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Show your current starship ( just interested in layouts)


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After finishing the Overdesigned missions, it occurred to me: instead of leaving the Frontier as it was (and potentially not using it again), I should take a page from Walter Stroud's book and see if I could reimagine Constellation's 'workhorse' ship.

 

To that end, I tried to make something that could comfortably carry ALL of Constellation should the need ever arise - and keep all aboard safe and sound in the process. I changed out everything but the original hab module (which I kept and setup as the Captain's quarters) and the landing gear.

 

My result? The Star Frontier:

Spoiler

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Edited by daehith
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16 hours ago, DocClox said:

 

I'll have a look. I'm just a little wary of anything that extends those habs even further forward. The ship already looks as if a high gee maneuver would snap it at those crosswalks.

 

What I'd really like to do is stick a structural brace between the side habs and the main one. Wasted mass, but it would make the ship look so much more convincing. But the builder isn't having it and I only get the option of  weapon plates and portholes.

 

There's a lot I still don't understand about this toolbox.

 

[edit]

 

The other thing, I suppose is to use a Stroud Eklund infirmary hab for the starboard module. Wouldn't help brace the modules, but at least both sides would have a degree of symmetry.

 

We need more parts. More bracers, more ability to attach stuff to other stuff. Like those large wing style radiators, I want to add weapon mounts to them (underneath). 

 

I'm hoping for DLC to address this, as well as the inevitable mods. 

edit:  This is my custom ship. I can't get the look exactly how i want it without different parts. It's still WIP because I am not happy with the landing gear options as well as the above mentioned missing attachment points. I will tweak as I go - it's what I do. This ship only has crew habs, no workshops etc.

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Edited by nIn nIn nIn
pictures
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1 hour ago, nIn nIn nIn said:

This is my custom ship. I can't get the look exactly how i want it without different parts. It's still WIP because I am not happy with the landing gear options as well as the above mentioned missing attachment points. I will tweak as I go - it's what I do. This ship only has crew habs, no workshops etc.

If nothing else that's a good attempt in recreating the a-10 Thunderbolt.

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16 hours ago, nIn nIn nIn said:

edit:  This is my custom ship. I can't get the look exactly how i want it without different parts. It's still WIP because I am not happy with the landing gear options as well as the above mentioned missing attachment points. I will tweak as I go - it's what I do. This ship only has crew habs, no workshops etc.

 

I have to admit, I kind of like that design in its own right. But yet, new modules and new attach points are going to happen. I expect it's going to be substantially the same system snap points for Fallout 4 settlements. If so, I expect we'll see a flood of the things once we havbe a Nifscope that isn't read only :)

 

Meanwhile: Thesis Mk.III

 

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I replaced the infirmary the Stroud Eklind equivalent for the pharma and research labs, found a cross brace that would attach to make it look like it wasn't going to fall apart and soem Hope Tech endcaps for the habs, since they're fairly short and don't make the ship look more unbalanced than it already does.

 

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The dinky little wings on the lateral habs are there upurely so I';d have a mounting point for a com spike and conduction grid.

 

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It looks OK, it's fast, and it's capable enough to survive the battle at Leagcy's End, which is probably about as tasking a test as I could ask for.

 

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I was going to rename her when she came out of beta testing, but I've got used to thinking of her as the Thesis. So I think I'll keep the name.

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This is the F.B.B.E - Frontier, Big Bottom Edition :D

 

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The trouble with NG+ is that you no sooner get your ship the way you like it...

 

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So I took the Frontier and put a Fusor DC403 reactor on her, a pair of Nova 1050 engines and 60s Protector shields. The weaponry is still la work in progress, but I've got Vanguard Obliterators and a 1750 Suppressor which will do until I work out what I want to do about extra mount points.

 

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See how pleased Frank is with his new ride? Look at that happy smiling face!

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This  is a Va'ruun Prophecy.

 

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Not my design, I hasten to add. I won it off a bunch of serpent botherers in the Serpentis system after a quick game of you-bet-your-file. They lost.

 

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It's a very impressive hunk of metal, but I think I'll have to sell it. It's the Hyena II all over again - I can't find my way from the bay to the pilot seat without a map and compass.

 

[edit]

 

So I sold it, and that paid for the further mutations of my Frontier:

 

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Major change here is the hump on her back - I added a largely useless storage hab, just so I could get the attachment points for four more obliterators.

 

Still, pretty she may not be, but she can fight. She took down that Prophecy class vessel, and that was before I doubled up on her armament.

 

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Edited by DocClox
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Current thingy I'm messing with. It has changed slightly since this screenshot.

 

The main layout has the loading bay hooked up to a 1x1 companion way that serves as a central hub of sorts, with a hallway attachment to the left and right that leads to two 2x1 habs, (facing the cockpit) the hallway on the right is a workshop hab, the hallway on the left is the captain's quarters, the hab on top is a science lab and a way to access the docking port, and directly ahead is a 3x1 Deimos living quarters hab that leads into the cockpit. It has proved to be a fairly efficient design, and it looks cool.

 

I kind of wish the company that made the cockpit would branch out more and make one of the huge cockpits with the same bubble shaped glass design, just like Stroud, Deimos, and Nova, Hope Tech could probably design something pretty cool like that as well, but Nova probably has the best set up with that dual staircase. I also wish Hope Tech would utilize those cubby style beds more, like the one that's in the captain's quarters, and that the other companies would make more 3x1 hab designs.

 

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Edited by Z0mBieP00Nani
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After doing a bunch of research, watching videos and guides, modifying other people's builds and not a small amount of trial and error on my part I ended up with a ship I liked. It has only a single ladder down to the docking / landing area and I managed to get the internal layout to be really sensible with a lower living deck and an upper command deck. No console commands or mods used, though I did take advantage of some of the building glitches to hide the shield generator under a panel as well as merge some cargo bays on the underside. Its just about at max module limit, is a C class with B class engines, sacrificing maneuverability for aesthetic style and top speed and so far is really really strong.

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Update:

 

Ended up having to make some revisions for functionality, took the opportunity to revisit the interior and decided to do away with the single ladder as well as add an engineering bay hab and tweaked the exterior some. kitshiprevision.png.f18bb8b05d35fc04d8e5010b601526bf.pngkitshiprevisionrear.png.694dd0d0985a3e1c8d9adeec4eb26f6a.png

though I'm not entirely happy with how the center rear turned out so I may tweak that some more.

Edited by Kit Nova
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This is the Asymptote. Named for that point in science and mathematics where progression of values approaches Infinity.

 

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My first thought was to call it the Linear Progression, on account of it being built on a single forward line. But that didn't fit.

 

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Here it is landed at Akila Spaceport.

 

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Front view.

 

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It is, I admit, a largely experimental ship. As much as anything, I wanted to play around with the HopeTech spine modules and get the silly long passage to the cockpit.

 

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She's actually surprisingly capable. I got waylaid by a trio of Starborn Guardians at Akila and took them down without effort.

 

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Here's a shipbuilder shot..

 

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I probably won't fly her much, but Unity is calling and since I can't take the credits with me, this seemed like an interesting project while I was still flush.

Edited by DocClox
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Finally getting around to making some totally custom ship builds instead of just adding on to existing ships.  I was thinking to name them all as "Constellation XXX" or "CS XXX" (for Constellation ship) in honor of the group, but seeing as how the money behind the group is Walter Stroud and I'm not using any Stroud parts I may have to reconsider that.

 

Anyway, first build uses the large Nova cockpit with stairs, and has battle station, control center, computer center, captains quarters, AIO living quarters, berth, infirmary, armory, workshop and lab.  Not the fastest, but good maneuverability, and just made short work of three Crimson Fleet ships.

 

It worked out that it only has one central ladder core, and the stairs in the cockpit.  No random ladders sticking up everywhere.  Basically three long corridors running front to rear.  I tried to add some side portholes, but for some reason they caused walls to go up in the ship and turn it into a maze.  I've also since moved the helium tanks underneath (by the reactor and grav drive) and tweaked the paintjob a little bit.

 

 

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Edited by travelmedic
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I have now settled on my forever ship. This came into my recommends, and so I copied it almost completely - apart from the items that are level locked (engines, Reactor & Grav drive). Once MO2 has it's official release i will change about a few of my mods so I can add in the extra cargo module (perhaps - more mass means reduced mobility).

 

 

I will edit this with some screens later.

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Another NG+, another Frontier refit.

 

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She's got legs. (And she knows how to use them).

 

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Decent reactor too. If fact she generates more juice than I can use. I'll have to fit some more weapons.

 

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Really needs a couple more crew stations though. And some workstations.

 

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Where first? HopeTech? Or Stroud-Ecklund?

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Drifter1 was a Spacer Jackal. It was nice and roomy inside, and it had a cool viewport, but it was under-powered. As soon as I had the cash, I bought a Shieldbreaker, which some call the best ship in the game.  You can get them at New Atlantis or several other shipyards. Up-gunned, it's a match for most C-Class ships. I found that missiles were relatively cheap, didn't weigh much or use a lot of energy, and they had unbeatable range. I got four batteries. The only problem is, they're no good for boarding enemy vessels; there usually isn't enough left to board.

 

 

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On 11/3/2023 at 6:41 AM, Faustling said:

I found that missiles were relatively cheap, didn't weigh much or use a lot of energy, and they had unbeatable range

 

It's an interesting thought. I tend to keep missiles in the third slot as an afterthought, but it could be interesting to keep them in the secondary slot, fully charged.

 

I could leave the suppressors for the third slot since I don't generally use them unless I'm locked anyway.

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  • 2 weeks later...

Another one, I'm also using a few mods to make this build actually good, nothing too extreme though.

 

Mods:

TN's Useful Ship Structure (Hull Buffs) https://www.nexusmods.com/starfield/mods/5836?tab=files

TN's Hab Tweaks https://www.nexusmods.com/starfield/mods/5732

Faster Top Tier Engines https://www.nexusmods.com/starfield/mods/6814?tab=description

 

Top

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Bottom

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Starboard

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Port

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Fore

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Aft

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View from cockpit when landed. Also, one of the reasons I like this build.

 

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Damn! I snagged an Ecliptic Claymore. It was dead easy. I was wandering around Titan (don’t ask why) and saw this huge black hulk of a ship in the middle of nowhere. I never saw it land, and it wasn’t on my map. No one on board. Of course, I wasn’t authorized to fly it, but then some Va’ruun guys boarded. Seems they had gone for a jaunt and left it standing there. Pretty soon, they were dead and the ship was mine to keep. 

 

 

Now what? The ship is big and well armed and has lots of cargo space, but it’s slow. Reactor  is only 25, so that needs upgrading.  Any other suggestions? I’m all ears. I have lots of money for upgrades, but am only level 32, so the best mods are not yet available.

Ecliptic Claymore.jpg

Edited by Faustling
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Now I’m screwed.  I took the new ship to the Mars spaceport and sold some loot. The tech said it was 100% OK. But when I took off, the ship could not maneuver and the shields were down to 12%. I tried switching back to the previous ship (a Shieldbreaker), but now it looks like a Claymore on the outside, but a Shieldbreaker on the inside, and it is just as screwed up as the other. The tech says it is 100% OK too.

 

Tried rebooting the game. Nothing. Tried checking the data on Steam. All OK. Tried rebooting the computer. Nothing. Now I’m out of ideas, but if anyone has any suggestions, I would be interested to hear them.

 

 

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I went back to an old save and did the ship takeover again. Not much changed, but didn’t notice any bugs. Then I zipped over to Neon, unloaded the loot, sold the old ship and upgraded the reactor and engines. After that, a trip to Deimos, where I swapped out some weapons and the shield. Drifter 3 now looks much better, but there could still be bugs, and it is still a big, slow ship.

 

 

Drifter 3.jpg

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Turrets are important with low mobility C class ships. You can't really fix that either until you get to level 60 when you unlock the 2200 variants of those big engines. You will need 4 of them. The big 40 output reactors also unlock at level 60.

 

I stole one of those Claymores, on my second attempt. The first one was a Bounty Hunter owned one, fought through it (there were turrets all through it) - only to find I am not authorised to fly it. I guess the game sees that variant as a building not a ship. Luckily the second one I found was Ecliptic. Game let me keep that one. The downstairs brig is cool.

 

I gave it up when I went NG+ again.

 

Currently flying a Millenium Falcon inspired custom.

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5 minutes ago, Faustling said:

Behold the incredible upgraded Drifter 3!  Shields 1740! She's invincible!

 

Unfortunately, as soon as I take off, the shield value is reduced to 8. The shields offer as much protection as damp tissue paper. The techs all say it's 100% OK.

 

Has this happened to anyone else?

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Maximum shield protection is dependent on power allocation. If you don't have max power allocated to your shields, you won't have max protection. Given that your reactor seems rather anemic compared to the amount of equipped systems, you would need to do some heavy sacrificing of other systems to get max protection.

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