I just want to point out, cargo bays (with ramps or elevators) can be extremely useful for ground support ships as they can carry extra tanks, cars, and equipment straight to the front line! The Forward Unto Dawn from Halo 3 is a great example of this.
the backup battery is SO clutch!! I've just started doing that myself tbh, it's just handy having a reserve of power that you manually have to turn on. One of the modded lunar drop pods had like 6 small batteries and 1 large one and basically once the large one died you had to manually turn on 1 or 2 small ones at a time and it was just really nice to see like "oop we're down to 2/3rds total power" because the vanilla interfaces dont really show you Watt-hours unless you go into menus
One thing about the Blue Ambassador that I noticed when I was modifying my own ship is, if you replace the two conveyors that hold the hydrogen thrusters at the front of the ship with standard conveyor blocks, and put two gatling turrets on them, you could increase the Blue Ambassador's firepower. While also adding some interior turrets for point defense. Another thing I do with my ships is add red and green navigational lights to my ships to give it a sense of realism. (Red being left, green being right)
Some fun ideas, build your ship vertically, around a ventrical tunnel, super cool and super expanse, also makes it fairly easy ro have maintenance corridors and internal security systems Container modules, need to move alot of stuff and hate waiting for cargo or tanks to drain? Just leave the whole container and grab a new one Rather than flat landing pads you carry the vertical building through and build your bases as either towers or subsurface cylo complexes Rather than builidng your fighter as a panform aircraft, build vertically, think starwars Bwing, dont underestimate the value of being able to yaw very quickly SE actually has automatic crafting and its really simple to setup using event controllers repeat mode and conveyor filters, super simple to setup
I love doing drive by landing gear locks while a ship is about to jump. Or high speed fly by connector connecting to quickly get in the hangar, or quickly put a hole through the hull
Automating aux power with an event controller may be something to consider if you have the open block space. Another tip for power would be to have a reactor with an open port you can reach if you need to handload it for a jumpstart.
You can use small grid event controllers to save heaps of space on large grid crafts by putting small head on a large grid hinge and you can get 8 event controllers in the same space as 1 large grid
But also have it turn on some kind of "Low Power" or "Reserve Power" indicator (ie: LCD panel) so the captain/pilot is aware and can react accordingly.
@@NathanGibbs3 Nice. I haven't used that feature yet. And now that I think of it, I bet someone's made a mod with a bunch of ship announcements. Or somebody should. Hmmm, I do know one voice actress...
@@MichaelRainey This is why batteries are one of the last things I add to a ship (in large grid). I just fill in empty blocks all over the ship until I have an appropriate level of redundancy, defined as: max power draw never goes above 50-70%.
ah yes the "new" magnetic plates, that were added 3 and a half years ago💀 i love how any block that was added since they started releasing dlc seems new
If you're going to have only one small grid utility vehicle in a larger ship, have the construction vehicle and not the miner. You can convert any constructuon vehicle into a miner pretty easily by replacing the welders/grinders with drill and a small-to-medium conveyor adapter. You can figure out a ejector system easily. A miner's conveyor system can narrow anywhere from the comnector to the drills. Large components won't pass through. So it would be useless for grinding/welding.
Or build your repair/mining utility ship with front and back connecters, allowing cargo pass-thru, then have it ride on the end of a folding/extending piston.
I converted the hyperion cargo bay into a hanger with a conveyor coming from the font. Also fitted a docking connector and landing gear under the hangar bay. Reduces the length of the rear section by a lot because it was ugly. I use mods so I've added shields (emitter, controller, modulator and enhancer), added a load of small reactors to support them and added a bunch of mod weaponry. Pretty happy about the result, but its not an original, so I'm not adding it to the workshop.
I'm not a fan of using pistons and hinges for connectors. It's a great way of destroying two ships in one klang event lol. Generally I make sure that stations and utility ships have at least one connector on a stick and all other ships have at least once connector that is on the outermost block of the ship. It also makes it a lot easier to line them up properly.
I am curious if your ship classification system is based on size or loadout? Is there a block length that might net once size or the other? Or is it mostly arbitrary on the fly decisions?
I just want to point out, cargo bays (with ramps or elevators) can be extremely useful for ground support ships as they can carry extra tanks, cars, and equipment straight to the front line! The Forward Unto Dawn from Halo 3 is a great example of this.
the backup battery is SO clutch!! I've just started doing that myself tbh, it's just handy having a reserve of power that you manually have to turn on. One of the modded lunar drop pods had like 6 small batteries and 1 large one and basically once the large one died you had to manually turn on 1 or 2 small ones at a time and it was just really nice to see like "oop we're down to 2/3rds total power" because the vanilla interfaces dont really show you Watt-hours unless you go into menus
Petition for LK to make a LKF fleet show case ideally 1 by 1
Please, I'm starving for good SE content 💀
A series going from small to large LKF ships would be cool
Support that idea
One thing about the Blue Ambassador that I noticed when I was modifying my own ship is, if you replace the two conveyors that hold the hydrogen thrusters at the front of the ship with standard conveyor blocks, and put two gatling turrets on them, you could increase the Blue Ambassador's firepower. While also adding some interior turrets for point defense.
Another thing I do with my ships is add red and green navigational lights to my ships to give it a sense of realism.
(Red being left, green being right)
Some fun ideas, build your ship vertically, around a ventrical tunnel, super cool and super expanse, also makes it fairly easy ro have maintenance corridors and internal security systems
Container modules, need to move alot of stuff and hate waiting for cargo or tanks to drain? Just leave the whole container and grab a new one
Rather than flat landing pads you carry the vertical building through and build your bases as either towers or subsurface cylo complexes
Rather than builidng your fighter as a panform aircraft, build vertically, think starwars Bwing, dont underestimate the value of being able to yaw very quickly
SE actually has automatic crafting and its really simple to setup using event controllers repeat mode and conveyor filters, super simple to setup
I use the extending connectors all the time. My 'standard' is to have the hinge and piston set up.
I love doing drive by landing gear locks while a ship is about to jump. Or high speed fly by connector connecting to quickly get in the hangar, or quickly put a hole through the hull
I think stations are the ones that need to have the long connector arms. Then ships don't have to.
Automating aux power with an event controller may be something to consider if you have the open block space. Another tip for power would be to have a reactor with an open port you can reach if you need to handload it for a jumpstart.
You can use small grid event controllers to save heaps of space on large grid crafts by putting small head on a large grid hinge and you can get 8 event controllers in the same space as 1 large grid
adding event contollers to backups powersupplies, so the motor can turn on when power is low and turn off again when not low
But also have it turn on some kind of "Low Power" or "Reserve Power" indicator (ie: LCD panel) so the captain/pilot is aware and can react accordingly.
@@mattp1337 Or low power automated distress message via broadcast controller and/or emergency location beacon.
@@NathanGibbs3 Nice. I haven't used that feature yet.
And now that I think of it, I bet someone's made a mod with a bunch of ship announcements. Or somebody should. Hmmm, I do know one voice actress...
Make sure backup power is located somewhere other than main engineering in case the enemy railguns your reactor core.
@@MichaelRainey This is why batteries are one of the last things I add to a ship (in large grid). I just fill in empty blocks all over the ship until I have an appropriate level of redundancy, defined as: max power draw never goes above 50-70%.
Keep doing the review of buyable ships!!
ah yes
the "new" magnetic plates, that were added 3 and a half years ago💀
i love how any block that was added since they started releasing dlc seems new
We've been here a long time lol
i thought i was tripping
FROGGER!!
If you're going to have only one small grid utility vehicle in a larger ship, have the construction vehicle and not the miner. You can convert any constructuon vehicle into a miner pretty easily by replacing the welders/grinders with drill and a small-to-medium conveyor adapter. You can figure out a ejector system easily.
A miner's conveyor system can narrow anywhere from the comnector to the drills. Large components won't pass through. So it would be useless for grinding/welding.
The other way around is indeed very cumbersome.
11:19 "If you ran out of hydrogen with a ship that has hydrogen thrusters, You're already f*cked"
-some SE player
Hi Lunwer!
I will agree, it is quite annoying when you bump into a battlecruiser.
thank you, i love these kinds of videos
i never thought about welders next to my turrents great idea thanks for tips
2:24 Americans designing AC-130:
LMAO
2:50 did they change the decoy block, or is that exposed gyros I'm looking at? If so, whyyyyy?
Love the videos. I always make bricks, so tips about visuals are always welcome!
Or build your repair/mining utility ship with front and back connecters, allowing cargo pass-thru, then have it ride on the end of a folding/extending piston.
I converted the hyperion cargo bay into a hanger with a conveyor coming from the font.
Also fitted a docking connector and landing gear under the hangar bay.
Reduces the length of the rear section by a lot because it was ugly.
I use mods so I've added shields (emitter, controller, modulator and enhancer), added a load of small reactors to support them and added a bunch of mod weaponry.
Pretty happy about the result, but its not an original, so I'm not adding it to the workshop.
I'm not a fan of using pistons and hinges for connectors. It's a great way of destroying two ships in one klang event lol.
Generally I make sure that stations and utility ships have at least one connector on a stick and all other ships have at least once connector that is on the outermost block of the ship. It also makes it a lot easier to line them up properly.
I love subgrid connectors, but Klang does not, so I avoid them.
@@akaSanka89 if you lock them when not in use they are normally fine
Thanks
I am curious if your ship classification system is based on size or loadout? Is there a block length that might net once size or the other? Or is it mostly arbitrary on the fly decisions?
Awesome content!, u planning to go into Prototech encounters in your serie?
Hi I built my ship from blueprint but when i finish ship ship hovering and not moving any where
When do we get a new ship building video man. They are soo nice. Just build a ship pls!!!
I accidentally bumped my high profile transport with my cruiser and cracked it in half😂
🎉
will you start covering se2 on 27 of januar ?
Sure will
@LunarKolony cool cant wait love your videos.
lunor video yipeeeeee