From The Depths

From The Depths

From the Depths workshop
Share your vehicle designs, planets and mods
Help with my first ship?
After spending many hours on several starter ship designs, I have reached a point where I am not sure how to improve... although there is definitely much need for improvement.

My ships have tended to roll over immediately and are very unstable when traveling in a straight line.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3372839452&searchtext=

This is my most recent attempt. Would anyone be willing to take a look and help it be a ship better?

Thank you!
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Showing 1-8 of 8 comments
MithrilDragon 4 27 Nov, 2024 @ 1:58pm 
Ill take a look at it later today or tomorrow. Could you send me a friend request so I can DM you?
Sedrido 27 12 Dec, 2024 @ 4:33am 
once finals are over i can sit down and do some ship building with you if you want :D
Alright, lemme break down ship design for you:



Frame - Should be buoyant but tough, a frame of Alloy with armor of Metal should work for most vessels. Put heavy things lower down for better stability. You can also place Lead or Heavy Armor to manipulate your center of mass, Heavy Armor is also really tanky and can be good armor if you are really buoyant.

Bulkheads - A single continuous volume is prone to flooding, if you were to poke a single hole in it, the entire volume floods and the boat sinks. Use air pumps to pump out all the water and increase buoyancy.

Engines - Use Radioisotope Generators (RTGs) to generate power for batteries, and then link some Electric Motors to generate engine power from electric charge. These types of engines are very cheap, and can be easily rebuilt. Other types of engine are largely redundant in my experience if you use these.

Materials - Use cargo containers or coal piles when possible, otherwise use normal lockers or storage units. If you are using weapons like most simple weapons, advanced cannons, missiles, or CRAM cannons, add some well-armored ammo storage.

Movement - Use rudders and tiny propellers for small ships. Medium ones need higher quantities of both. Large ships need even more rudders and maybe even large propellers. Truly gargantuan vessels, I'm talking large enough to crush your metal base in designer, use whatever is needed to get the thing moving.

Weapons - This is the fun part, you can deliver electromagnetic pulses, turn enemies into swiss cheese via railgun, commit third degree arson with flamethrowers, the list goes on. I would recommend some missiles and CRAM cannons for smaller or less advanced vessels, Laser systems and particle cannons for medium vessels, and whatever else you can fit on the thing if it's larger than that, railguns, drills, flamethrowers, custom detachable nuclear ICBMs, just add weapon until monkey brain is satisfied.

Defenses - Use AI systems to control CIWS turrets, they could be small, they could be large enough to deserve their own vessel, just use AI for them. They can be overridden when necessary, so do keep that in mind. Use planar shield projectors to create big rectangles of probable defense. If you have the brain capacity to work it out, use LAMS nodes to shoot down shells with higher accuracy.

Stability - Lower your center of mass until the waterline is at roughly the same level or is higher than the center of mass. This ensures that you won't capsize by accident. This can be done by placing Lead, Heavy Armor, Batteries, RTGs, or other heavy things. You can also use Jet Stabilizers or ACBs controlling propulsion parts to control pitch, roll, and yaw.



That should be everything. I think. Yes, you were probably witnessing horrors beyond mortal comprehension while reading that, yes it takes more time to set up all this than it does getting from Earth to Pluto. Hope this helps!
Sedrido 27 18 Jan @ 10:17pm 
i agree with everything except rtgs. rtgs are generally terrible for actually producing power and are only really useful on things that wont see combat like cargo ships and harvesters being effectively free energy for them helping them to spread around your materials cheaper or potentially on a battery powered fort that you don't expect to see MUCH combat also you have to consider the very high up front cost with rtgs to as it'll take some time for them to earn themselves in through the mat savings. other wise power per volume is much better on every other engine type provided you build them right. also regarding propulsion if you get good with steam engines you can use them for your main propellers on your ships to
Originally posted by Sedrido:
i agree with everything except rtgs. rtgs are generally terrible for actually producing power and are only really useful on things that wont see combat like cargo ships and harvesters being effectively free energy for them helping them to spread around your materials cheaper or potentially on a battery powered fort that you don't expect to see MUCH combat also you have to consider the very high up front cost with rtgs to as it'll take some time for them to earn themselves in through the mat savings. other wise power per volume is much better on every other engine type provided you build them right. also regarding propulsion if you get good with steam engines you can use them for your main propellers on your ships to
I can understand that. However, despite being inefficient, they are good enough for most vessels, but fuel engines are another good option. They are also decently lightweight if built right.
they aren't good though they are massive and expensive for poor overall power production per volume you can use them decently well on really low tech designs that barley need any power (though designs like that benefit from low cost) or like i said non combat designs to help save materials over time but for a strictly combat based craft they are a hard sell unless they are there to supplement the main power producer just because of their cost size and power production capabilities sort of keep them out of the main drive slot.
Originally posted by Sedrido:
they aren't good though they are massive and expensive for poor overall power production per volume you can use them decently well on really low tech designs that barley need any power (though designs like that benefit from low cost) or like i said non combat designs to help save materials over time but for a strictly combat based craft they are a hard sell unless they are there to supplement the main power producer just because of their cost size and power production capabilities sort of keep them out of the main drive slot.
I mean, I made a rather small RTG powered setup for my very big ship that could crush the METAL DESIGNER BASE and movement works fine, even with the weapons firing, and let me tell you that is impressive considering the amount of particle cannons and lasers. When I started, I used to use fuel engines but I soon learned that they are about as good as RTGs, just takes up even more space. That's why I think that RTGs are a good choice, but of course you are also able to add other types of engine that act as better power producers and have RTGs be supplementary, I do agree. Anyways, I was just here to provide advice based on my experiences. Hope I helped in at least one way.
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