Avorion Ship Design Download
So i am bad at building in general. I can admit that. So im looking for hints or tips on making better stuff that works well ingame im currently playing on insane difficulty.My main problem is getting thrusters and breaking thrust to work peoperly or at least well enough without the need to have giant massive blocks on the front and sides of my ship. As they break easily if i nudge another ship or asteroid even with the integrity field.Another strange question. On insane difficulty would it be possible to make an end game ship without using shields? Can i use a butt tone of armour to make a moving tank without gwtting my guns blown off or a railgun piercing through armour into my soft squishy insides.Any other tips for ship building will be read and taken into consideration gor future use. (Examples would be placement of weapons or placement of salvaging lazers on AI ships to get the most out of them)Edit: if possible could you tell me how to make a ship with loads of cargo space that can wipe out enemy sectors for all that sweet cargo.
Ship size is irrelevant it just needs to work. Ok that's a lot of questions here so I'm gonna try to break it down. First, there are many different ways of building ships, whether you're looking for aesthetics, performance, maneuverability, armor, etc.So, let me preface things by saying I generally build ships so that they are well-rounded, functional, but not as pretty as what you can see on the workshop. Which will influence my answers to your questions.That being said:. About motion:Thrusters (omni and directional), engines, and dampeners, somehow work the same way. To simplify how you can approach this, let's use only trinium components.If you create a vessel that's entirely made of engines (like a 1x1x1, or 2x2x2 engine block), it will have 1904.8 m/s² of thrust.
Jul 23, 2017 LeonserGT's Ships (DTU) - 12 ships available to download Toggle navigation. Home Help Search. But I failed. XD Whatever it means, sure, I'm always ready to share anything I done, that's actually why I uploaded ship blueprint files for people to download. Would love to see what a full on carrior looks like. Design was an. Looking for ship building tips and hints. (self.avorion) submitted 1 year ago. by markgatty. I've discovered there are several approaches to take ship designing in Avorion. This is going to be one of the foundational keys of your ship design to begin with. You must consider the angles the turrets can turn towards vs the exposure of.
It's the base value of trinium engine acceleration. If the engines mass represent 50% of the ship's total mass, it will have 952.4 m/s² of thrust. If they represent 10%, then it will be 190.48 m/s², and so on.That is, all these components performances depend on their respective percentage of mass vs total mass of the craft.Which explains why you will often need huge banks of thrusters, engines, and so on.
It's by design. Well, not exactly. I presented thrust calculation this way because it makes things easier to visualize in terms of requirements.All engines exert the same force, but not all of them have the same mass, trinium being the lightest. F=ma so since a 1x1x1 trinium engine have a 10.5t mass for 1904.8 m/s² of acceleration, you can deduce that the force exerted by a 1x1x1 engine is roughly 20 million Newtons.A 1x1x1 Xanion engine weight 14t (vs 10.5t for Trinium), so the base value for thrust will be 1481.5 m/s² instead of 1904.8 m/s². So, if you want your ship to have 200 m/s² of thrust, you'll need 200/1904.8 = 10.5% of the ship's mass made of trinium engines, or 200/1481.5 = 13.5% for xanion engines.Lets do the math for a 100kt base ship:.Trinium: -(100000x0.105)/(0.105-1) = 11731.6 t of additional engines needed, so 1117.3 km3 of engine volume.Xanion: -(100000x0.135)/(0.135-1) = 15606.7 t of additional engines, so 1114.8 km3 of engine volumeTechnically, you need less additional overhead using xanion (less blocks, so less additional crew, generators. And so on), but the difference (1117.3-1114.8 = less than 4 blocks) is minimal.
Difference in terms of mass and credit cost is not, though.TL;DR: use trinium for all motion purposes: engines, thrusters, and gyro arrays. By the way, quick note: upgrading your dampeners from iron to avorion is a huge upgrade, raising the base value for braking thrust from 2132.9 m/s² to 5555.6 m/s².
Not mione, I saw this in a post loooooong ago. May be outdated.To properly understand the material progression, you need to think in increments and ratios, rather than in raw stats. All materials has the same HP increment of 1,5 compared to the previous one. Amount of materials for same block size is static. Iron is startup material. All parameters are low, restricted the most, but dirt-cheap, easy to mine and found everywhere. Titanium is low-tier light material.
Overall better than Iron. Naonite is low-tier energy material. Overall better than Titanium, but can't be used for armor. Trinium is the lightest, has high energy/mass ratio, but low hp/mass ratio. In Avorion (with the remaining 29 hours actually playing the game vs designing ships), I've discovered there are several approaches to take ship designing in Avorion.Lets take the first problem you have stated: Large thruster blocks exterior to your ship thusly making them vulnerable.To start, its always best to design a 'skeleton' of a ship to start of.
Either you approach it as an endoskeleton (aka, build from the inside out) or as an exoskeleton (build with a defined shape outside, going in. Both approaches have their own strengths and weaknesses. The important part is that thruster blocks do not have to be stuck on the outside of the ship, but can be covered by other blocks. They will not take away from the thruster's performance, but granted, doesnt look as good at times, something that can be worked around or rectified.Endoskeleton-based approaches lead to function-over-form ships, which in their own right can be pretty in their own way. And since one is basically designing the interiors of the ship first, one does not suffer pre-existing size limitations, but can lead to somewhat haphazardly shaped or aesthetically unpleasing ships.Exoskeleton-based approaches lead to form over function, given an exterior shape to work within, one can start off with a very pretty shell, but may face space and size problems filling the interiors with the required blocks.Its always a good idea to equalize the amount of engine block volume with at least half of (directional) thruster blocks. More the better.
I normally attempt to meet this rule with directional thrusters on the x, y, and z axis, with normal thrusters scattered around to support pitch, yaw, and roll. Another approach is to go Inertial Dampener heavy instead, though this produces a ship that cannot thrust laterally as much, but can stop on a near-dime. Only continual testing and personal preference will decide how much, or how little, thruster blocks you need.And since you can directly cover up thruster blocks, there is no reason you should not. You can play around with it as well.
Have them half-covered with armor blocks or strips, or completely hide them interior.And to your second question: non-use of shields and instead the use of armor in late-game.I'm going to posit a question back: Why? The amount of damage output in the midgame alone pretty much requires a wholistic approach to defenses. One cannot simply hammer down on one form of defense and expect it to carry you through.
You have to use shields, armor, and evasion to survive, up until you can simply outbuild your enemies with so much HP in the way, and shields are heavily used as the first layer of defense, because armor at this point will easily be blown off if not build thick and large, and will be costly in return.As to the third: building ships for AI and/or weapons placement.This is going to be one of the foundational keys of your ship design to begin with. You must consider the angles the turrets can turn towards vs the exposure of said turret. You'll want your turret to have as much coverage as possible without risking the block it sits on to being shot off. Suffice it to say you'll want the turret to sit on a nice, big, fat armor block. A tip is when creating a ship with pairs of turret positions, make a very long armor block that runs inside your ship that turns into the base of both turret positions, like on the left and right of the ship, so that the large armor block is one of the toughest blocks on your ship and can take hits, thereby allowing the turret to survive the longest.As for AI, so long as the AI does not have trouble flying the ship and the turrets have enough coverage, it'll be good.Lastly: Big cargoYou'll want a ship that is almost entirely made up of a single, large cargo block.
Avorion Ship Building Tips
Bigger, the better, the badder. Cargo blocks work better the bigger it is, and that means small, scattered cargo blocks are far, far less efficient compared to one huge one of similar volume, so make it the central core of your ship. This means all the other essentials like power, thrusters, engines, crew compartment, and the others are likely going to sit around the massive giant cargo block, surrounding it at most. Cargo ships are also likely going to be very slow, lumbering things that pretty much require a sizable investment in resources to make tough enough to survive attacks, fast enough to outrun attacks, or cheap enough to be easily replaced.There's a reason why in both history and in fiction, cargo vessels are easy targets to military intent.
They're simply designed to do one thing and one thing well: haul shit. My best advice for ship building;1) Start by drawing a basic shape and requirements for your ship. Next design a basic frame in game, include engines, thrusters, gyros, inertia dampeners, and the basic fuselage. Make sure that handles the way that you want. In the end your ship should have more gyros and inertia dampeners than thrusters.Tips for handling or flight.1.1) Use Gyros before thrusters, you can change the direction of gyros by rotating them with the R key. Use these them in center of gravity points for left and right movement and up and down movement should be in the center but to the front or back for best effect.
Avorion Ship Design Download Free
Note: You can cover thrusters and engines if you like.1.2) Use Inertia dampeners for braking speed not thrusters they are much more effective and will make a world of difference when stopping.1.3) Make sure your engine core on the basic frame gets the speeds you want, CREW YOUR SHIP. Once you add more blocks your speed may be effected keep that in mind when building out.1.4) Build the inside of your ship with Trinium blocks (lightest material), crew, cargo, etc. Use stronger materials for technology blocks for better effect and if you need armor, armor the ship with the strongest material you can with the armor option. Compensate for lose of HP with more shield generators. Frankly, without shields your ship won't last long anyways.1.5) If you are going to use cargo bays make sure that you plan ahead as they are best utilized when they are one entire block. They will cause a ton of drift in your craft though so make sure you compensate with inertia damps and thrusters.Build out notes2) This to me is the most effective tip. As you build out your ship make sure to use Frames to fill in empty places that you aren't using.
After meeting your minimum requirements for shields, crew, etc. Build as many empty frames as you can within your ship so that it can be extremely modular after you are finished. By doing this I have made ships that scaled extremely well and have a place for any tech I need. I have a large ship that still has 30-40% frame work so that I could expand further if needed.2.1) If you design cosmetic pieces make sure they are fairly functional, examples of this; if you make a wing do not just use a single large triangle block. Instead, use the large block as a template and then build flat blocks on it. Then once you get as many flat blocks as possible in your wing then use the angle blocks to shape it. Doing this will allow you to put thrusters in your wings and let me tell you now that if you want an agile ship this make all the different.3) If its a combat ship armor blocks should be on most if not all exterior pieces.
I use them for the very last blocks on my ships.3.1) A jack of all trades is a master of none. That being said, I would recommend making ships that lean towards a specialty.
Examples; do not make an agile combat ship that is also a cargo ship; do not make a carrier ship that is also an assembly ship. What I like to do is only use docks on my ships and then I make a much much larger death star type ship that has a ton of assemblies to quickly build ships for me. I park this death star 60k-100k outside a zone so that it is fairly protected by distance alone. I then transfer the created fighters to my carriers and then I am off to war. This way my ships don't have to spend crucial block space on building blocks for fighters and instead can use them for shields. Even my dedicated carriers do not create fighters. I have a cargo ship that frame that has a huge middle area that is fully open so that I can custom make the size and shape of the cargo bay needed.
Or even add other items like shields in. My favorite design is a ship with extra block space that I can specialize; it can be a transport, light cargo ship, war ship, exploration ship. It is cheap, fast, looks fairly pretty (to me) and very modular. That to me is the pinnacle of a good design. Tips:.1) If you want your ship to turn, roll, and pitch at a reasonable rate get used to it being mainly thrusters. However feel free to keep all your thrusters safely tucked under armor since only there position and volume matter.
The farther your thrusters are from the center of mass of your ship, the better. Nacels!.2) Energy generation will make your life easy or hell. Lots of generator volume, LOTS.3) Keep heavy device blocks close to where you want the center of mass.4) I've found that gyros are ok, pretty good, they're alright; but they provide no braking force. I use a mix of thrusters and inertial dampers. This 'tip' is complete opinion.5) Use blocks that aren't tiny, since that makes your ship vulnerable to collision with each block being too easy to destroy, and the high block count will drag down system performance. Also use blocks that aren't enormous since each integrity-fielded block will be a huge portion of your ship's HP, and therefore losing even one block will be crippling or lethal.As to an end game ship without shields. Sure, but it will never be able to move.
My main problem is getting thrusters and breaking thrust to work peoperly or at least well enough without the need to have giant massive blocks on the front and sides of my ship. As they break easily if i nudge another ship or asteroid even with the integrity field.Have you tried using inertial dampeners?
They are only available in iron and avorion tiers afaik but give a big boost to braking thrust.if possible could you tell me how to make a ship with loads of cargo space that can wipe out enemy sectors for all that sweet cargo.1.) build a ship 2.) arm it to the teeth 3.) attach humongous cargo containers to itSomething like that?. For me, I find that planning ahead of time helps me to build much better ships.I start with how much shields and how much cargo I want. I will build shield generators and cargo space first, then add enough energy to power the shields and enough crew quarters to fit my estimated crew requirements. (Look at your past ship designs to get an idea of how much crew you need.)After that I'll add energy storage, engines, thrusters, hangars, and anything else I need.Last thing I put on is armor and hull. Once my shields are sufficiently large enough I will frequently skip integrity fields, and just protect vital areas with armor to keep out anything that ignores shields.
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