Faustling Posted November 22, 2023 Posted November 22, 2023 So, in order to get a bigger reactor, I need to buy or capture a ship that has one, or else wait until I'm level 60, correct?
DocClox Posted November 22, 2023 Posted November 22, 2023 Capturing a ship only works if you're willing to tear your current one apart and rebuild it around the new reactor. It doesn't seem to be possible to strip parts from one ship and install them in another. Level 60 should help. Or you might try looking at the power consumption of some systems and see if there are less greedy alternatives that offer similar performance. Some ships are always hungry.
travelmedic Posted November 22, 2023 Posted November 22, 2023 9 hours ago, Faustling said: So, in order to get a bigger reactor, I need to buy or capture a ship that has one, or else wait until I'm level 60, correct? There are certain crew members who will also give you more reactor power, specifically Vasco and Andromeda (I think that's her name). Plus the level 4 perk in the Science or Tech section can add up to 5 power at max level, but it will take you a while to earn that one. I'm not sure if any of the generic crew members you can hire in bars give reactor bonuses or not.
misterpipes Posted November 24, 2023 Posted November 24, 2023 On 11/22/2023 at 5:27 PM, travelmedic said: I'm not sure if any of the generic crew members you can hire in bars give reactor bonuses or not. The skill you are looking for is Aneutronic Fusion skill. Theres Andromeda Kepler on Mars, and Fusion Systems Specialist on Neon with that skill. But since you start with Vasco, who also has Aneutronic Fusion, you don't need to look to far. It's only a +1 reactor power at skill 1.
misterpipes Posted November 24, 2023 Posted November 24, 2023 My 'lightly modded' Frontier The landing bay is still an original Frontier part. So it's still the Frontier, right? Requires level 60, and to get all systems powered (except Grav, which only gets 1 power) needs maxed Aneutronic Fusion. 2 Crew (because I haven't used crew for the last 80 odd levels), 6 passengers, full suite of workbenches (weapons, space suit, industrial, pharma, 2 research consoles and 2 ovens). 27LY jump range (because thats the longest jump in the game so far) and fuel for 1100 range (from one end of the galaxy to the other in a single jump, and plenty spare). Two unsed equipment plates (in case I ever do the Crimson Fleet missions). And its classed as a small ship, so can use the landing pads on POIs when landing. No shielded cargo, because you can always reach Wolf or Porrima from anywhere. Combat ability: makes a mockery of any random encounter (and with 2 sets of turrets doesn't even require me to do anything, it would be three sets of turrets, but occasionally I like to feel like I'm contributing to the combat), has been up againist two of the legendary battleships (it would be all three, but the Eclipjerks had run off when I went to go kill them). Did need to use a few ship parts. Also flew it straight to The Key without an invite. That was touch and go (so much missle spam). But did win. Apparently you can't blow up spacestations, I tried.
DocClox Posted December 1, 2023 Posted December 1, 2023 (edited) This is the Wide Frontier. Yep, it's another Frontier remix. NG+1 and Alban Lopex and his merry band of misfits spawned in a level 40 system. Those spacer packs kicked my ass but good. So I went away, got some money and a few more skill points, and then I upgraded. This one is a bit of a cheat. DerreTech modules for the winges, and a couple of "supplemental reactors" slung under them. This thing generates more power than I can allocate. I'm tempted to widen those wings a little and add some more weapon systems, but this one is plenty deadly already. At least, it should see me through to the Unity. All systems go! Edited December 1, 2023 by DocClox
Faustling Posted December 3, 2023 Posted December 3, 2023 (edited) I decided that the only way to get a better reactor for my ship was to get a better ship. Accordingly, I saved up 659,000 credits and purchased a Narwhal, planning to rebuild it from the ground up, starting with the very expensive reactor. Of course, that didn’t work. As I soon discovered, changing the habs meant reducing the crew to 2, without the absurdly difficult Ship Command skill. I would have to be satisfied with the Narwhal. And I was not too pleased with it. The interior was full of twisty passages, dead ends and useless equipment that only got in the way. However, after I had stripped off nonessential structures, swapped out some weapons, improved the engines and jacked up the shields, it is a very impressive ship, at least on paper. Not sure I came out ahead on the new reactor though. I will have to put it through its paces and see what happens. [Later] It ran down four Spacer vessels without stopping to catch its breath. It is fast and maneuverable, but above all, extremely deadly. Class A ships don't get to make a second pass at it, and Class B probably won't survive two Those shields are as tough as they look, and the hull can take whopping amounts of damage. The only problem is, it tends to blow away ships I'm trying to board. I'll have to remember to reduce power before going in for the kill. Edited December 5, 2023 by Faustling
DocClox Posted December 8, 2023 Posted December 8, 2023 This is the Kundalini! The name comes from an ancient Sanskrit term, meaning "I've got your Great Serpent right here! In my pants!!" (No idea if these are going to display or not when I save the post. Oh well... 2
Manu82 Posted December 30, 2023 Posted December 30, 2023 (edited) So after getting my Shipdesign skill up to rank 4 i decided to give the Razorleaf a major overhaul. The intention was to let it stay a fast and agile class A fighter but make it really excel in that job. It's only downsides are: - No workbenches (could get around that by having less crew and changing the habs, but i tend to max crew capacity so i don't have to reassign them every time i change ships) - No Cargo besides the Cockpit cargospace. To collect loot you'd either have to empty the cargo hold or just transfer all the cargo to your inventory as long as you're piloting it. Capacities: 30LY jump range, 200 Fuel, Absolute max on Speed and maneuverability - seriously not only the numbers in the builder view, also it's acceleration is insane, cockpit + 2 control centers and an armory would allow for 10 crew. Current crew max is 7 total due to weapon configuration. Weapons: 6x Vanguard class A particle beams, 4x Atlatl missile launchers (sidemounted under the "wings", so not visible in the picture). It's dimensions are 20x17 (so 40x34 in total) so it should be small enough to land on small pads. I usually distribute the power so that it's engines, shield and partikle beams are maxed out. The rest goes all but one bar into the missile launchers, the last bar is kept free for the jumpdrive. The missiles don't really need that much since they are more like "finishers" instead of being constantly in use. Conclusion: It works like a charm! I love to fly it, even though i prefer my bigger destroyer for being an allrounder, the little fighter really excels in it's role. I just recently destroyed a legendary ship and it's escorts with it without any problems in no time. Here is the beauty: Edited December 30, 2023 by Manu82 1
Manu82 Posted December 30, 2023 Posted December 30, 2023 (edited) And here is my current main ship. I captured the Dumas and made major changes to it to be a really nice allrounder. Gotta admit, i love "no ladder" builds. Also i love the hopetech inerieurs. Here i only added a 2x2 Deimos hab to include some passanger capacity and changed the brig into Deimos for symmetry. Here i used a Hopetech 1x1 storage to connect the cockpit, docker and landing bay as well as the two rear 2x2 Hopetech modules (i went with a weapon station and a computer core for interieur layouts) the two 1x2 hopetech modules are infirmary and workshop. this design ensures the interieur to be easy to navigate as well as having quick access to the cockpit and both sides, even when entering the normal way instead of porting to the pilot seat. I love to roleplay for immersion, so pathing and interieur was cruical to me. Oh and i don't make use of mods or clipping - vanilla building as intended only, just to see what can be achieved by that. Edited December 30, 2023 by Manu82
Faustling Posted January 6, 2024 Posted January 6, 2024 I streamlined the Drifter 4, took out some structure and an unnecessary compartment. I move the landing bay to a more convenient position. I discovered I could get more fuel for less weight if I replaced the small fuel tanks with one big one. The engines, though, worked the other way: I got more speed and mobility from six power 2 engines than four power 3. Did you know you could mount Class A engines on your landing gear? The new, trim profile makes a smaller target and is more maneuverable.
DocClox Posted January 29, 2024 Posted January 29, 2024 So: This is The Bug Eyed Monster! At least that's what I call it. Every time I rename the ship, the game changes it back to Crimson Fleet Captain for some annoying reason. Started as an experiment: I wanted to mount the engines on widely separated struts, and it kind of evolved from there. Needs a bit of tweaking, but she's shaping up to be a decent ship. 1
---nikoli Posted April 17, 2024 Posted April 17, 2024 (edited) Completely remade the Razorleaf with a lot of exposed tubing and bolt on accessories to try to achieve a look like it's an old bounty hunter ship that's been passed down from one internation of the Mantis to another. It has minimal useable space with only an armory/brig and a captain's area. With using Derretech weapons, it's now so overpowered that even class 'C' heavyweight ships I've crossed go down within three shots. Edited April 17, 2024 by ---nikoli 2
---nikoli Posted April 24, 2024 Posted April 24, 2024 A new ship design using the 'Firefly' engines and SMSEX ship parts mods from Nexus. More than half the ship is cargo space, so it needs a lot of lift to get airborne. My head-cannon figures the engines are independent when lifting and lowering the ship, but when lined up for traveling, one engine reinforces the next in line to produce considerable thrust with the last one down each side.
DocClox Posted April 24, 2024 Posted April 24, 2024 (edited) is is my current ride: The Tech-X2. I had a new(ish) character. just working on his starship design skills, and I hadabout a million creds to burn. So the Tech-X ships (short for "Technical Exercise") were just about putting modules together to pass the skill challenges. That said, I rather like the X2. Landing bay links to a 1x1 storage hab. Then there are two DrerTech transparent crosswalks out to port and starboard connecting with identical 1x1 hab modules. Then extending back from the three habs, there is an Infirmary, an AIO Crew Accommodation Hab, and a workshop hab. The docker is above the landing bay hatch, so however you enter the ship, you're just outsode the cockpit, and with easy access to all resources and crafting stations. Spoiler The Cockpit here is another DerreTech piece, a salvaged Starborn Guardian bridge. No especial benefit but it looks cool as fuck. The port and starboard hulls mount forward facing weapon gantries. The main armament in six Vanguard Obliterators. The secondary weapon weaponry are banks of disruptor turrets facing port, starbaord, and aft. I don't generally use turrets I don't generally use turrets, but the configuration seems effective enough. Although I do miss being able to board and capture. Here's Andreja playing show girl to help display the curves of the craft. Or is it the other way around? The aft facing disruptors are a bit of a mess here. I upgraded them and replaced the units there with four evenly spaced projectors. The clear crosswalks provide some spectacular views, sometimes quite unexpectedly. I snapped this one getting ready to depart from Neon. So there it is: The Tech-X2. Not a bad little ship. It should last me until Unity/ Edited April 24, 2024 by DocClox
nIn nIn nIn Posted April 25, 2024 Posted April 25, 2024 Dude - the non symmetry with the rear facing turrets is triggering me. For the love of dog, please move one of those turrets.
DocClox Posted April 25, 2024 Posted April 25, 2024 2 hours ago, nIn nIn nIn said: Dude - the non symmetry with the rear facing turrets is triggering me. For the love of dog, please move one of those turrets. I know, I know. It was like one of those jobs that you never quite get around to doing. It's fixed in the current version of the ship, but when I came to put the post together, all the decent screenshots seemed to show the asymmetric layout. I'll post a fixed version tonight when I get home 1
DocClox Posted April 25, 2024 Posted April 25, 2024 All righty! As promised, here is the modified Tech-X2. Renamed as Tyger Tyger in honor of its newly found "fearful symmetry" I even went so far as to eschew my usual black and red color scheme in favor of a more tiger-like orange. Clearly, Jessamine approves! Top down slot clearly showing the rear turret placements. Better? 1
Guest Posted April 25, 2024 Posted April 25, 2024 1 hour ago, DocClox said: All righty! As promised, Cool looking ship! How has that game kept you playing since release?? Waiting for Silverlock, and mods that will "spice" things up before I play again.
nIn nIn nIn Posted April 26, 2024 Posted April 26, 2024 9 hours ago, DocClox said: All righty! As promised, here is the modified Tech-X2. Renamed as Tyger Tyger in honor of its newly found "fearful symmetry" I even went so far as to eschew my usual black and red color scheme in favor of a more tiger-like orange. Clearly, Jessamine approves! Top down slot clearly showing the rear turret placements. Better? Mate, that is gorgeous. Love the Vanguard orange. I must confess I still don't have the Derre Tech mod installed. All I am using is the TN's upgraded vanilla stuff. The structural stuff that adds armour, the habs that add cargo space, etc. And that mod that removes the reactor limit so I can build with 2 reactors when playing a low skill level character. Just waiting for expired to update chargenmenu so I can roll a new toon with a new mod loadout.
DocClox Posted April 26, 2024 Posted April 26, 2024 11 hours ago, Raven 54 said: Cool looking ship! How has that game kept you playing since release?? Waiting for Silverlock, and mods that will "spice" things up before I play again. I took a couple of weeks off to play Skyrim for a bit. Apart from that, I've not had a problem. The game is ridiculously addictive. 4 hours ago, nIn nIn nIn said: Mate, that is gorgeous. Love the Vanguard orange. Thank you! I hadn't thought about it being Vanguard colors, but I'll take it. 4 hours ago, nIn nIn nIn said: I must confess I still don't have the Derre Tech mod installed. It's worth having. Some nice stuff, some that's a bit silly and a couple that are a bit overpowered. You have to pick and choose a bit. Oh, and be careful of boosting and landing on top of the cockpit; some of it has no collision and you'll drop through into the ship, and then not be able to get out without using "tcl". 4 hours ago, nIn nIn nIn said: Just waiting for expired to update chargenmenu so I can roll a new toon with a new mod loadout. I hadn't realized it was broken. I keep meaning to update it, but I might wait now until after the next update.
nIn nIn nIn Posted April 26, 2024 Posted April 26, 2024 6 hours ago, DocClox said: Oh, and be careful of boosting and landing on top of the cockpit; some of it has no collision and you'll drop through into the ship, and then not be able to get out without using "tcl". I hadn't realized it was broken. I keep meaning to update it, but I might wait now until after the next update. I read on his nexus page that he is waiting for the CK to be able to do the navmesh on his parts. He dropped a new version today btw. Expired hasn't updated for the current game version. Not sure why as he hasn't commented anywhere I am aware of. I leave it enabled, answer [no] when sfse asks if I want to exit, only the face presets don't work. I want to use the BorealUS preset (with blue hair) and role play a 19 year old fresh out of school and first job as a miner. Literally play a newbie.
DocClox Posted May 11, 2024 Posted May 11, 2024 Ladies and Gentlemen and all points in between, allow me to present the IGS Wrunkards Dalk! (The late Rev. Spooner would have understood, I'm sure). Spoiler This particular crime against, if not Nature then certainly Good Taste, exists mainly because I needed to slap some modules together to pass a Starship Design challenge. So I thought, why not lean into that a little? It has a way of catching me off guard on the landing pad. As if something in my was to cry out "Oh Dear Lord! Who could perpetrate such an abomination!" And then I remember. Still, she's surprisingly effective. Faced off against four Ecliptic vessels and dispatched them with ease. And on the plus side, the brightly painted modules help tell her apart form the random space junk. 1
DocClox Posted May 25, 2024 Posted May 25, 2024 Unity time. So I bid a fond farewell to the ever-mutating Wrunkards Dalk. And a big "hello" for the Red Menace. Currently missing shields and a lot of weapons, on account of running out of funds. But we'll get there.
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