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By the way, the idea of NPC ships aiming at the center of mass is based on a elliptical plane of reference. Meaning that you have to build an open box upwards for it to work, not horizontally. I did that before one of the quest big battles and my only threat was missiles, which will target components.
Very interesting concept, that is something I feel Starfield miss a bit. With the whole exploration thing, feel like we should have some modules, gear and attachments for exploration, even it is for specific missions and quests. Planetarian exploration is fun, but I would like to see more to be done from the ship itself. Also, the ship itself is very cool, really looks like a modular design, that would allow other attachments according to it's mission, and the 'little trailer' at the back also looks like a module, I have not thought of using Taiyo design like that, loved the idea.
Another great design around RP from you. Keep it up!! For me, I think I would make it one unit more narrow across. Also, the side loading landing bay on ships like this is great since you end up spat out in the "center" when you hold to exit, and then it is close to get back on your ship. BTW, the "center mass" thing only works if you make the ship more 3-dimensional. I have a ship similar to this that only has the cross-habs and they hit the middle of the cross hab. If you instead build up and over, then the "center" doesn't have any components to hit.
True enough on the side Landing Bay but that's Stroud not Taiyo and this was firstly a Taiyo themed build. It's tough too, as certainly Manufacturers have superior Structural options while others have much less to offer.
This kinda reminds me of a conversation i was having with my friend who also plays Starfield about building Science Ships and Science Character builds. My current Character is more "Exploration/ Search & Rescue / Passenger Transport" while he wanted to build pure Science Ships. Looking at others build online, most are Starfighters, Battleships, Bounty Hunters.
It's a difficult task because you HAVE to be capable of protecting your Ship from enemies, thus it needs Shields and Weapons. You HAVE to be capable of reaching various Solar Systems, thus the need for a reasonable sized Grav Drive. You NEED a certain amount of Cargo space in order to hold the items you carry along with you normally (Ship Parts, Meds, etc) and while that doesn't have to be massive, the longer you play the more you find you end up needing. Then there's the issue that we're all facing, certain equipment/modules can only be placed on your Ships in a single orientation, meaning we're limited in design. Trying to "think outside the box" and create truly unique Ships has been the hardest thing for me but I'm working on it. that's why I tend to make Ship with an RP flair to them.
@@delindsay To limit how much cargo i carry at all times, i've been looking everywhere for locations with unlimited storage on different worlds. So far everyone knows about the Lodge but i also found some outside the city on the "Autonomous Farm" and today i found out i can storage unlimited items at Gal Bank in Akila City. I plan to do a "Civilian" Build with limited to no weapons but tons of defense and speed to run away from encounters for RP. Captain goes on vacation, crew takes the home ship and i fly around in a civilian transport. Using my personal vaults for emergencies. I'm looking forward to any need DLC that might add more ship parts for more creative builds. I like what your doing also.
@@delindsay I understand, I'm a special type of player that loves transporting objects or people. I love building stockpiles of things i need or might need. I just checkout out Sahar's Farm on Akila and the storage their looks unlimited too. Only time a unlimited storage backfired on me, was a storage i found on field by foot. Then when i landed near it, the map regenerated to create the LZ and the storage was gone.
It's a nice ship by itself, because that extra part seems a little weird hanging off to the side. I might build that ship just without that extra part.
@@Slackerdude74 Thank you. It's hard to design Ships that are outside the standard box due to the limited building options we have in game at this time. That's why I have to lean heavy into the RP of it in order to "sell" the Ship design.
Deep Space Research...with a mother-in-law nacelle! Really impressed by the reasoning of the design. Makes a lot of sense to have an extended module for sensors and detectors without jeopardizing the living modules. I might dump my current research build (trying to replicate the Shran-class light escort from Star Trek Online despite the lack of a lot of round and glowie bits). From a RP stance, I like it! One ?? I've had about Taiyo is this: if they are supposed to be the luxury brand just under Trident (or I may be misunderstanding their branding), why are they using the old crash chairs from C-5/C-130 planes?
Yeah, I've never seen Taiyo or even Stroud as "Luxury" anything. During the questline where you have to head to that old Military guys' Ship on a Planet and it's a literal Mansion inside (The Order or something). Now THAT Ship is Luxury, whomever made it.
@@delindsay I know. I've been using the videos going back and forth on whose module I'd use because of the way it is set up (ie a lot of Nova and Deimos). But yeah, none of them scream BMW/Audi/MB of starships.
@@TenNoZeorymer72 Which seems odd to me. It's the future, we have space lasers but not ultra high-spec, fancy accommodations in Ships, even if it's a special Starliner.
@@delindsay Well, in the Navy, we used to go with "If it ain't broke, don't fix it". If it was rugged, dependable and easily fixable, we kept it until we find out no one made it anymore. That's why the NX-01 Enterprise looked the way she did (I can neither confirm nor deny if we may have assisted with her design). That's why I also got a little fussed up with newer Trek having powered touch screens. What if the capacitive screen goes bad or you lose power and just have a black chunk of glass or plastic in front of you. In that case, self-powered manual control devices make sense. With some of the accommodations, it honestly looks like they are scrapping and reusing stuff from older ships. I guess it would make sense with the amount of people who may not have made it off Earth or not enough timeline to get back up to our "present" level of technology. Look how long it took us to get to a population of 1 billion. If you land on an undeveloped planet with just a few hundred, it's gonna take a while.
Could you please do a video on the different types of crossways and what they look like? I would love to see the difference between, for example, the Nova and Hopetech ones.
Sure. Maybe I can make it an all-in-one where I show people WHERE to buy all the things I use on my Ships (location of each Staryard, or special item like the Jammers, etc) since those Habs Spines/Crossways aren't as well known to players even now.
@@shaynos47 2 Crossways, 1 Spine, then a totally unique option Fore to Aft that's only available one place and it pretty much requires a bubbly kind of build as curvy as it is, and only works as the top.
I enjoy your themed builds. Hopefully Bethesda will add material (DLC scenarios and perhaps sensor suite upgrades) to encourage building different types of vessel. I found the exploration to be disappointing - everywhere you go, someone's been there before and built an installation (and then abandoned it, in most caes). You're not an explorer if you're following others, you're a colonist or a tourist. 🤔
Thanks and yeah, I'd like for once to land on a Planet/Moon and have ZERO POI's, no Ship landing directly after I exit my Ship. Just let me explore for once.
Then you're of one half of the internet who thinks that our Ships are only 40m in total. The other half thinks our Ships are 80m in total. And both sides will argue furiously about it.
So how does that explain how I went from 37m either side of center, to 41m which is an 8m difference. Unless the game is doing some funny math and not representing the correct size, but more the "game size" as an arbitrary value.
@@delindsayI think it's because it's 41m in total not 41m either side (which would be 82 in total). Because also it really doesn't look to me like the max size is 80m wide (or long either). It's definitely smaller. 40 does look realistic to me. And I know about the tooltip about ships longer than 80m not being able to land, but I just think this actually doesn't have anything to do with the actual ship builder and is just for lore or someone at Bethesda just messed up. Haha
@@noeluhlemann That's how I originally looked at it, that our Ships are only 40m but multiple people commented on quite a few of my videos to the contrary, as well as on reddit & Steam Forums. So if it IS 80m (40 each side from center) then that makes those 1x1's 8m X 8m (which is crazy big). I agree with @Robert-gz9gv and his math IF the Ship is actually a max of 40m and it's more in line with "reality" to the size of the space. Granted, the interior of a 1x1 is actually about 2m smaller (1m per side) than what we can walk around in. Look at the window cavity to see that. Granted, that'd still make the inside of a 1x1 6m or ~19.2 feet which still seems overly long.
I think (only from videos, since I don't have the game) is the ship needs a hole to not get shot, you have two crossways but they are in the middle need a vertical gap between them, but the one I saw that didn't get hit was kinda cube shaped with a big center space with nothing edit: it needs to be at least 3 layers not two as they would shot between the 1st and 3rd
Also, center of mass is not necessarily center of the plane your ship takes up. If 80% of your mass is on one side, your CoM is going to be biased towards that side.
@@TenNoZeorymer72 so you could get by if say it was ring shaped (vertical) say make it 5x5 (tallxwide) so the center would be a hole for them to shoot at
@@delindsay Another thing I thought of too is shield vs hull damage. If the shield is viewed as just a bubble, it will receive damage regardless. However, once the shield is gone...if this rumor works, look at all the free reactor energy you don't have to send to the shield generator anymore!
@@TenNoZeorymer72 Interestingly I thought of that too, after the fact. I will have to test that as well because that's certainly logical that the Shield is just a "bubble" around the entire Ship.
Sorry, but that design is a structural nightmare and probably not atmospheric flight worthy as unbalanced as it is. Doesn't work for me at all on a conceptual level.
If there's a video you'd like me to make please comment below. Feel free to thumb up if you liked it, thumb down if you didn't, Sub if my Content is of interest to you and check the description if you want to donate to help my channel grow, thanks for stopping by!
By the way, the idea of NPC ships aiming at the center of mass is based on a elliptical plane of reference. Meaning that you have to build an open box upwards for it to work, not horizontally. I did that before one of the quest big battles and my only threat was missiles, which will target components.
I wondered about that, the relation to verticality.
Very interesting concept, that is something I feel Starfield miss a bit. With the whole exploration thing, feel like we should have some modules, gear and attachments for exploration, even it is for specific missions and quests. Planetarian exploration is fun, but I would like to see more to be done from the ship itself.
Also, the ship itself is very cool, really looks like a modular design, that would allow other attachments according to it's mission, and the 'little trailer' at the back also looks like a module, I have not thought of using Taiyo design like that, loved the idea.
Agreed, it's like Humanity all got here then was like, nope that it, no more exploring to be done.
you did a great job with the limited offerings of Taiyo!
Why thank you!
Another great design around RP from you. Keep it up!! For me, I think I would make it one unit more narrow across. Also, the side loading landing bay on ships like this is great since you end up spat out in the "center" when you hold to exit, and then it is close to get back on your ship. BTW, the "center mass" thing only works if you make the ship more 3-dimensional. I have a ship similar to this that only has the cross-habs and they hit the middle of the cross hab. If you instead build up and over, then the "center" doesn't have any components to hit.
True enough on the side Landing Bay but that's Stroud not Taiyo and this was firstly a Taiyo themed build. It's tough too, as certainly Manufacturers have superior Structural options while others have much less to offer.
@@delindsay for sure! I applaud your build either way! Love what you are putting out. Keep it up!
@@timfederwitz Thank you.
Keeping the sensitive scientific sensors as far as possible from the engines and reactor. Makes sense.
The irony of that comment is I originally had an Engine set on the other side but thought it didn't fit realistically so moved it to the "Ship" side.
This kinda reminds me of a conversation i was having with my friend who also plays Starfield about building Science Ships and Science Character builds. My current Character is more "Exploration/ Search & Rescue / Passenger Transport" while he wanted to build pure Science Ships. Looking at others build online, most are Starfighters, Battleships, Bounty Hunters.
It's a difficult task because you HAVE to be capable of protecting your Ship from enemies, thus it needs Shields and Weapons. You HAVE to be capable of reaching various Solar Systems, thus the need for a reasonable sized Grav Drive.
You NEED a certain amount of Cargo space in order to hold the items you carry along with you normally (Ship Parts, Meds, etc) and while that doesn't have to be massive, the longer you play the more you find you end up needing.
Then there's the issue that we're all facing, certain equipment/modules can only be placed on your Ships in a single orientation, meaning we're limited in design. Trying to "think outside the box" and create truly unique Ships has been the hardest thing for me but I'm working on it. that's why I tend to make Ship with an RP flair to them.
@@delindsay To limit how much cargo i carry at all times, i've been looking everywhere for locations with unlimited storage on different worlds. So far everyone knows about the Lodge but i also found some outside the city on the "Autonomous Farm" and today i found out i can storage unlimited items at Gal Bank in Akila City. I plan to do a "Civilian" Build with limited to no weapons but tons of defense and speed to run away from encounters for RP. Captain goes on vacation, crew takes the home ship and i fly around in a civilian transport. Using my personal vaults for emergencies. I'm looking forward to any need DLC that might add more ship parts for more creative builds. I like what your doing also.
@@IN-tm8mw You're not wrong but I also get tired of stopping places to offload items all the time too.
@@delindsay I understand, I'm a special type of player that loves transporting objects or people. I love building stockpiles of things i need or might need. I just checkout out Sahar's Farm on Akila and the storage their looks unlimited too. Only time a unlimited storage backfired on me, was a storage i found on field by foot. Then when i landed near it, the map regenerated to create the LZ and the storage was gone.
An interesting concept ship!
Thanks. I'm still trying to force my brain to think outside the box and create actually unique Ships. I'm getting there.
It's a nice ship by itself, because that extra part seems a little weird hanging off to the side.
I might build that ship just without that extra part.
Fair.
@@delindsay
I really do like the ship part it's cool looking.
@@Slackerdude74 Thank you. It's hard to design Ships that are outside the standard box due to the limited building options we have in game at this time. That's why I have to lean heavy into the RP of it in order to "sell" the Ship design.
Deep Space Research...with a mother-in-law nacelle!
Really impressed by the reasoning of the design. Makes a lot of sense to have an extended module for sensors and detectors without jeopardizing the living modules. I might dump my current research build (trying to replicate the Shran-class light escort from Star Trek Online despite the lack of a lot of round and glowie bits). From a RP stance, I like it!
One ?? I've had about Taiyo is this: if they are supposed to be the luxury brand just under Trident (or I may be misunderstanding their branding), why are they using the old crash chairs from C-5/C-130 planes?
Yeah, I've never seen Taiyo or even Stroud as "Luxury" anything. During the questline where you have to head to that old Military guys' Ship on a Planet and it's a literal Mansion inside (The Order or something). Now THAT Ship is Luxury, whomever made it.
@@delindsay I know. I've been using the videos going back and forth on whose module I'd use because of the way it is set up (ie a lot of Nova and Deimos). But yeah, none of them scream BMW/Audi/MB of starships.
@@TenNoZeorymer72 Which seems odd to me. It's the future, we have space lasers but not ultra high-spec, fancy accommodations in Ships, even if it's a special Starliner.
@@delindsay Well, in the Navy, we used to go with "If it ain't broke, don't fix it". If it was rugged, dependable and easily fixable, we kept it until we find out no one made it anymore. That's why the NX-01 Enterprise looked the way she did (I can neither confirm nor deny if we may have assisted with her design). That's why I also got a little fussed up with newer Trek having powered touch screens. What if the capacitive screen goes bad or you lose power and just have a black chunk of glass or plastic in front of you. In that case, self-powered manual control devices make sense. With some of the accommodations, it honestly looks like they are scrapping and reusing stuff from older ships. I guess it would make sense with the amount of people who may not have made it off Earth or not enough timeline to get back up to our "present" level of technology. Look how long it took us to get to a population of 1 billion. If you land on an undeveloped planet with just a few hundred, it's gonna take a while.
@@TenNoZeorymer72 Fair.
Could you please do a video on the different types of crossways and what they look like? I would love to see the difference between, for example, the Nova and Hopetech ones.
Sure. Maybe I can make it an all-in-one where I show people WHERE to buy all the things I use on my Ships (location of each Staryard, or special item like the Jammers, etc) since those Habs Spines/Crossways aren't as well known to players even now.
Not wrong-- thanks! ^^
there’s only 2 crossways i think so would definitely need to incorporate it into a larger video
@@shaynos47 2 Crossways, 1 Spine, then a totally unique option Fore to Aft that's only available one place and it pretty much requires a bubbly kind of build as curvy as it is, and only works as the top.
That thing you are referring to as a Tesla coil looks more like a conductivity probe.
To be fair, you do have to use your imagination either way.
I enjoy your themed builds. Hopefully Bethesda will add material (DLC scenarios and perhaps sensor suite upgrades) to encourage building different types of vessel. I found the exploration to be disappointing - everywhere you go, someone's been there before and built an installation (and then abandoned it, in most caes). You're not an explorer if you're following others, you're a colonist or a tourist. 🤔
Thanks and yeah, I'd like for once to land on a Planet/Moon and have ZERO POI's, no Ship landing directly after I exit my Ship. Just let me explore for once.
It's 4 meters, it's just giving you the dimension in two places, not from center.
Then you're of one half of the internet who thinks that our Ships are only 40m in total. The other half thinks our Ships are 80m in total. And both sides will argue furiously about it.
@delindsay I love the build but i Hate to correct...
But a hab isn't 26ft. Because 37m ÷ 9habs = 4.1m = 13.5ft
So how does that explain how I went from 37m either side of center, to 41m which is an 8m difference. Unless the game is doing some funny math and not representing the correct size, but more the "game size" as an arbitrary value.
@@delindsayI think it's because it's 41m in total not 41m either side (which would be 82 in total). Because also it really doesn't look to me like the max size is 80m wide (or long either). It's definitely smaller. 40 does look realistic to me.
And I know about the tooltip about ships longer than 80m not being able to land, but I just think this actually doesn't have anything to do with the actual ship builder and is just for lore or someone at Bethesda just messed up. Haha
@@noeluhlemann That's how I originally looked at it, that our Ships are only 40m but multiple people commented on quite a few of my videos to the contrary, as well as on reddit & Steam Forums.
So if it IS 80m (40 each side from center) then that makes those 1x1's 8m X 8m (which is crazy big). I agree with @Robert-gz9gv and his math IF the Ship is actually a max of 40m and it's more in line with "reality" to the size of the space.
Granted, the interior of a 1x1 is actually about 2m smaller (1m per side) than what we can walk around in. Look at the window cavity to see that. Granted, that'd still make the inside of a 1x1 6m or ~19.2 feet which still seems overly long.
You might like the viking cockpit
I've used it before.
I think (only from videos, since I don't have the game) is the ship needs a hole to not get shot, you have two crossways but they are in the middle need a vertical gap between them, but the one I saw that didn't get hit was kinda cube shaped with a big center space with nothing
edit: it needs to be at least 3 layers not two as they would shot between the 1st and 3rd
Also, center of mass is not necessarily center of the plane your ship takes up. If 80% of your mass is on one side, your CoM is going to be biased towards that side.
@@TenNoZeorymer72 so you could get by if say it was ring shaped (vertical) say make it 5x5 (tallxwide) so the center would be a hole for them to shoot at
@@TenNoZeorymer72 I had that thought afterwards as well and am going to do some testing to that end.
@@delindsay Another thing I thought of too is shield vs hull damage. If the shield is viewed as just a bubble, it will receive damage regardless. However, once the shield is gone...if this rumor works, look at all the free reactor energy you don't have to send to the shield generator anymore!
@@TenNoZeorymer72 Interestingly I thought of that too, after the fact. I will have to test that as well because that's certainly logical that the Shield is just a "bubble" around the entire Ship.
It’s very weird that I can make my ship faster using A class engines, rather than C class engines.
It does seem counterintuitive indeed.
Sorry, but that design is a structural nightmare and probably not atmospheric flight worthy as unbalanced as it is. Doesn't work for me at all on a conceptual level.