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Turns out I actually don't have as many true multi-role ships as I thought I would.
ALL of my mission ships are gunned and shielded out the wazoo, but the ambush chance doesn't care if it's a flying brick so long as it has guns (lots of guns) and hit points (lots of hit points/shields).
A lot of the ships I fly in the main battle line, or use as my command ship top out at around 2-3k cargo in Xanion.
(Merchants and miners have a lot more, obviously).
Your multi-role ship has about as much cargo and armour as most of my 8 slot miner designs... but on the other hand I think yours could probably fly circles around mine.
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Update: the closest thing I might have is probably an upscaled Usurper Battleship from the workshop. It's in my 'Red Dwarf' folder (e.g. for playing through a whole game with ships of a particular theme), so might not have great speed/agility.
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Turns out I specialise a lot more than I thought I did. Huh.
Ya I probably overdid the cargo space but I like watching the ship auto-mine and I'm trying very hard to keep the maneuverability up. I read somewhere that aligning gyros with the center of mass is better but that doesn't appear to be a thing as placement anywhere on the ship seams to have the same effect.
That said, my best turrets were just lost in battle over a pirate stronghold. Had to exit stage left.... Probably should have modified the ship to prepare for the battle. Having a commodore in place with the added guns would have helped. The loss delays my new ship since I'm down to just 1 trinium and 2 naonite r-miners for my ship. A few mining ships on missions have them, but they are slower.
Really unsure of the Energy Generation and Storage for a larger ship.
Does your 'Red Dwarf' come with a cat and robot? Haven't watched that series in ages, but I have it in my collection.
if you do everything right, those alone should give you 50 to 66 % of your ships yaw and pitch alone, depending on size, while also pop up your breaking power significantly.
for lateral and roll, either put some omnis with the most face surface area to both sides of y axis and x axis at the front and back of the ship (remember to keep the center mass also in the middle of the ships length). and or put some more directional "tubes" wrapped around the core of the ship at the furtherst front and rear areas, facing up and down on the left and right side and facing left and right on the up and down sides.
i got a 1.25 megaton 600x600x1200 size ship at 0.9+ rad all over this way, before adding another 40k cargo on subpar positions... but it still wielding 0.85 rad all around, while going up to 1.37 megatons, while using only the most neccesary inertia wrappings and yaw/pitch gyros, no rolls.
setup should work for all materials and sizes, as it just abuses the best positions for the thruster efficiency. well i also measure out the weight of the internals from heaviest to lightest from inside to outside and keep weight itself away from thrusters in general. this way you get really manouverable ships (that maybe dont look the best, but are efficient =P).
should look like this (as said, works for any size, so dont mind the endgame part =P):
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3414761185
stats are with modules and crew, materials in the ship are still trinium/xanion. so dont mind those, its just to demonstrate the rad posibilities.