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I am working on a factory very similar to yours I hope this serves of some interest
In my scatteredness I left out the top descriptions here they are in order from left to right:
Station Employees Minutes Seconds Station Time Work Time Raw Material Cost Production Multiplier Needed Production Wages $48/h Wages $72/h Wages $96/h Power Power $720/k Power $80/k Power $74/k Power $38/k Power $35/k Item Cost Capital Cost Production Cost Import Cost Total Cost Import Only
I enjoy this game a bit too much ....
I have fitting stations in a separate sheet and when I play the game next time I am likely working out to make a unified production spreadsheet.
Apart from timing every station right all I have to say about the actual production line;
well, I use a similar visual check and rework process as OP, I use two visual checks upgraded to 90%, those two visual checks at 90% or 1/10 give us an aggregate chance (1/10)*(1/10) of 1% or 99% while still moving cars at a convenient cost, pace and space. Next to the visual checks is the inverted rework station inverted routing back to the visual check in case more rework is needed which saves space but has a chance of blocking the conveyor in case defects fill the conveyor to and from rework watch out for that. Before the rework is a smart junction of course.
If you are already extending the conveyor between different spaces you are doing something like the following but indeed; For the conveyors it takes little expense but it is most convenient to have all stations conveyors come up to a single point on the other side of the line before the next stations since it helps keep all timings constant while also simplifying the routing methodology in case you start producing many different makes and models on the same line with smart junctions. It also allows you to freely scale the number of stations alternating the sides to extend the conveyor if you leave space in your factory for expansion. This can be called a very modern modular manufacturing line.
This is one of the funniest fastest designs for paintstations but it is also tied with the best design
https://steamcommunity.com/sharedfiles/filedetails/?id=1890941004
This final one is the best design for space efficiency both take up 23 tiles of space
These 33 paintshops take 101x23 squares of space:
33 Paint Undercoat 552,56 cars per hour with just first upgrade
99 Dry Undercoat 544,95 cars per hour with just first upgrade
33 Paint Finish 547,47 cars per hour with all upgrades
99 Dry Finish 544,12 cars per hour with all upgrades
33 Polish Paintwork 565,71 cars per hour
You can actually fill 200x23 squares with 66 of these and get 1080 cars painted per hour