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One thing I can recomend is if you don't mind it being slower replace the large engines with medium and small engines and that can make more space. Also adding some capacitors near the Rocket bay will help it reload faster after firing. The reactors can definitely handle powering more thrusters, and weapons but if you load it up you will need more heat dissipation. You can see the heat optimal and max heat on the reactor, and you can calculate how much you need. I just loaded it up till it started overheating then added more radiators. If you move the scanners you can fit 2 tiny turrets in the front. I'll post a screen shot later if I can figure out how.
Here is one design, might give you some ideas. It's not the latest one but that one uses all T2 tech that you might not have any way.
http://steamcommunity.com/sharedfiles/filedetails/?id=856832616
http://steamcommunity.com/sharedfiles/filedetails/?id=856832520
And here is my current cargo hauler. I'm using cross conduits to save structure, and smaller engines to cram in more cargo bays. It still has a repair drone though and a few fixed mounts.
http://steamcommunity.com/sharedfiles/filedetails/?id=856849998
http://steamcommunity.com/sharedfiles/filedetails/?id=856850166
If any one knows how to use the tool that saves the whole ship design in 1 go that would be good to know. I know it exists and where it dumps the file to just not how to activate it.
How can I use T2 tech in T1 ships? I got some parts unlocked and would save some space if i could exchange the reactors and radar.
And I found out that I have the T2 blueprints but did not research them yet. So my question above is obsolete.....
What bothers me a little:
1. I had to find out how turrets work and it took me a while of trial and error.
2. When I launch the repair drone the atmosphere is gone and has to be restored. No problem for me in the Suit but Marv dies frequently which is not a bad thing at all...
3. The sensor range in T1 is bad. And cant be improved because T1 adar does not stack...
4. I forgot life support in the final buil... Will have to add is but this is something minor
Now I have a capable ship that can repair itself and stay in space for a long time. It is slow and turns like a brick but it can take much damage and has enough firepower to survive everything that is now in the game.
This feels good.
i know this may be late but here are a few tips.
every 6 or so corridor spaces add a door. this brake out the ship into compartments that retain air. you dotn need a life suport in ext of these sections, but it is good ot have then spread out.
typiclay i have one near every airlock, and centualy
power train.
you tube vidoe name is Power explained
the link for the is here https://youtu.be/8imTgKUwc_E
this is Allogonist expaling how power works.
basicly keep your power train as clear as you can.
Pressing the "P" key in any interior will render that interior into a PNG file in the "DUMPS" folder. (Warning, may lag/freeze/crash the game.)
Do this in "test ship" or while in game.
Also Minen, in regards to the repair drone draining your air, I think in an ideal scenario there would be a door on either side of it's hallway. Although I'm not really sure if losing compression when launched is an intended behavior in the game or not? I just couldn't fit doors in my design b/c of how much other crap I was trying to cram in.
coudl be wrong.
I did however find a way to reorganize the Boulder to maybe fix the airlock issue by moving the Drone bay down 1 block and adding a door on top. Havn't tested it yet though.
Also I've been using the Crossover conduit to save integrity points b/c it uses 2 instead of 3 blocks. Feels kinda cheaty though, I think that the crossover conduit should have a 3rd block taken up on one side or the other to balance it out. Otherwise theres no reason not to use it everywhere possible. Unless it was more expensive but at the moment ship cost is more or less a non issue.
1. its is 3 long. ok in streiat line but not ideal.
2. can only carry 30 energy like all condust so its not alwsy practical, for high power needs.
3. its not pleasing to the eye like the normal conduit.(though this is persoanl teaste.
but its good for when you need a 2 second level when there is no second level.
and for the point you make.
in the end its personal preffernace.
i prefer normal 1 square conduits as ther quicker for me to put down and take put less time. i also like the look of them so... yea its al ldown to persoanl needsand teastes. which is why i like options. we all have differnt needs.
Basically I agree that I like the standard conduits visually, I want them to fix the crossover so that it is still useful for it's intended purpose but isn't objectively better than using the standard conduit for straight line use. Bringing it inline with it's intended use and steering min / maxers away from wanting to use it everywhere. They both have the same energy transfer rates as far as I can tell. But I may regret this statement if my current builds all get borked heh.