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Just do what StormhawkV said and go to a shipyard and start installing 1 of each of the structure parts till you level the skill. You can go back later and delete them and then build the ship the way you want it to look.
Others like 'Research Methods' require you to craft 'unique' items meaning every item you make only counts once and you need to craft 5, 10 or 20 different things to make progress which can be difficult at the start of the game as you might not even have access to enough crafting recipies yet.
Levelling the starship design skill works like the latter. Every module only counts once and seemingly only when it's not already used on that specific ship. Removing said part and remounting it immediately also doesn't work, you have to pay the full price for it. I only used the ones that cost 500 and 625 and the structural modules offered at New Atlantis and Neon combined were enough to max out the skill. If that's not enough for you visit Hopetown for HopeTech parts.
Ultimately it's always best to learn by doing, so I'll keep plugging away and cross my fingers. A lot of it probably comes down to my poor old gray matter not being as sharp as it once was, heh.
It could have many reasons and I can't say for sure what causes it without more information. There are limits to engines and shields but fuel tanks should always fit. The only thing I remember having issues with is making weapons snap to horizontal hardpoints like the ones on the Nova weapon mount.
Before that, you can do a little at a time, which improves your Starship Engineering skill as you add modules.
somewhere around level 25 you can get a 29 point reactor which supports 4 weapons, a 6 or 7 point shield, 3 engines all well powered. One of the 6 point shields gives 700 shield points, a good bargain as its usually closer to 1 power bar per 100 shield value. With 3 of the big 6k thrust engines, you can run 3k cargo space on it and have all you need until you get close to 60 and can do a full upgrade and complete a build.
The reactor IS the ship. The rest is just the best you can power from the # of pips it has; late game fully powering 3 bars of weapons is a fun goal...
Yeah outposts can start to look like circuit boards, but you just keep at it, step by step, practice.
You have to start with a ship but can then strip it to pretty much to nothing and build from there. Others have commented on levels, etc. You can also easily (with a bit of practice and the right skill levels) capture enemy ships of any class so ships are easy to come by.
Look at any of the guides on ship building for tips but the snapping is controlled by the ports on each module and they are restricted to like types (they have different shapes if you look closely. Also, the R and F keys (on PC) raise and lower the height 'level' of a module which is not as obvious
Finally, if you complete the Rangers quest line, you will be given(!) a very nice early/mid game ship.
BTW, selecting the entire ship by double-clicking any module allows to paint all modules at once so they harmonize. Unfortunately, the pallet mechanic is broken and does not remember colors properly. You can color match, sort of, by choosing a module with the scheme you want as the double click target and then tweaking one slider for each color slightly and then back.
1. The ability to save a build in-progress.
2. The ability to tour the interior before committing to a build.
3. The ability to dictate where doors and ladders go.
4. More ships in our inventory.
5. The ability to build hangars or pads to store our non-home ships so we can display them.
Outposts are kind of drab, and the way resource containers pop to each other when you don't want them to is infuriating. But, the real issue is that they are mostly pointless. At least the ships have an in-game purpose.
Sadly skills (or rather points in them) play a big part in this feature as does travelling around and finding the actual vendors as this may lead you to parts usually not available (I'd suggest the clinic for this as an example given the very early game engines with low power requirement and enabling a max speed of 150 something *most* C class combined will not do).
SO to answer if I can,
Unfortunately Yes you have to modify existing ships. However, if you delete every module of a ship it's value is not added directly to your credits but rather into a fund ? (shows in blue below credits), while this amount does seem reduced in the same way as selling the ship it does atleast allow you to start from *scratch* before hitting your actual balance.
As said above reactor is key, but not on it's own. The crew you select also play a huge part. If you apply all constellation NPC's to your ships you and pump points into the tech tab, you can gain another 5 power pips from your reactor ( you can use the 36 B class reactor to achieve 41 power for example much lighter and smaller than C class) .
To rotate parts Z is the default on keyboard while I can't speak for controller so hopefully someone else above added it.
You shouldn't need to dismantle everything, you can simply click (hold) / Select (hold) the offending item and drag it into the opening, rotate / delete etc from there.
This is also true when you wish to replace a certain part, as long as you replace it with a part that has equal attachment points and of equal size/shape or you will need to reconfigure parts to re-attach if the connections vary to the prior.
On weapons, I highly recommend everyone to do the UC Vanguard mission at least upto the point of unlocking the Vangaurd ship modules (rather early on in the quest line tbh).
Apply;
4 x Vanguard Obliterators (8 power total)
2 x Vangaurd Hellfires ( 4 power total)
Vanguard shield module (1450 Shield)
All of the above are B class, I currently do not have any Constellation on my ship alas the above shield is boosted to 2900 with just Omar (npc from Akila with 3 pips in shield systems)and points spent in shielding level 4, point being this gets silly if I had Vasco too, same for Weapons with the right NPC's you can boost the power of these weapons which combined with their fire rate means enemy ships survive literally for seconds and not many at that.
I wont get into outpost mostly because
A) I haven't bothered too much with them (not much point imo).
B) You only actually need a steady influx of a minimal amount of resources , soon you just end up with crates full of everything and nowhere to cash in on it even with a very minimal outpost (Bardeen system basically provides everything you need with in a single planet and moon side by side) most other things are much simpler to buy.