Don’t forget y’all you can’t have more than 3 crew members no matter how big your ship is unless you unlock Ship Command form the social tree. It’s one of the final tier skills so it’ll take a while to get
@@devgrugamingpassenger loads are separate from crew manned positions! If you check your ship tab and then crew assigned it will highlight crew with active skills that are assigned to the ship. The follower/companion doesn't always have to be assigned to have skills activate, but in my experience they have to be assigned to the ship for ship skills to activate 100% of the time. My testing with this isnt comprehensive as I don't crew more than 4 and have up to 7 haha
Quick tip for fixing “part not connected” error: if you double click a ship part it will select the entire ship and everything attached to it, if you move the ship whatever piece isn’t snapped will stay in place.
I got the Freestar Ranger ship, placed 2 particle cannon and 2 electron cannons on it, takes 6 energy, which is enough to have full engine, full shield. and full particle weapons, with 3 energy free (if the robot is a crew) that you can place in the EM weapon or grab drive. recently replaced the electron 30 to electron 50, which increased the total energy to 8, but does double the damage
I am finding out that it really is better to have role specific ships. If you want a assign a crew to a route for your bases then make it a cargo type of ship. If you want a high-performance ship with lots of firepower for Space Combat then make one. Its so easy to change ships. Why have 5 general purpose ships when you can have 5 specific purpose ships that you will actually use?
I personally love when It's just one ladder up and down. Though I found it troubling how tricky that was to achieve on my own Razor Leaf build this past week. So many combinations of habs seem to default to other configurations. I really wish we could simply tell the ship builder which wall, floor, & celling spot we'd like the connection to be made
Agreed. They talked a lot about how much playtesting and polishing was done, but the game is missing soooooo many obvious quality of life features. Its a great game dont get me wrong, but it just makes the bizzare friction and design decisions even more glaring.
The reason it has issues is that the game does not want to make more than 1 connection point when you a hab or something, it has 1 point where it connects to the other hab and if you build by dragging a part it will put the connection point where it wants often not where you want it. You can basically force it to connect in a specific area by building it in an order that allows you to connect habs deliberately where you want them to attach and connect; If you hover over the node you want a door/ladder hit G and build a new hab that way that exact point you hovered over is the point the door/ladder will connect, it can be a bit confusing but once you get your head around it you will have an easier time. Just remember if you need to drag a part instead of G attaching it or you move it after placing it your connection point will change.@@masterpainter78
@@e2rqey Totally agree. Its almost like the Devs see a QoL problem and say "nah, the mod community will fix it". I cant wait for the mod community to optimise ship building.
I wish we could do a quick view of what each hab looks like inside so I can decide what option A and B looks like. Instead of picking one and then exiting and then going to your ship and see what it looks like
Star eagle is amazing, but takes a lot longer to get. Already have a build done for it. But wanted to release these builds in series from starter to better ships. But can upgrade the star eagle in a similar way
@@TagBackTv any ETA on that Star Eagle build video? Cuz I'm halfway through the rangers quest line and I'm gonna mod the crap out of the Eagle when I can lmao
for anyone having the same issue I had where it would say one module is not fitted triple-click any part and it will select all and glow red other than the part in question, You can paint the whole ship in one go with this method
In case anyone was wondering: StorMax 60 Cargo Holds requires Starship Design Lv1+, can substitute the 50s until then (only mentioning this in case anyone - like myself - missed that whole thing when watching the video when he highlighted them) xD
Another option would be to find a ship called War Horse in one of the ship vendors (in my case I found it in Neon). It has similar perforemance as the star eagle but you can just buy it right away.
Thick. Yes. Maybe a little too thick? You could get by fine with less cargo, which would reduce the mass, and improve mobility, and hopefully Jump distance. And PARs are definitely the way to go.
Agree with this comment. I think "The most powerful Class A" title for this video is misleading. It's a well rounded ship sure, but a mobility of 41? With only 3k cargo to show for it? Jack of all trades master of none I guess.
Something that should be noted, some components are level locked, I initially tried following your guide at level 8. I could not figure out why some of the items you used were not available to me, after some trial and error and a bunch of Googling I discovered the level lock issue. I didn't revisit until level 14 and by then the parts were unlocked. The two main components I was unable to access were the Grav drive, and the largest storage modules.
@@TrisFireblood he specifically said to do this at your own outpost landing pad with builder, which is where i was. There were a couple things that were just grayed out, because i didnt have starship design, but some stuff wasnt even on the list.
Hey Tag, I don't know if you've done the Vanguard storyline yet but if not that's okay I'm not gonna spoil anything. To get to the point of my comment, there is a flight simulator involved and any ships you destroy count as actual ships and progress any skills that require you to destroy ships. A bonus is that you also still get XP, it would be a terrible xp farm tho, 10 xp per ship.
You can transfer all your loot to the ship's cargo bay anyway, so that's less useful unless you want to hold specific weapons separate from your general cargo.
@ShneekeyTheLost early is the key here my dude, and if you're like me you gonna waste lots of credits on building cargo plus the engine Just heads up for fellow hoarders
Yeah no thats bad advice right now. Any and all containers on the ships, except for the cargo hold, current have a chance to just... lose shit you put in them
I did some quick math. Those Disruptors that came on the Razorleaf are nice, but replacing those 2 (if you don't have access to them) with 4 of the Electron Beams almost doubles your damage output. If you can't do that, I would supplement the Disruptors with either two Electron Beams, or Missiles. Whatever works best for whoever reads this. I'm personally still debating on which route I wanna go.
Every part has connection points, there are 2 types of these, one serves only for connections, the other can also serve as a pass through, allowing you to actually walk or climb through that point when you are inside the ship, these points are represented by a small arrow ("" / "^") on the connection that shows up when you are selecting the part from the parts list. Now in order to solve the problem you had with not having a path from the landing bay to the cockpit, you only need to pay attention at where those arrows are on the landing bays and cockpits and to make sure that you have those arrow connections going all the way from the landing bay to the cockpit and also that the landing bay doesn't have it's pass through connection made through the hab with the docking port (that was what was causing your initial problem) since most habs can't support more than 1pass through connection with the exterior.
1st: "Thx a lot for this amazing guide!" Maybe I found a fix for the "path to cockpit" problem. I had a massive struggle with the connection, till I double clicked the ship (cockpit). Normally this marks the whole ship, but in my case it only marked the cockpit and the front parts that were connected. I draged the whole part away and put it back. It connected perfectly and error was gone. It's just a guess, but try double-clicking the cockpit to show the connected parts. GL & HF on your adventures!
Personally I shy away from the 1x1 and 3x1 options, since the 2x1's seem superior (in terms of passenger/crew stations, and utility). Science + workshop/engineering bay give you most workbenches, and the control room (or whichever has the 4 crew stations) is great too. Everything else, for me, is optional or up to your role play (usually living quarters, or captain's cabin work). The extra modules just add mass and make the ship more confusing to navigate. For a class A, I like to keep the mass under 1k, otherwise the speed and maneuverability suffer which makes later 3/4 v 1 space battles tougher since you're a sitting duck compared to lighter/faster ships.
I wish you could rotate the 2×1s 90 degrees. I now have 3 1×1s due to the shape of my ship. And regarding manouverability, definitely get the fast engines. I get up to about 250 speed without boosting, and about 1000 with boosting. Its way too fast for enemies to tail you.
Ok there are plenty of comments on how to tell what parts are still unattached but nobody explaining how tf to make them attach. So after you select the ship as a whole, drag it away, then simply drag the unattached parts back into place. Similar to the landing bay bug just have to wiggle stuff around a bit lol.
I like to use Shroud ships as a base myself. Not because I like them but more because angry zelots keep trying to kill me and I keep taking their stuff. They've got really nice engines.
Guys start from the landing bay and work up to the cockpit. The reason for the pathing to cockpit error is the default height of the ship (your ship tailgate needs to be green)
I’m excited to see what you come up with for the Star Eagle. It’s my favorite ship! So seeing it being pushed to the limit will be my guide for my current play through and future play throughs
2:15 not sure I agree with that, I rebuilt my Mantis on Neon first and then again at my outpost, there were a few more option on the outpost but also missing ones, like the storage, maybe they changed it, but I will be checking out the parts at every city and shipyard I go to from now on.
This video just helped me a lot in designing a ship that I really want because every ship that I bought always has something missing and it’s driving me nuts
Bruh you had me thinking this ship would be quick and easy to get the way you said you can get it early, stayed up till 5am playing to finish the quest line. Great quest tbf but i though it would’ve taken an hour to unlock. Didn’t even get to play with it as I’m heading to bed just after getting it. Thought I’d leave this comment to advise some other souls
Adding a 3rd weapon like a pulse weapon or missle launcher would greatly enhance damage, as it can be powered with one power line and then deliver some burst damage when needed. The ship is never an all in one: if you fit a lot of cargo/living you loose mobility, since you not only get heavier but due to that also need heavier grav drive, engines and extra landing gear. Still a nice compact build that avoids the utilarian look with only a couple of structure parts, good work. I like front entrance more though, since it gets your right to the cockpit.
So many directions to go in this game, it’s been hard to know what direction to head! I’m doing the freestar rangers quest line right now, got the mantis data pad I think during one of those quests. Probably do that after
I was about to throw my controller across the room, because there was one single unattached ship module. But then I noticed, I forgot to delete one single item from the previous ship. Your instructions were all over the place but thank you for this ship.
9:22 the error is actually with this particular bay, that needs to be attached to the same level as the cockpit or in a ladder bay that can reach the cockpit. I've had the same issue.
4hrs later. Much more difficult on Xbox. No hover option where they tell you the best fit. The game should point out exactly what's wrong, with Arrows! 😂 I had the ship built in less than an hour and spent the rest of the time trying to figure out what was wrong. Ended up being a missile launcher too close to another. That much storage is exactly what I needed. And how come you can't build from scratch. Can't wait to take out enemy ships! Thanks for the vid! New to your channel. Your vids have been very helpful so you earned my sub.
Word of advice to anyone having issues with cockpit, landing bay and docking bay; start building from the landing bay first, place your landing bay first, than connect any hab to your cockpit. Than Place your docking bay below it. And from there, it should be good to freely build.
Love the way the game allows you to mix and match parts, its a pain to do however if you don't have access to the parts you want, I've seen ships from other "space" themed games except for Star Trek ships since there isn't a "round" module to play around with but I think the "Intrepid" shaped star trek ship can be built in this game, but I'd be waiting a looong time to do it since you need credits for all those parts 😁
I found that the cockpit error from building was because we had the original ship still standing by, so it was using the original cockpit to our new landing gear
EDIT: Found out what it was. I had the Razorleaf's original fuel tanks - switching to the M20 Ulysses as shown in the video corrected those numbers 👍 Strange.... I did this exact build but I'm showing 18LY on the jump distance instead of 20 🤔 Do you have Astrodynamics? (Not that's it's a big deal, but just wondering if I did something wrong or am missing something we're not seeing here)
I'm Still having problems with the landing bay not being connected to the cockpit, I have tried to reconnect everything and it still says "cockpit cannot be reached from landing bay" is there any other suggestions to fix this??
there are so many errores and jumps to where us uddenly have a different part in place i can't fallow. Like at 12:32 u soddenly have living quarters there when thats not what we put there at begining. It was a workshop. So now i have no clue what is where
Damn dude i knew your voice sounded familiar lmao. I used to watch you all the time with rdr2 years ago! Glad i found your channel again. Def subbing this time. Love your stuff man, no bs
soo alot has changed. i followed the whole tutorial, and built the same ship, ty. great vid. there was a small update. please verify this. I was not able to add the spark 750 supressor. it wasnt even an option, and i dont know who sells it.. hrmm grr..
3x PLA turrets + 3x PLA shooters Class C, kills anything in game in less than 5 seconds. It shreads a lvl 75 Wight III in 5 seconds almost before you can even target it. Turrets are OP. Way better than missiles that require a target lock. Get any high tier reactor 40 easily, just land on lvl 75 moons and wait for NPC ships to land ( non bounty hunter, non Freestar, non damaged as those are dialogue quest ships cant be stolen, all others can ) Good ships are rated at III, like UC Reef III, Pirate Wight III, etc best guns, best reactor 40, use them as base builder for your ship to save money. Cargo space you dont need, less than 1000 and the smallest shielded bay is enough. Use your base as ship storage * Warning, always unassign crew if you are going to capture an NPC ship that has less than your current ships crew slots, or you will lose crew. So before you capture, go into menu, unassign crew, capture ship, fly to a ship builder terminal, change to a bigger ship, reassign crew to that. Also always modify ships before assigning crew to it.
FOR ANYONE WHO IS STILL STRUGGLING WITH THE LOADING BAY THING LISTEN: press select all on your cockpit and then slide whatever’s not selected to the side then connect it back.
Great video, although good God it took me hours to build this first ship. The interface is a bit spastic and has a bit of a learning curve. Tip for others*** Don't make the same mistake I made....when placing ships side by side make sure they are on the same level. Mine weren't for some reason and moving the parts up and down was a true pain in the ass. Additionally you will want to at least have STARSHIP DESIGN perk - Rank 1. I did not have the same items to upgrade (most but not all) so wait to get that perk before going down this path.
The max size of a ship is 40m long....not sure about width, but its probably the same. Also theres a small issue with having 1 ship with massive cargo and your other ships with small cargo when switching home ships. They really need to have a manual switch cargo option so it doesnt auto transfer between ships.
Have to say Thanks to you Tag using this in my lets play and am going to give you credit for it as well may also be stealing your other designs but will give you credit and link to your videos on them.
Do you see any difficulty with having such a low mobility in combat? I had a hell of a time redesigning my Razorleaf to have at least some decent cargo, high speed, and high maneuverability. Because of the way engines work, adding engines can actually lower your top speed, because more engines require more power, and as far as I've been able to find, 20 power is the max you can get with class A, at least without any ship building skills. So, my goal was to stick with just the two tier 3 engines that come with it, so I can get max speed with just 4 power. With that setup, you can get 100 mobility with just the included shielded cargo, but that puts you around 400 or so cargo. I ended up adding a couple of small cargo containers to bring the total up to about 900, though this cost about 20 mobility. Getting back to the original question, I'm wondering if I can sacrifice a bit more mobility to bring my cargo up to around 1100-1200. I think that would put the mobility at around 65 or 70. So again, the main question (to anyone and everyone, really), do you find mobility to be super important for space combat, or not so much? How much or how little are you comfortable with?
You said Stormax 50 in the video but video showed you added the Stormax 60 instead? Plus it appears a some of these pieces like the Stormax 60 and Taiyo 2x1 science bay arent available in the base configuration of your outpost landing pad. I dont seem to have them at least.
The best ship with the best baseline systems and structures is Shieldbreaker, comes with 2x 1000-cargo containers, top tier automatic laser cannons, a missile pod and a rail gun for system targeting, it has one of the top 3 best shields and a good reactor that gives 27 baseline power, later on you can upgrade the reactor and shield to C class and add more cargo containers and you are set. It does have a hefty price tag in the 270k credits range but well worth it for what you are getting, even before upgrading my reactor and shield, at level 20'ish I was able to take on the level 55 legendary battleship and take it down easily once I figured out how to deal with the escorts first without getting destroyed. I think this ship might be Class B? not sure, I bought it at the vendor in New Atlantis (Jemison, in Alpha Centauri System), the reactor is class B. Edit: if you want, you can look at my ship setup, I uploaded a short clip of deconstructing the ship so you can see the layout, I kept it to just the base 3 mandatory habitats, Workshop for crafting stations, Infirmary(or science lab) for the pharma bench, and the All-in-One habitat for the galley.
@@rickkybobby8118 I have not really been able to tell what the impact of mobility is, at least so far, you can trim mass if you want, cargo holds have the most mass, you can reduce those down to something that works for you. I added cargo holds on mine, in addition to the ones it came with, because this is my main home since I haven't gotten around to outposts or buying homes yet, once I have a good place to dump my loot, then I will probably reduce the cargo holds to reduce mass, so it performs better. I took over a Spacer Raven recently, it's basically the same frame and size as your starting ship "The Frontier", I am going to put C class weapons and shields on it, as well as better engines, while keeping it small and as light as possible with minimum cargo. I am planning to build this up into a speedy fighter to use for taking over other ships, and just outright harassment of spacers and crimson pirates.
I hate having my door in the back. You always have to walk around the back of the ship to enter. I put my door right in front so at my outpost the door is closest to me (in case I am loaded down with items)
Imo we should be possible to get more then one docker which I'd be doing if irl just to be able to dock disregarding where docker is on whatever we want to dock. But it's a game and saves weight and we can still dock even having this in mind. And we don't have to manually dock and land anyway, sadly, so it doesn't matter. 😔
I was building a ship last night and I had a single error stating that the ship had some unattached modules.... I pulled everything apart several times and eventually gave up 🤣🤣 A future update SHOULD include a list of install parts and a status of those parts. If there are going to be bugs, should at least make the fixes in-game simple enough so as not to become frustrating. Just a suggestion.
Im level 16 and built a outpost with large landing pad with ship builder and 80 percent of all the parts you showed in the video dont show up in my menu when i tried to follow your design??? Am i missing something? Any advise on how to fix would be appreciated. Great video and thanks. And im short on credits even to try it yet. Saw you were up to around 80k . Do i have to put points into something to get all those parts to show up in my ship builder at my outpost landing pad?
It would have been nice to see the ship in flight, and how much you spent. The mobility seems a little low. But this is a good explorer ship if you acaid combat
Replace the PAR weapon with the one located 2 rows above. That weapon has only -1 dmg (12 shield & hull) but has 2 hull and 3500 range, in comparison with the one from this video (1 hull & 3000 range). Oh and replace that reactor! You have a better one that generates 20 power! Each line of power is essential in this game!
I didn't build off to the ship of the razorleaf I just add straight from the landing gear work fine for me just didn't have all the cool parts. Wish I know how still like level 2 just want to play with the build options
Sorry this got real confusing around like 7 minutes. All of a sudden everything was different from what you did, and you said we were keeping the grav drive from the razorleaf, but then you said we were using the r-3000 alpha grav drive, and that its necessary, but the problem is the r-3000 doesn't show up for me. I only see the R-1000 and R-2000. And the NG 3000 it won't let me buy.
I tried to build on the razor last night before I saw this and it wasn't at an outpost. I added a workshop and an armory on either side of my cockpit but I had access to them. It's like I needed to add a door or something lol I completely suck 😅. Also I am on Xbox and didn't even know you can raise and lower pieces lol
I built everything exactly as in the video, hubs and all but I keep getting the error that docker and landing bay aren't connected to the cockpit? Is this a bug?
Can you make an updated video that literally assembles final product without all that error in between and contains requirements? I'm trying to get this to work past few days and there is always something missing or else not working
I tried to build a ship using this landing bay and it completely bugged out the ship, the ship would spawn with 2 landing bays and wouldn't let you enter it.
Don’t forget y’all you can’t have more than 3 crew members no matter how big your ship is unless you unlock Ship Command form the social tree. It’s one of the final tier skills so it’ll take a while to get
Huh I wonder how I fit 5 people into a 2 person crew…
@@devgrugamingme 2😂😂😂😂
@@devgrugamingpassenger loads are separate from crew manned positions! If you check your ship tab and then crew assigned it will highlight crew with active skills that are assigned to the ship. The follower/companion doesn't always have to be assigned to have skills activate, but in my experience they have to be assigned to the ship for ship skills to activate 100% of the time. My testing with this isnt comprehensive as I don't crew more than 4 and have up to 7 haha
laughs in tilde command
What's the command?@@ItsNotFate
Quick tip for fixing “part not connected” error: if you double click a ship part it will select the entire ship and everything attached to it, if you move the ship whatever piece isn’t snapped will stay in place.
Thanks! That will be useful
Somehow half of my ship wasn't connected to the other half, thanks!
Saved me a lot of headache. Been tryina figure out why it was giving me that error for the last 10 minutes 😭
I spent 45 minutes trying to fix that on console, saw this too late
OMG THANK YOU!!!
Particle beam weapons are definitely op. I slapped 3 sets on the Frontier, and I'm 12-0 in space combat now.
They are pretty much only thing you need
I agree, I run 6x Vanguard Obliterator's and 1 EM gun for disable. @@TagBackTv
@@serenekaos2k10 Same. 6x Vanguard Obliterators destroy ships in seconds and need only 12 power!
So this is basically Star Wars? I wish I knew that before I committed to ballistics and missiles.
I got the Freestar Ranger ship, placed 2 particle cannon and 2 electron cannons on it, takes 6 energy, which is enough to have full engine, full shield. and full particle weapons, with 3 energy free (if the robot is a crew) that you can place in the EM weapon or grab drive.
recently replaced the electron 30 to electron 50, which increased the total energy to 8, but does double the damage
I am finding out that it really is better to have role specific ships. If you want a assign a crew to a route for your bases then make it a cargo type of ship. If you want a high-performance ship with lots of firepower for Space Combat then make one. Its so easy to change ships. Why have 5 general purpose ships when you can have 5 specific purpose ships that you will actually use?
I personally love when It's just one ladder up and down. Though I found it troubling how tricky that was to achieve on my own Razor Leaf build this past week.
So many combinations of habs seem to default to other configurations. I really wish we could simply tell the ship builder which wall, floor, & celling spot we'd like the connection to be made
I used a column of 1x1 companion ways to achieve that, slap the docker module on either top or bottom. Then you have a single ladder.
Agreed. They talked a lot about how much playtesting and polishing was done, but the game is missing soooooo many obvious quality of life features.
Its a great game dont get me wrong, but it just makes the bizzare friction and design decisions even more glaring.
The reason it has issues is that the game does not want to make more than 1 connection point when you a hab or something, it has 1 point where it connects to the other hab and if you build by dragging a part it will put the connection point where it wants often not where you want it. You can basically force it to connect in a specific area by building it in an order that allows you to connect habs deliberately where you want them to attach and connect; If you hover over the node you want a door/ladder hit G and build a new hab that way that exact point you hovered over is the point the door/ladder will connect, it can be a bit confusing but once you get your head around it you will have an easier time.
Just remember if you need to drag a part instead of G attaching it or you move it after placing it your connection point will change.@@masterpainter78
@@e2rqey Totally agree. Its almost like the Devs see a QoL problem and say "nah, the mod community will fix it". I cant wait for the mod community to optimise ship building.
I wish we could do a quick view of what each hab looks like inside so I can decide what option A and B looks like. Instead of picking one and then exiting and then going to your ship and see what it looks like
The Star Eagle has an insane reactor and shield. That's what I built off of. Plus the Star Eagle already has the Viking CP-220
Yeah the Star eagle is much better in my eyes + cargo is HUGE and missiles just pop everything
Star eagle is amazing, but takes a lot longer to get. Already have a build done for it. But wanted to release these builds in series from starter to better ships. But can upgrade the star eagle in a similar way
@@TagBackTvthat's what I'm waiting for tbh, already got the ship
Why would you lie in the title then? It's not the "Most Powerful Class A Ship" when the Star Eagle clearly is @@TagBackTv
@@TagBackTv any ETA on that Star Eagle build video? Cuz I'm halfway through the rangers quest line and I'm gonna mod the crap out of the Eagle when I can lmao
for anyone having the same issue I had where it would say one module is not fitted triple-click any part and it will select all and glow red other than the part in question, You can paint the whole ship in one go with this method
Hero
OMG TY so damn much I couldnt figure it out and was starting to get mad!!!
In case anyone was wondering: StorMax 60 Cargo Holds requires Starship Design Lv1+, can substitute the 50s until then (only mentioning this in case anyone - like myself - missed that whole thing when watching the video when he highlighted them) xD
Another option would be to find a ship called War Horse in one of the ship vendors (in my case I found it in Neon). It has similar perforemance as the star eagle but you can just buy it right away.
Thank you
Thick. Yes. Maybe a little too thick? You could get by fine with less cargo, which would reduce the mass, and improve mobility, and hopefully Jump distance. And PARs are definitely the way to go.
Agree with this comment. I think "The most powerful Class A" title for this video is misleading. It's a well rounded ship sure, but a mobility of 41? With only 3k cargo to show for it? Jack of all trades master of none I guess.
Something that should be noted, some components are level locked, I initially tried following your guide at level 8. I could not figure out why some of the items you used were not available to me, after some trial and error and a bunch of Googling I discovered the level lock issue. I didn't revisit until level 14 and by then the parts were unlocked. The two main components I was unable to access were the Grav drive, and the largest storage modules.
AHHHHHHHHHHHH FKKKKKKKK no wonder I cannot find Tayo Science bay!!!!!!!!!
@@englishvoodoo676 I'm level 20 and cannot get that one either. It's not that it's grayed out, it just doesnt show up at all.
@@Furblesnertdifferent Ship Maintenence vendors have different components available, so you may need to shop around
Any idea what level taiyo science Bay 2x1 unlocks I'm 20 and still don't have it
@@TrisFireblood he specifically said to do this at your own outpost landing pad with builder, which is where i was. There were a couple things that were just grayed out, because i didnt have starship design, but some stuff wasnt even on the list.
Hey Tag, I don't know if you've done the Vanguard storyline yet but if not that's okay I'm not gonna spoil anything. To get to the point of my comment, there is a flight simulator involved and any ships you destroy count as actual ships and progress any skills that require you to destroy ships. A bonus is that you also still get XP, it would be a terrible xp farm tho, 10 xp per ship.
Would reccomend Deimos 2x1 armory hubs for early game because it comes with a storage box for your loot and not hampening your mobility a lot
You can transfer all your loot to the ship's cargo bay anyway, so that's less useful unless you want to hold specific weapons separate from your general cargo.
@ShneekeyTheLost early is the key here my dude, and if you're like me you gonna waste lots of credits on building cargo plus the engine
Just heads up for fellow hoarders
Most storage spaces have a cap on how much you can put in
@@ShneekeyTheLostRemember you want you cargo hold to have Ship Parts and those are Very Heavy
Yeah no thats bad advice right now. Any and all containers on the ships, except for the cargo hold, current have a chance to just... lose shit you put in them
I did some quick math. Those Disruptors that came on the Razorleaf are nice, but replacing those 2 (if you don't have access to them) with 4 of the Electron Beams almost doubles your damage output. If you can't do that, I would supplement the Disruptors with either two Electron Beams, or Missiles. Whatever works best for whoever reads this. I'm personally still debating on which route I wanna go.
Every part has connection points, there are 2 types of these, one serves only for connections, the other can also serve as a pass through, allowing you to actually walk or climb through that point when you are inside the ship, these points are represented by a small arrow ("" / "^") on the connection that shows up when you are selecting the part from the parts list. Now in order to solve the problem you had with not having a path from the landing bay to the cockpit, you only need to pay attention at where those arrows are on the landing bays and cockpits and to make sure that you have those arrow connections going all the way from the landing bay to the cockpit and also that the landing bay doesn't have it's pass through connection made through the hab with the docking port (that was what was causing your initial problem) since most habs can't support more than 1pass through connection with the exterior.
Don’t help bro
This helped me thank you
@@kameronbelcher Happy to help!
1st: "Thx a lot for this amazing guide!" Maybe I found a fix for the "path to cockpit" problem. I had a massive struggle with the connection, till I double clicked the ship (cockpit). Normally this marks the whole ship, but in my case it only marked the cockpit and the front parts that were connected. I draged the whole part away and put it back. It connected perfectly and error was gone. It's just a guess, but try double-clicking the cockpit to show the connected parts. GL & HF on your adventures!
Personally I shy away from the 1x1 and 3x1 options, since the 2x1's seem superior (in terms of passenger/crew stations, and utility). Science + workshop/engineering bay give you most workbenches, and the control room (or whichever has the 4 crew stations) is great too. Everything else, for me, is optional or up to your role play (usually living quarters, or captain's cabin work). The extra modules just add mass and make the ship more confusing to navigate. For a class A, I like to keep the mass under 1k, otherwise the speed and maneuverability suffer which makes later 3/4 v 1 space battles tougher since you're a sitting duck compared to lighter/faster ships.
I wish you could rotate the 2×1s 90 degrees. I now have 3 1×1s due to the shape of my ship.
And regarding manouverability, definitely get the fast engines. I get up to about 250 speed without boosting, and about 1000 with boosting. Its way too fast for enemies to tail you.
Ok there are plenty of comments on how to tell what parts are still unattached but nobody explaining how tf to make them attach. So after you select the ship as a whole, drag it away, then simply drag the unattached parts back into place. Similar to the landing bay bug just have to wiggle stuff around a bit lol.
I like to use Shroud ships as a base myself. Not because I like them but more because angry zelots keep trying to kill me and I keep taking their stuff. They've got really nice engines.
Guys start from the landing bay and work up to the cockpit.
The reason for the pathing to cockpit error is the default height of the ship (your ship tailgate needs to be green)
This is really important. I wasted a lot of time trying to fix this.
My ship tailgate IS green but I still get the error.
Save before collecting The Mantis Suit so you can reload the save and reroll the effects.
I’m excited to see what you come up with for the Star Eagle. It’s my favorite ship! So seeing it being pushed to the limit will be my guide for my current play through and future play throughs
2:15 not sure I agree with that, I rebuilt my Mantis on Neon first and then again at my outpost, there were a few more option on the outpost but also missing ones, like the storage, maybe they changed it, but I will be checking out the parts at every city and shipyard I go to from now on.
This video just helped me a lot in designing a ship that I really want because every ship that I bought always has something missing and it’s driving me nuts
Finally, early game build. (Too many level 86 with full faction quests make great ships I can't make). Subbed
What did he add to his ship before putting on the new stuff?
I don't have the option for the Taiyo science lab, do I need to do something to unlock it?
Why does my razorleaf look completely different than your original? Did you already mod it before starting the video? It's not even the same color.
Tried this build last night and couldn't save due to size limit error? Anyone else getting this?
Bruh you had me thinking this ship would be quick and easy to get the way you said you can get it early, stayed up till 5am playing to finish the quest line. Great quest tbf but i though it would’ve taken an hour to unlock. Didn’t even get to play with it as I’m heading to bed just after getting it. Thought I’d leave this comment to advise some other souls
Adding a 3rd weapon like a pulse weapon or missle launcher would greatly enhance damage, as it can be powered with one power line and then deliver some burst damage when needed. The ship is never an all in one: if you fit a lot of cargo/living you loose mobility, since you not only get heavier but due to that also need heavier grav drive, engines and extra landing gear. Still a nice compact build that avoids the utilarian look with only a couple of structure parts, good work.
I like front entrance more though, since it gets your right to the cockpit.
So many directions to go in this game, it’s been hard to know what direction to head! I’m doing the freestar rangers quest line right now, got the mantis data pad I think during one of those quests. Probably do that after
I was about to throw my controller across the room, because there was one single unattached ship module. But then I noticed, I forgot to delete one single item from the previous ship. Your instructions were all over the place but thank you for this ship.
9:22 the error is actually with this particular bay, that needs to be attached to the same level as the cockpit or in a ladder bay that can reach the cockpit. I've had the same issue.
4hrs later. Much more difficult on Xbox. No hover option where they tell you the best fit.
The game should point out exactly what's wrong, with Arrows! 😂 I had the ship built in less than an hour and spent the rest of the time trying to figure out what was wrong. Ended up being a missile launcher too close to another. That much storage is exactly what I needed.
And how come you can't build from scratch.
Can't wait to take out enemy ships! Thanks for the vid! New to your channel. Your vids have been very helpful so you earned my sub.
Word of advice to anyone having issues with cockpit, landing bay and docking bay;
start building from the landing bay first, place your landing bay first, than connect any hab to your cockpit. Than Place your docking bay below it. And from there, it should be good to freely build.
This worked for me, thank you so much!
Love the way the game allows you to mix and match parts, its a pain to do however if you don't have access to the parts you want, I've seen ships from other "space" themed games except for Star Trek ships since there isn't a "round" module to play around with but I think the "Intrepid" shaped star trek ship can be built in this game, but I'd be waiting a looong time to do it since you need credits for all those parts 😁
I found that the cockpit error from building was because we had the original ship still standing by, so it was using the original cockpit to our new landing gear
Nah I delete the whole thing it was still giving me that error. Literally just Bethesda chaos
@@lonr373 i cant fix the error :S
@@lonr373 it was because the cockpit was a notch too high. I fixed his build.
Thank you for this, it gave me the confidence to customize the razorleaf to my liking (im a loot hoarder) and set it to my favorite colors
Is there a written version of this anywhere? I have a bit of a learning disability and having it written out would be a huge help.
EDIT: Found out what it was. I had the Razorleaf's original fuel tanks - switching to the M20 Ulysses as shown in the video corrected those numbers 👍
Strange.... I did this exact build but I'm showing 18LY on the jump distance instead of 20 🤔 Do you have Astrodynamics?
(Not that's it's a big deal, but just wondering if I did something wrong or am missing something we're not seeing here)
This looks great! Please release the star eagle one soon, I am interested to see what I can do with that 29 power reactor on it.
thank you so much I was trying to find videos to build a ship and your video popped up while I was scrolling so thank you so much.
I'm Still having problems with the landing bay not being connected to the cockpit, I have tried to reconnect everything and it still says "cockpit cannot be reached from landing bay" is there any other suggestions to fix this??
Having same issue, tried different modules and moving everything around but keep getting that error message no matter what I do.
Is it possible to make this build or similar without having set up an outpost?
I want to build my very own USS Defiant, I love that craft from DS9.
there are so many errores and jumps to where us uddenly have a different part in place i can't fallow. Like at 12:32 u soddenly have living quarters there when thats not what we put there at begining. It was a workshop. So now i have no clue what is where
Damn dude i knew your voice sounded familiar lmao. I used to watch you all the time with rdr2 years ago! Glad i found your channel again. Def subbing this time. Love your stuff man, no bs
Thank you very much for the advice. I learned to make ships from this video. 👍🏾
Clear and concise video, ship building had me confused. Will definitely be trying this build out. Thanks
Just got the razorleaf and it been sick so far 👍(only level 10)
I'm apprehensive about fucking up my Razor Leaf but you've certainly made a great argument for it
I dont have some of those parts unlocked, how do you get them? Is it tied to base level or certain skills?
Just out of curiosity. Why do you use Beams not Missiles? And if you would build a class C ship, what weapons would you use then? 🤔
soo alot has changed. i followed the whole tutorial, and built the same ship, ty. great vid. there was a small update. please verify this. I was not able to add the spark 750 supressor. it wasnt even an option, and i dont know who sells it.. hrmm grr..
Hey thanks for the video, I going to try and build this at the Demos station.
Love your ship build tutorial. Thank you!
3x PLA turrets + 3x PLA shooters Class C, kills anything in game in less than 5 seconds. It shreads a lvl 75 Wight III in 5 seconds almost before you can even target it. Turrets are OP.
Way better than missiles that require a target lock.
Get any high tier reactor 40 easily, just land on lvl 75 moons and wait for NPC ships to land ( non bounty hunter, non Freestar, non damaged as those are dialogue quest ships cant be stolen, all others can )
Good ships are rated at III, like UC Reef III, Pirate Wight III, etc best guns, best reactor 40, use them as base builder for your ship to save money.
Cargo space you dont need, less than 1000 and the smallest shielded bay is enough. Use your base as ship storage
* Warning, always unassign crew if you are going to capture an NPC ship that has less than your current ships crew slots, or you will lose crew. So before you capture, go into menu, unassign crew, capture ship, fly to a ship builder terminal, change to a bigger ship, reassign crew to that. Also always modify ships before assigning crew to it.
For the life of me I can't get the dock and cockpit errors to go away. The errors just won't clear.
FOR ANYONE WHO IS STILL STRUGGLING WITH THE LOADING BAY THING LISTEN: press select all on your cockpit and then slide whatever’s not selected to the side then connect it back.
Great video, although good God it took me hours to build this first ship. The interface is a bit spastic and has a bit of a learning curve. Tip for others*** Don't make the same mistake I made....when placing ships side by side make sure they are on the same level. Mine weren't for some reason and moving the parts up and down was a true pain in the ass. Additionally you will want to at least have STARSHIP DESIGN perk - Rank 1. I did not have the same items to upgrade (most but not all) so wait to get that perk before going down this path.
Ramps way better in the front my opinion just more convenient
I have an error saying it cannot reach cockpit from docker when i do everything he does? makes no sense
The max size of a ship is 40m long....not sure about width, but its probably the same. Also theres a small issue with having 1 ship with massive cargo and your other ships with small cargo when switching home ships. They really need to have a manual switch cargo option so it doesnt auto transfer between ships.
Nope it’s 80 m
Have to say Thanks to you Tag using this in my lets play and am going to give you credit for it as well may also be stealing your other designs but will give you credit and link to your videos on them.
Sweet version of the Razorleaf! I'll have to give it a try 😊
Doing this ASAP! Could we get a B and A class upgrade with this ship?
After doing this how can I get the razorleaf back? Is it possible to just completely rebuild it?
Do you see any difficulty with having such a low mobility in combat? I had a hell of a time redesigning my Razorleaf to have at least some decent cargo, high speed, and high maneuverability. Because of the way engines work, adding engines can actually lower your top speed, because more engines require more power, and as far as I've been able to find, 20 power is the max you can get with class A, at least without any ship building skills. So, my goal was to stick with just the two tier 3 engines that come with it, so I can get max speed with just 4 power.
With that setup, you can get 100 mobility with just the included shielded cargo, but that puts you around 400 or so cargo. I ended up adding a couple of small cargo containers to bring the total up to about 900, though this cost about 20 mobility.
Getting back to the original question, I'm wondering if I can sacrifice a bit more mobility to bring my cargo up to around 1100-1200. I think that would put the mobility at around 65 or 70. So again, the main question (to anyone and everyone, really), do you find mobility to be super important for space combat, or not so much? How much or how little are you comfortable with?
mobility matters a lot, it improves with rank 2 pilot but if you intend to stand and fight and not warp away then cargo sacrifice!
Please make a video like this for C class! “The Most OP Build in the Game” type video 🙏🏼🙏🏼
You said Stormax 50 in the video but video showed you added the Stormax 60 instead? Plus it appears a some of these pieces like the Stormax 60 and Taiyo 2x1 science bay arent available in the base configuration of your outpost landing pad. I dont seem to have them at least.
Love the build, but where do u access the little LCD screen where all ur cargo is? :X
How do you get that menu up on the top right while you’re building. I can’t fighter it out.
Been waiting for the Star Eagle upgrade! 🙌🏼🙌🏼🙌🏼
The best ship with the best baseline systems and structures is Shieldbreaker, comes with 2x 1000-cargo containers, top tier automatic laser cannons, a missile pod and a rail gun for system targeting, it has one of the top 3 best shields and a good reactor that gives 27 baseline power, later on you can upgrade the reactor and shield to C class and add more cargo containers and you are set.
It does have a hefty price tag in the 270k credits range but well worth it for what you are getting, even before upgrading my reactor and shield, at level 20'ish I was able to take on the level 55 legendary battleship and take it down easily once I figured out how to deal with the escorts first without getting destroyed.
I think this ship might be Class B? not sure, I bought it at the vendor in New Atlantis (Jemison, in Alpha Centauri System), the reactor is class B.
Edit: if you want, you can look at my ship setup, I uploaded a short clip of deconstructing the ship so you can see the layout, I kept it to just the base 3 mandatory habitats, Workshop for crafting stations, Infirmary(or science lab) for the pharma bench, and the All-in-One habitat for the galley.
Is only having 49 mobility not an issue? Hard to tell how much impact it has
@@rickkybobby8118 I have not really been able to tell what the impact of mobility is, at least so far, you can trim mass if you want, cargo holds have the most mass, you can reduce those down to something that works for you. I added cargo holds on mine, in addition to the ones it came with, because this is my main home since I haven't gotten around to outposts or buying homes yet, once I have a good place to dump my loot, then I will probably reduce the cargo holds to reduce mass, so it performs better.
I took over a Spacer Raven recently, it's basically the same frame and size as your starting ship "The Frontier", I am going to put C class weapons and shields on it, as well as better engines, while keeping it small and as light as possible with minimum cargo. I am planning to build this up into a speedy fighter to use for taking over other ships, and just outright harassment of spacers and crimson pirates.
they should add doors that when you get close it opens automatically
I hate having my door in the back. You always have to walk around the back of the ship to enter. I put my door right in front so at my outpost the door is closest to me (in case I am loaded down with items)
What level are you when making this? Matters to have parts to even show up for people.
@TagBackTV What level are you during this video? I’m still missing a number of these ship parts
Just stumbled on this badboy it's already better than the beginner ship
Imo we should be possible to get more then one docker which I'd be doing if irl just to be able to dock disregarding where docker is on whatever we want to dock. But it's a game and saves weight and we can still dock even having this in mind. And we don't have to manually dock and land anyway, sadly, so it doesn't matter. 😔
They made ship building stupid messy.
I was building a ship last night and I had a single error stating that the ship had some unattached modules....
I pulled everything apart several times and eventually gave up 🤣🤣
A future update SHOULD include a list of install parts and a status of those parts.
If there are going to be bugs, should at least make the fixes in-game simple enough so as not to become frustrating.
Just a suggestion.
You can use the select all option then drag the ship to the side. The unattached part will stay in place for you to find.
@@Donsploitation - yeah ok, cheers for that.
Im level 16 and built a outpost with large landing pad with ship builder and 80 percent of all the parts you showed in the video dont show up in my menu when i tried to follow your design??? Am i missing something? Any advise on how to fix would be appreciated. Great video and thanks. And im short on credits even to try it yet. Saw you were up to around 80k . Do i have to put points into something to get all those parts to show up in my ship builder at my outpost landing pad?
It would have been nice to see the ship in flight, and how much you spent. The mobility seems a little low. But this is a good explorer ship if you acaid combat
Replace the PAR weapon with the one located 2 rows above. That weapon has only -1 dmg (12 shield & hull) but has 2 hull and 3500 range, in comparison with the one from this video (1 hull & 3000 range). Oh and replace that reactor! You have a better one that generates 20 power! Each line of power is essential in this game!
My electron beam weapons don't seem to fire as fast as yours. Did you upgrade them?
I didn't build off to the ship of the razorleaf I just add straight from the landing gear work fine for me just didn't have all the cool parts. Wish I know how still like level 2 just want to play with the build options
If you don’t like ladders boost through the openings. Way faster than the animation.
Sorry this got real confusing around like 7 minutes. All of a sudden everything was different from what you did, and you said we were keeping the grav drive from the razorleaf, but then you said we were using the r-3000 alpha grav drive, and that its necessary, but the problem is the r-3000 doesn't show up for me. I only see the R-1000 and R-2000. And the NG 3000 it won't let me buy.
I like it. I did something similar, made a thicc razorleaf. Might try this out
I tried to build on the razor last night before I saw this and it wasn't at an outpost.
I added a workshop and an armory on either side of my cockpit but I had access to them. It's like I needed to add a door or something lol I completely suck 😅.
Also I am on Xbox and didn't even know you can raise and lower pieces lol
Amazing video tag!! I can tell you put a lot of work into it and the build looks amazing!
I built everything exactly as in the video, hubs and all but I keep getting the error that docker and landing bay aren't connected to the cockpit? Is this a bug?
Can you make an updated video that literally assembles final product without all that error in between and contains requirements? I'm trying to get this to work past few days and there is always something missing or else not working
I had no idea what to do to upgrade , thanks this gives me a direction to follow
Did you have a issue with it saying it was too much length,width or height?
I tried to build a ship using this landing bay and it completely bugged out the ship, the ship would spawn with 2 landing bays and wouldn't let you enter it.
What is the name of the RazorLeaf Armory hab/component?... is that available anywhere else besides than from off the Razorleaf?
QUESTION :
12:08...Does The Added Structure ...Have any Function or is it just for looks ?