I have it set up with 3 roles: operator, mule and default. You don't have to assign stationary operators because they will find their way there. It keeps the lines much cleaner to only assign the mules. Edit: the reason your forward thrusters are firing is because your backward thrusters dont have enough people delivering batteries to the eng rooms. When the backward thrusters shut off, the forward thrusters on the opposite side fire to keep the ship straight. To stop the forward thrusters from firing, use more people to deliver batteries
you can put opposite facing thrusters as close to as the yellow area lets you, they can FULLY overlap, even the thruster itself can be inside the yellow area (thats just decoration outside the ship), its a valid build as long as there are no room tiles inside the yellow area
Also, using the bigger thrusters also allows the thruster clusters to be closer together, and you have more turning and back thrust for the rail manoover of getting out of enemy fire range, also each big shield should be backed up by 2 small shields in armoor.
When he did the shout-out to Aavak, it made my day. It would be the greatest thing in the whole world to see a collab between the two. Not necessarily on this game, but their game choices do run similar.
About the sideways thrusters not being used for steering: That is because the larger the thrusters are the longer the rampup time is. Since you are using huge thrusters sideways, it is easier for the game to steer by turning some forwards thruster on one side off (turning off is instant) then wait until the ship turned and then turm them on again. To prevent that I recommend to use some small thrusters which have no rampup time for sideways steering. Keep in mind that the torque is bigger the larger the orthogonal distance to the center of mass is. So I recommend placing these sideways thrusters at the top and bottom of your ship. Of course you can also use huge sideways thrusters in addition for when you need to make large turns or strafe sideways, but just having a handful small ones at the right places is a huge help for controlling the ship.
Awesome! It is your trademark, modules, city blocks, now translated to dedicated modules in this game. You are adapting the "lean" concept to all your games. I love it
Another tip is, I had issues with the ship constantly turning on and off, turns out I had my supplier priority on the same level or lower than the use priority. Just like the default settings do it, always set supplying higher than using something
Thanks for sharing, I’m in the same learning curve and are currently using Rails and Ion beams with diamonds. One thing I/you could test. Is making the ship able to do decent mining, we could utilize the way that the ship scoops things and maybe make the back end of the ship able to scope up astroids. So you reverse flight direction when you are mining, scoop up a bunch of astroids and then mine them. Thanks for all you videos 👍
I think the forward boosters were firing while flying straight because not all your backward firing thrusters were powered all the time. They had to fire otherwise the uneven backwards thrust would cause your ship to turn slightly. Likewise, they will fire when your ship is turning to produce additional torque.
A fun interaction is that your ships armor blocks your enemies large shield field, so you can use structure blocks to let your shields overlap, then make a death tunnel after your shield wall that pierces the enemies shield wall, causing everything you throw into your tunnel hit straight enemy armor and their soft stuff… who needs disrupters when you have basically a mosquito nose to get to their flesh.
I would like to point out that a big issue with having such a limited and non redundant crew is that as soon as you lose people thing will start to break. It's fine as long as you're never getting hit, but as soon as you go against someone as strong or stronger, you'll be SOL.
But with modules you'll almost always loose both the crew and the tings the crew is operating at the same time. The only 2 exceptions would be: When a module is only partially destroyed. When you leave behind people on EVA.
That weird mission you picked up was a faction conflict mission that would move you towards war with the Monolith Cooperative on behalf of the Centauri Imperium (which was the opposite of what you said you wanted to do right after that) hopefully you notice before you go blow up the base :D
I am not even surprised to see that you like cosmoteer alot. I see a good similitude with factorio for the ship building, which is really focused on the optimization part of building. Also, managing crew is a great way to optimize your ship!
If a Crewmember is assigned to anything, it will NOT use fire extinguishers, unless they are ALSO assigned to the fire extinguisher. Be sure to assign your Fire extinguishers. Cheers
I use three roles, redshirts (who do everything, but have their priority on manning and bringing energy reduced) engineers (who dont do 'out of the ship' jobs and prioritise bringing energy around, the rest is unchanged) and pilots (who have all their jobs priority reduced except for manning modules, which is increased) I have them in a rough 3/2/1 amount in most ships.
Overlapping large shields, with inteenal shields right behind them as holdouts, are crew intensive but adds a good bit survivability. On side towards enemy against fast swarm ships.
The operators don't necessarily need to be assigned to only 1 item per bedroom, so long as you have a good number of crew per item needing operating. So instead of having 3x2 bedrooms with one assignment each, you could put a 1x6 bedroom of operators and just assign them to up to 6 operators worth of rooms and just use the 2-operator rooms to make up the difference when the needed number of operators isn't a multiple of 6.
I would suggest having some thrusters facing towards the ship, basically opposite to the ones facing away at the sides, should help with turning speed and rotation instead of thrusting backwards to rotate.
Your side thrusters dont help with steering because they are too close to the middle, they'd be only used to strafe. Put them to the back of the ship, and prefferably inside. if you want strafing too put one set to the front too.
Probs useless tool for you, but I have 4 ships as fleet. Scout ship that uses 2 crew and for discovering the new section fast. Very useful if you are lower lvl than section. Can also collect the rewards and crew from stations. Cargo ship that carries all the resources and factories. Can function on minimum if 40 crew. The alpha ship that gets shit done. And flanker that usually saves the day if you are alot lower lvl than section.
With the railgun teams locked into the ship, i'm confused why you don't simply keep an airlock hatch in their sections so that they can get in and out, even if they have to travel a bunch of doors. Also, for the open space between your railguns, can you use that as storage for any materials you will only ever sell and not use yourself? then it can have one airlock in the middle and a bunch of storages to any material that doesn't go into the main modules.
5:38 the crew for operating the bridge and the engine rooms, does not need to be in that module. You can have operator crew anywhere on the ship and they can just move in there using the airlock.
I wonder if with a module design; will your crew try and put out fires in other parts of the ship during combat? I dont want them exiting the ship mid combat.
You don't have to separate the modules for it to work like you intend right? Like if you assign crew like you do, you could also have an internal connection between different modules, then crew won't have to get out and they also won't be floating.
How does your crew get into the rail recharging areas between the rails? I see no airlocks connecting the areas, nor is it connected to any other place in the ship? Are you somehow beaming them in there?
@@Khaim.m I have a similar railgun design that uses airlocks as well, but once they're in I turn off the airlock control so they can't use them to sneak out so I don't have to remove them from my blueprint.
@@Khaim.m That's a lot of trouble. I just add the airlock to the little compartment and leave it there. After getting the crew in (usually 2-4 people), I simply disable the airlock (using the group function, I can select all the airlocks to the spinal cavity area). That takes care of the problem for me.
@@Khaim.m Ok. I usually just make a regular airlock, let the crew in, then disable the airlock after. I know it takes up some real-estate in those tight between-the-rail spaces, but then again you can always adjust airlock access at-will later.
If you're doing modules anyway, it would be a shame if the modules were not interchangeable: Up against a shielded ship? Replace the front module with a massive disruptor bank. Don't care about salvaging remains? Nukes it is. Want to be surgical? Giant red beams. Now can you save parts of ship designs separately...?
hi. i just started this game. how many hours in career mode should i expect to play to find myself considering a ship like the one you start the video with, please?
I played as a passivist, mining the astroids (maximum inefficiency) and it was like 6 hours? If you use a mining Lazer among precision weapons(Lazer, ion) you get pretty insane loot(chips, enriched uranium) which will make it fair quick. Like, 1.5 hours game time perhaps, you can utilize page up to speed up time. For real though, it takes about 3 minutes. Start cosmoteer, enable mods, enable money bounty hunter mod, restart, and you're done.
I have to agree floating crew base sucks. they never do what they should be doing. even with prioritys set for crew they sit and dont do anything for a long time. so much runs without power when all that can operate and power is needed.. they take forever to respond. i wish when ship design is saved. the crew assignments all saved. would help the learning in how to do it properly if the gave devs that made those ship show it. and we could see it
Unfortunately, even if modular design is simpler, it costs way more than if the ship was a singular interconnected part run by one or two giant reactors, as each module realistically can't be using its own assigned reactor at its fullest. Also, cutting your ship in modules makes it need more armor, making it larger, bulkier and generally gives the ship a bigger profile, making it easier to hit.
Every time I've run up against an energy bottleneck, it was never a problem with how fast the reactor generates power. It was always crew carrying throughput, which is controlled by two variables: number of trips required and distance per trip. Reactor size only has a limited effect on number of crew trips for most modules. For example, the highest tier bridge's power consumption is (IIRC) 4 per minute, and no, the "minute" isn't a typo. Even so, when the bridge is 1 power below max, crew will still bring it a battery, even if it's a 3-charge battery. Therefore, number of trips is controlled by, depending on the device in question, either the time to use one charge or the size of the charge being brought. As a result, reactor size only matters for the most energy-hungry devices, like ions. Meanwhile, using more reactors makes for less travel distance.
I spent hours building a ship with clusters, now I'm losing personnel while flying. they throw themselves out of the airlock. it seems this method is too anti-social and leads to mass suicide.
anyone make a ship with 4-30 accelerator raill guns? Im having challenges with resupply of batteries. I think the fix is to locate crew quarters in alley ways along side each rail gun. thoughts?
@@Nilaus of course nilaus. Also love factorio designs. Inspirational for sure. Worked on a new method tonight! Will show if usefull. Please do also! Love design!!