The custom module I most want is a Hopetech bay but 3 long with doors at both ends and side hatchways possible in the middle and the possibility to mount it sideways.
Nice build! I love the idea of 'mobile outposts.' I made one a while ago, but it's definitely a dirtier Nova Galactic/Hopetech build lol. Love the clean interior with those Stroud parts. I admittedly don't really build with Stroud-Eklund habs often, but I think I need to try again. Some of those Stroud interiors look really awesome. Also love how you worked it in with the story and named it Kepler X, almost as if that designer at Stroud who wanted to make a family camping ship was given exclusive control over the design 😂 Nice work!
Thank you. I really spent quite some time immersed in Stroud-Eklund for my latest builds. They are definitely not my favorite parts but I have a much greater appreciation for them after spending so long using them exclusively.
@@EvanMFitzGeraldThat's how I am with Deimos and Nova Galactic. I just keep defaulting to NG or Deimos half the time, but yeah, I am going to need to do another Stroud build I think. I made one once long ago, but it was more of a bare-bones naval-style frigate. I think I may need to make a more average-joe type of build. Thanks for the inspiration!
Other than the bridge issue, the only issue was with the fuel tanks being in the Crew's Mess. Easy fix. She's named Scarlet Eagle and soooo purdy your eyes will bleed just looking at her.
I so wish that the hopetech Hope 4 Landing Bay had a alternativ with a door. Would work better with the cargohalls, in my opinion. How do you do inside the ships? Do you decorate (lay out books, food and such) or are you only doing that in the outposts?
You say that window placement is crucial for controlling ladder/door placement. When you do your build, do you place windows as you spawn in habs, after you place the hab or after you finish the build? Does it matter? Do you find it odd that the ship that unlocks the SAL-6830 engines doesn't use them? No free-bees from Stroud-Ekland!!
I do a combination. If I know I want a window somewhere while I am building I will put it there as I spawn in the habs. Frequently though I need to walk around the ship and get a feel for where one will work and see what unintended consequences a particular placement will have. It is very frustrating that I can't always predict what effect placing a window will have. In this ship I wanted to replace the center nose cap with a porthole but that one change actually moves both the door to the battle stations and the ladder to the cargo hold to bad locations.
OK. Down to the very last component, how did you get the Kon-Tiki Bridge (which only connects to the bottom) to connect to the front of the engineering bay?
It does not connect to the front of the engineering bay. It connects to the battle stations below it. The bridge and the computer core behind it just look like they fit together.
Sorry, you moved them all at one time, so it looks like they were connected. It's a moot point at this stage because the very next mission I went on, I unknowingly completed the mission that gave me the rest of the artifacts. I guess I can go to the Unity if I want to.@@EvanMFitzGerald
I've been holding off playing my Kepler R until I found a build that came close to meeting my vision of it. I was thinking of a ship that may be part of the Traveler fleet from Star Gate. This is it!! The Frontier is a puddle jumper, the Razor Leaf is a destroyer, the Star Eagle is a heavy cruiser and the Kepler X is a home ship. That's my fleet!!
Glad, you like it. I have been surprised by how popular this build is, but when I think of going into VR and wandering around my ship, this is the one I always picture living in.
I'm in Akila City. The game won't let me board the Star Eagle. I swapped to the Kepler R with no issues. Swapped back to the Star Eagle with same problem. I've been trying very hard to NOT finish the game. It looks like I'll have to finally have to swap to the Kepler R and go to Unity or junk this level 68 character and start over from scratch. If I proceed forward, I'll still have the bug that makes enemy ships unavailable to me on the ground and in the air. Poo .@@EvanMFitzGerald
@@dondurham5264 I have never had the unusable ship glitch happen on a ship that wasn't stolen. It is happening on your Star Eagle? Also, with the enemy ships thing, if you mean the bug where they have no crew and can't be boarded, the console command 'resetquest 2c0fd9' worked for me to fix it.
@@EvanMFitzGerald That is outstanding work Evan. That's the issue I struggle with on my Ship building, but I'm getting there. Thank you for responding young sir.
I'm rebuilding my Kepler X in NG+. I still want the side entrance. I want it to come in by the controls that have access to the cargo hold. Which one was that and where are the control located. I don't want the landing bay to delete them.
The controls are on the front right of the 3x2 cargo hall. If you move the landing gear from the front left of the 3x2 to the center and put the Stroud side entry landing bay there you will enter basically in the center of the cargo area near the controls. I have not tested how that will affect ladder placement though. That can be unpredictable sometimes.
Thank you. I have to go back in to place a couple of windows I left out. I'll check it then and see. I guess it's a moot point, I don't want my landing bay that far back on the ship. That's my compromise for not having it in the bow area...a shorter run.@@EvanMFitzGerald
By my count you have 4 Obliterator Auto Alpha Beam weapons, 2 on the bridge and 1 each inboard facing forward on the weapons mounting platforms. Is there a perk for that?@@EvanMFitzGerald
I also added a scan jammer to the port weapons mounting platform and a Caravel V102 Shielded Cargo hold in an open space between the center landing gear and the reactor. The mobility dropped to 97, but I can live with that.
You can't actually put 10 crew on it. It is just what the builder rates it for. The actual max is 9. You can have 8 crew, plus, if one of your crew is Sarah Morgan you can have one extra. I forget why. The builder will rate it by crew stations and equipment ratings though, so it is possible to get it to say max crew of 12 and I think 13 is possible.
@@EvanMFitzGerald yeah Sarah has the leadership skill that does that I think. Funny story, I used a mod that let you have more crew but it messed with the behaviour of companions so I removed it and my companions went back to normal BUT I can still put more crew on my ship. I have eleven right now
This design does not use any mods, glitches, or cheats. It only requires full Starship Design perks and completion of the All That Money Can Buy quest to get access to the 6830 engines. If you don't have access to the 6830 engines, you can use the 6330 engines, but won't get 100 mobility with this much cargo capacity.
@@EvanMFitzGerald k cool. I've never built my own from scratch jus modify ones as I go but didn't know you could go this big. Thats the mission where you build the Kepler ship right
@@TheSweetswed The Kepler ship is part of the Overdesigned quest. You don't have to have completed that to have access to the engines, just the one before it where Stroud makes a deal with Slayton at the end.
Going to try it out today! Super excited! Very clean nice build.
Interior is fantastic!! Very RP! Love it! I’m gonna need one for new playthrough I think :)
Great build and explanation 👏
The custom module I most want is a Hopetech bay but 3 long with doors at both ends and side hatchways possible in the middle and the possibility to mount it sideways.
Nice build! I love the idea of 'mobile outposts.' I made one a while ago, but it's definitely a dirtier Nova Galactic/Hopetech build lol. Love the clean interior with those Stroud parts. I admittedly don't really build with Stroud-Eklund habs often, but I think I need to try again. Some of those Stroud interiors look really awesome. Also love how you worked it in with the story and named it Kepler X, almost as if that designer at Stroud who wanted to make a family camping ship was given exclusive control over the design 😂
Nice work!
Thank you. I really spent quite some time immersed in Stroud-Eklund for my latest builds. They are definitely not my favorite parts but I have a much greater appreciation for them after spending so long using them exclusively.
@@EvanMFitzGeraldThat's how I am with Deimos and Nova Galactic. I just keep defaulting to NG or Deimos half the time, but yeah, I am going to need to do another Stroud build I think. I made one once long ago, but it was more of a bare-bones naval-style frigate. I think I may need to make a more average-joe type of build. Thanks for the inspiration!
very nice build
Other than the bridge issue, the only issue was with the fuel tanks being in the Crew's Mess. Easy fix. She's named Scarlet Eagle and soooo purdy your eyes will bleed just looking at her.
Like the concept.....build three now planned.
I so wish that the hopetech Hope 4 Landing Bay had a alternativ with a door. Would work better with the cargohalls, in my opinion. How do you do inside the ships? Do you decorate (lay out books, food and such) or are you only doing that in the outposts?
You say that window placement is crucial for controlling ladder/door placement. When you do your build, do you place windows as you spawn in habs, after you place the hab or after you finish the build? Does it matter?
Do you find it odd that the ship that unlocks the SAL-6830 engines doesn't use them? No free-bees from Stroud-Ekland!!
I do a combination. If I know I want a window somewhere while I am building I will put it there as I spawn in the habs. Frequently though I need to walk around the ship and get a feel for where one will work and see what unintended consequences a particular placement will have. It is very frustrating that I can't always predict what effect placing a window will have. In this ship I wanted to replace the center nose cap with a porthole but that one change actually moves both the door to the battle stations and the ladder to the cargo hold to bad locations.
OK. Down to the very last component, how did you get the Kon-Tiki Bridge (which only connects to the bottom) to connect to the front of the engineering bay?
It does not connect to the front of the engineering bay. It connects to the battle stations below it. The bridge and the computer core behind it just look like they fit together.
Sorry, you moved them all at one time, so it looks like they were connected.
It's a moot point at this stage because the very next mission I went on, I unknowingly completed the mission that gave me the rest of the artifacts. I guess I can go to the Unity if I want to.@@EvanMFitzGerald
I've been holding off playing my Kepler R until I found a build that came close to meeting my vision of it. I was thinking of a ship that may be part of the Traveler fleet from Star Gate. This is it!! The Frontier is a puddle jumper, the Razor Leaf is a destroyer, the Star Eagle is a heavy cruiser and the Kepler X is a home ship. That's my fleet!!
Glad, you like it. I have been surprised by how popular this build is, but when I think of going into VR and wandering around my ship, this is the one I always picture living in.
I'm in Akila City. The game won't let me board the Star Eagle. I swapped to the Kepler R with no issues. Swapped back to the Star Eagle with same problem. I've been trying very hard to NOT finish the game.
It looks like I'll have to finally have to swap to the Kepler R and go to Unity or junk this level 68 character and start over from scratch. If I proceed forward, I'll still have the bug that makes enemy ships unavailable to me on the ground and in the air. Poo .@@EvanMFitzGerald
@@dondurham5264 I have never had the unusable ship glitch happen on a ship that wasn't stolen. It is happening on your Star Eagle?
Also, with the enemy ships thing, if you mean the bug where they have no crew and can't be boarded, the console command 'resetquest 2c0fd9' worked for me to fix it.
Ii'm playing on Xbox X. No console commands.
On my Star Eagle, I can walk up the ramp to about where it folds to lift and no further.@@EvanMFitzGerald
The only disappointing thing about the build is that I have to watch a different video to find out what the engines, reactor and grav drive are.
How the heck did you get such high mobility on this magnificent beast?
Six of the SAL-6830 engines give 100 mobility up to a maximum mass of 4275. Very carefully selecting parts to stay under that cap took quite a while.
@@EvanMFitzGerald That is outstanding work Evan. That's the issue I struggle with on my Ship building, but I'm getting there. Thank you for responding young sir.
The Kepler X. Rover sold seperately, currently all out of stock
I'm rebuilding my Kepler X in NG+. I still want the side entrance. I want it to come in by the controls that have access to the cargo hold. Which one was that and where are the control located. I don't want the landing bay to delete them.
The controls are on the front right of the 3x2 cargo hall. If you move the landing gear from the front left of the 3x2 to the center and put the Stroud side entry landing bay there you will enter basically in the center of the cargo area near the controls. I have not tested how that will affect ladder placement though. That can be unpredictable sometimes.
Thank you. I have to go back in to place a couple of windows I left out. I'll check it then and see. I guess it's a moot point, I don't want my landing bay that far back on the ship. That's my compromise for not having it in the bow area...a shorter run.@@EvanMFitzGerald
By my count you have 4 Obliterator Auto Alpha Beam weapons, 2 on the bridge and 1 each inboard facing forward on the weapons mounting platforms. Is there a perk for that?@@EvanMFitzGerald
I also added a scan jammer to the port weapons mounting platform and a Caravel V102 Shielded Cargo hold in an open space between the center landing gear and the reactor. The mobility dropped to 97, but I can live with that.
@@dondurham5264 No, one of the forward facing weapons not on the bridge is a turret. I mistakenly said they were the same on both sides.
How do you get ten crew with an 8 crew cap?
You can't actually put 10 crew on it. It is just what the builder rates it for. The actual max is 9. You can have 8 crew, plus, if one of your crew is Sarah Morgan you can have one extra. I forget why. The builder will rate it by crew stations and equipment ratings though, so it is possible to get it to say max crew of 12 and I think 13 is possible.
@@EvanMFitzGerald yeah Sarah has the leadership skill that does that I think.
Funny story, I used a mod that let you have more crew but it messed with the behaviour of companions so I removed it and my companions went back to normal BUT I can still put more crew on my ship. I have eleven right now
This e regular non mod like anyone can build something like this ? Didnt do pc has so many mods n cheats. Console prob does to i guess
This design does not use any mods, glitches, or cheats. It only requires full Starship Design perks and completion of the All That Money Can Buy quest to get access to the 6830 engines. If you don't have access to the 6830 engines, you can use the 6330 engines, but won't get 100 mobility with this much cargo capacity.
@@EvanMFitzGerald k cool. I've never built my own from scratch jus modify ones as I go but didn't know you could go this big. Thats the mission where you build the Kepler ship right
@@TheSweetswed The Kepler ship is part of the Overdesigned quest. You don't have to have completed that to have access to the engines, just the one before it where Stroud makes a deal with Slayton at the end.
Double ladders. Fail!
crew loses their way around it. your doomed!