Hey mate! Been watching your videos for a little bit now and they have been so helpful! I’m a relatively new space engineers player and not that great at building ships or rovers. Your content has helped me so much from the fighter design vids, to the freighter live builds and tutorials. Keep up the great work this is a hidden gem of a channel 😊🙏
One consideration not mentioned that I am starting to incorporate with my fighters - whenever possible, have AI drone variants of your fighter craft. Manpower is one of the most precious resources in SE and fighters more than any craft benefit from swarm tactics. Drone fighters are cheap, and have much higher uptime for constant combat-air patrol around your ships. When used en-mass you can easily have a screen of fighters up at all times while building/mining/chilling in your base or home ship As you build up your force on a server you can build multiple cheap fighters, and then convert them to drones as more large vessels become available for players to use. AI blocks can be Integrated into the design from the start, or retrofitted by either replacing the cockpit or with a centerline hard-point. (The latter can have problems with the AI move block being far from the center of mass)
Drones are great, but I wouldn't just slap AI blocks on an existing fighter. Player-piloted fighters benefit from having a focus on downward and forward thrust for the purposes of being able to pull quick maneuvers, but drones do best with an even amount of thrust in all directions as they can't take advantage of these maneuvers.
My design itch really loves designs that _mostly_ abide by Newtonian physics. Generally using a "tripod" or "table" thruster setup in the maneuver directions with thrust advantaged pointed down. I.e. 6 thrusters pointed down, 4 up left and right. Forward thrust would be at least twice as strong as reverse thrust. Generally, I want my maneuver thrusters to be designed around my ship's center of mass. I know that is typically overkill, but it's what I like.
I'd be curious to see you do a video discussing bombers/fire support ships, or other sub-classes of ship. Might also be fun to see you grab handfuls of community ships, give each of them a quick review, and then grab some friends and have a free-for-all with them.
Correction: sustained autocannon fire from a fighter with six or more autocannons will be able to do significant damage to a light armored large grid ship, which realistically you'll be facing more often than not. Heavy armor is extremely rare in actual PVP environments, as the increased durability doesn't make up for the increase in weight and resulting loss of maneuverability.
After your video of the fighters, i gather courage to build a fighter, my fighter is small and quick, has 4 gatling gun and 4 missile launcher, the armament is centered, the connector is at the bottom, the only flaw is the missile launcher need manual reload
I disagree on scaling up: a better approach is to produce a design that fits in the space that 2 fighters would take up together . This makes scaling and flexibility easier. For example, if your default size is 3x3x2, large ships should be 6x3x2, with the connector positioned accordingly. Also if using gates, remember that you can only fit a small ship of 11x8 small blocks. Also railguns are OP. Use railguns.
Hey mate! Been watching your videos for a little bit now and they have been so helpful! I’m a relatively new space engineers player and not that great at building ships or rovers. Your content has helped me so much from the fighter design vids, to the freighter live builds and tutorials. Keep up the great work this is a hidden gem of a channel 😊🙏
Code 4 Gaming!!!!!
Yo code when did you start watching lunar! This channel is insane
Code 4!!!!!!!!!!!!!!!!!!!
Yo code didn’t expect to see you here
lol code watches lunar as well
5:53 - 6:35 is a pure cinematic master piece!
Oops forgor oh well
Love how you can convey the Keen "teams" styles while doing your own spin
I love when you do ship guide videos your perspective is so nice and I love that you have a balance between form and function
One consideration not mentioned that I am starting to incorporate with my fighters - whenever possible, have AI drone variants of your fighter craft.
Manpower is one of the most precious resources in SE and fighters more than any craft benefit from swarm tactics.
Drone fighters are cheap, and have much higher uptime for constant combat-air patrol around your ships. When used en-mass you can easily have a screen of fighters up at all times while building/mining/chilling in your base or home ship
As you build up your force on a server you can build multiple cheap fighters, and then convert them to drones as more large vessels become available for players to use.
AI blocks can be Integrated into the design from the start, or retrofitted by either replacing the cockpit or with a centerline hard-point. (The latter can have problems with the AI move block being far from the center of mass)
Drones are great, but I wouldn't just slap AI blocks on an existing fighter. Player-piloted fighters benefit from having a focus on downward and forward thrust for the purposes of being able to pull quick maneuvers, but drones do best with an even amount of thrust in all directions as they can't take advantage of these maneuvers.
The production quality keeps going up. Great guide and very nice visual representation.
heeey, first one here. love your vids and im excited for the new series. I loved the class guides too
I never even thought of hardpoints! I might need to update a few of my fighters
Love the series, more please!
Great video. Need the next guide level to 'fleet types'.
My design itch really loves designs that _mostly_ abide by Newtonian physics. Generally using a "tripod" or "table" thruster setup in the maneuver directions with thrust advantaged pointed down. I.e. 6 thrusters pointed down, 4 up left and right. Forward thrust would be at least twice as strong as reverse thrust. Generally, I want my maneuver thrusters to be designed around my ship's center of mass. I know that is typically overkill, but it's what I like.
I'd be curious to see you do a video discussing bombers/fire support ships, or other sub-classes of ship. Might also be fun to see you grab handfuls of community ships, give each of them a quick review, and then grab some friends and have a free-for-all with them.
Correction: sustained autocannon fire from a fighter with six or more autocannons will be able to do significant damage to a light armored large grid ship, which realistically you'll be facing more often than not. Heavy armor is extremely rare in actual PVP environments, as the increased durability doesn't make up for the increase in weight and resulting loss of maneuverability.
Hi Lunwer, nice fighters!
Now I want to build another one lmao
thanks great review
After your video of the fighters, i gather courage to build a fighter, my fighter is small and quick, has 4 gatling gun and 4 missile launcher, the armament is centered, the connector is at the bottom, the only flaw is the missile launcher need manual reload
We need more about that black ship
Can you teach us how to do spaced armour I can't find anything good on it
Can you do one on troop transport or drop ship in the future cause I am having the hardest time designing one
I disagree on scaling up: a better approach is to produce a design that fits in the space that 2 fighters would take up together . This makes scaling and flexibility easier. For example, if your default size is 3x3x2, large ships should be 6x3x2, with the connector positioned accordingly. Also if using gates, remember that you can only fit a small ship of 11x8 small blocks. Also railguns are OP. Use railguns.
How can I make my fighters dock back in my carrier after no enemies are found in range? I'm making a carrier, but none of my friends play SE.
Look into the action blocks that can be triggered by remote antenna. You could press a button for "everyone return"
why kabin in front of craft? one shot and youre out
YESSSS
He doing it lol
Cool
First btw i think