Greetings space engineers. This calculator allows you to calculate the acceleration of your vehicle (lift) in the different conditions, at different altitudes, and planets. It allows you to design phase to correct a possible flaw in the design or data to calculate how much you need to add drives to your space ship could land on a planet you are. Long story short: unlike marine navies, speed is not a significant factor in space warship design, unless you are getting into obscene sizes. And, since I find it interesting, I want to finish talking about possible ship classes, so back to the comparison list.
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Well, for me, I'm a engineer IRL, so form follows function for me. So first I lay out the guts of the ship for a small one, or have the start of the guts for a big one. From there I mostly block out what I want/need and then finally I go back and add aesthetic trim.Some things I learned building ships:You WILL screw up, an idea WILL NOT work, you WILL be forced to destroy hours of work and rebuild. Get over it, it happens, keep building, otherwise the ship will never be built.Remember that the ship will look like a pile of $hit for the about 95% of the build it's that last 5% where it really starts to look good, so don't get discouraged.Don't be attached to one idea, it's almost impossible to match reality to fantasy, instead have a rough idea or concept and go from there. Your successful builds tend to go beyond your expectations.Try building in survival mode, you build what you need/can and you'll be surprised by what you come up with at the end.
A good idea for building your ship is to do a step by step process1. What do I want my ship to be (Small explorer, Large battleship, medium carrier) Ect.2. What is required for the ship in question to fulfill the required role 'Weapons, Hangars.) ect3. What sort of design do I want (Decorated, attractive interior.
Sparse, militarized interior) Ect.4. How big does the ship need to be to fulfill the previous 3 steps. This step requires you to think of what rooms you want, how big you want the rooms to be and such.After these steps are done, I Strongly recommend you design your ship with a wire frame. This is simply to build the exterior of your ships frame so that you can look at it and get a visual idea of where you're going to place rooms within your ship. Everything they said up above is very good information.
I also come up with my best ideas while not even playing SE, but hey it seems to work lol.I always ALWAYS do the inside of the ship first, then do the outside. Makes it a lot less stressful for you in the end. I also like to do it in sections.For example I will build my hanger, do all the crap on the inside from conveyers to decorating, then do the outside bit making it look as pretty as possible. Then I will move on to the next room, finish it, and rinse and repeat.This makes it feel like a much longer process to build the ship, but for me at least, it seems to make my ships function/look beautifuly.Always try to make your ship function how you want before its pretty. Sometimes those big ugly things have a nice unique charm to them that I love. Like the mining hauler, its an ugly beast, but it's still awesome. I usually look in Ship Browsers in EVE Online.
I was never a design person, I am more of making things work. Like when I program games, too. Functionality is fun to make, but I am not a design person, so no game I was working on got finished. (but I do it for fun).And once I check the ship in EVE, I try building something ALIKE. It's just an inspiration, I do not copy anything. Often turns out to look very different, but it's good imo.
As long as it doesn't look crap ofc.Atm I am making an industry mothership based on EVE's Noctis design. Probably will look quite different in the end, but I am glad about it.
Some great suggestions above, but i'll add in a few other things i've learned.Building seperate modules or sections of a ship can be helpful. It allows you to focus on the details of that one section of the ship and you don't have to worry about size restrictions of a hull while building. (Although this style can have mixed results when you put everything together.)I've found that making a top profile and a side profile of the ship you want to build extremely helpful for compact and aestheticly pleasing ships.
It lets you work rough out what the hull will look like while also letting you build the internals and easily expanding or shrinking the ship to for a tighter fit.(This is similar to wire frameing.)I can't tell you how to be creative though, you just gotta, think of a ship design, or get insperation from other people, or draw it out, or free hand it, as other have said. Push your boundaries, and you'll get there. Personally OP? I started out making my little 'Sniper Class' ship, which was basically engines and a cockpit mounted around the giant sniper gun for 'ship recovery' missions, after whatever popped up on distant radar. That was designed purely for need at every step, and amazing how complex such a simple ship can get when practice shows how much 'looked like a good idea!' But utterly failed to perform in actual use.After that?
Honestly, my ships still aren't 'Galactica' class or even Frigates by any real stretch, yet. I'm still working up my designs as need decitates new things be added, for whatever I've found I can't do or can't do well enough. After enough chnages to build on, a new ship 'class' is born to start refining all over again.