go up as you need turret coverage to destroy those asteroids coming straight down on your wide platform.
Your initial platforms will just suck and limp along until you drastically reduce the ammo requirements with the Physical Damage Research upgrades.
EDIT: btw, once you unlock "Asteroid Reprocessing" & "Advanced Asteroid Processing" research, you'll have more options and control over things -- very similar to how Advanced Oil Processing gives a lot more freedom over the initial basic oil processing.
To put it in reverse context, how many asteroid chunks would this platform collect sitting above Nauvis?
https://steamcommunity.com/sharedfiles/filedetails/?id=3450679772
Minor stats note: rather than looking at the rates of the individual asteroid types, you can improve the precision a little bit by only looking at the sum of all three kinds of asteroids, and use the specified 3:2:1 ratio to break the "rate of all asteroids" estimates into the individual types.
Then, if you keep the same aspect ratio, I believe the rate of collection ought to be roughly linearly proportional to size. I don't know how confident one should be in that, though.
You're falling into the trap of way overengineering it based on theory instead of building something small that works and going from there. Start with that 20 tile wide needle and build it so it survives the trip and can idle around the other planets without being destroyed, then go from there.
I second that. Also, @Chindraba -- those long vertical platform parts on the sides won't really help with collecting more chunks. However, that long horizontal run at the front greatly increases your collection rate when the platform is travelling.
The "over engineered" Ἐρατοσθένους platform was built using the 'start small and grow' principle. Limited ground-side production of parts forced a slow build-out anyway. Those vertical arms do, as a matter of fact, collect much more than an equal length of extra width did. Not 'would' from theory, rather 'did' from trial and error.
A mobile platform a fraction of that size can be built to run continuously back and forth between planets while keeping ammo and fuel reserves topped up from the continuous asteroids on the way. Like the rest of the new challenges in Space Age a significant part of doing this effectively is to come to terms with the waste. You can use circuits to tell the collectors which asteroids you actually need, so they ignore the ones you already have too much of, or you can just toss excess right over the edge. The smaller mobile platform will be able to collect the asteroids at whatever rate you need. The benefit of Nauvis orbit is solely that it doesn't tear your ship apart while you build it, so use that to your advantage to build the platform that can continuously collect resources in motion and never run out.
The "taxi" of the OP is still on the drawing board, as it were, and will be of the needle variety since transport of the engineer, not a 'route' is the objective and cargo space or processing beyond that needed for the trip are unimportant.
The posted print is for Ἐρατοσθένους which is, or rather was, the Nauvis orbital station for making Space science. The collection of chunks there showed me that the ratio of chunks was within that given in the data. It also showed me that the 'rate', as in 45/min of metallic asteroid chunks, was in relation to something of which I cannot fathom. That is the genesis of the thread.
I already figured that 'waste' was a theme to deal with in Space Age. They've given so many ways to 'dispose' of the trash; void to space, toss into lava, recycle to oblivion, that it had to be part of the theme. The asteroid chunk ratio and the Space science pack recipe guarantees waste, either by no collecting or by tossing aside, of metallic and carbonic chunks. I added an engine plant to absorb the excess iron ore, but the carbon, at this stage of the game, is useless.
Anyway, with a stable platform it should be possible to determine how many collectors, and/or how much area of space, are needed to collect resources to produce a target level of Space science. All the numbers are given, either in the Wiki or the Factoriopedia. They just happen to lack the context to make them useful. Presumably someone has figured out, or found, the missing context.
Might not be worth the trouble, but it is an option.