build limits?

Joined
May 10, 2021
Messages
5
#1
has anyone tried to push the limits of the ship building system and build an absolutely massive ship and just see how crazy the simulation can strain it's muscles.
whenever i have access to play the game i defiantly plan to build some pretty crazy huge ships, star destroyer levels huge.
i also don't know if the capital ship system would allow a lot easier way to build larger ships.
Just how big can these ships get?
 

kiiyo

Veteran endo
Joined
Jul 11, 2020
Messages
136
#2
There are limits in terms of both size and specific part count. Mrfontz pushes these around often with his enormous creations, but otherwise everyone sticks to relatively small, most often single seat interiorless ships.
 

Womble

Veteran endo
Joined
Jun 11, 2021
Messages
177
#3
I would be very pleased if all the limitations on ships were based on the characteristics of the things that make up the ships. So a small fighter (which can only house a small power plant) can't have a big LAZOR on it, not because "Devs say so", but because the size of PP it can carry simply can't power the GIANT LAZOR. Similarly, if large AC require large ammo, there's not much point putting them on a small fighter that's not much bigger than a handful of bullets for it.

Likewise at the upper end of the ship scale, there shouldn't be a need for a hardcoded number-of-weapons (30, AIUI, currently) limit, because power, surface area, ammo volume and the rest mean that you'd only be able to mount "too many" weapons [for the engine to handle] if they were small and ineffective (or at least less effective than mounting "appropriately" sized weapons for the hull).

So you can design your torpedo boat fighter with one big shot, or your escort cruiser, bristling with light turrets to shoot down agile targets, but the combination wouldn't (necessarily) be as efficient as a "proper-sized" torpedo platform escorted by anti-fighter corvettes.
 

Joelfett

Well-known endo
Joined
Jan 23, 2021
Messages
58
#4
I would be very pleased if all the limitations on ships were based on the characteristics of the things that make up the ships. So a small fighter (which can only house a small power plant) can't have a big LAZOR on it, not because "Devs say so", but because the size of PP it can carry simply can't power the GIANT LAZOR. Similarly, if large AC require large ammo, there's not much point putting them on a small fighter that's not much bigger than a handful of bullets for it.

Likewise at the upper end of the ship scale, there shouldn't be a need for a hardcoded number-of-weapons (30, AIUI, currently) limit, because power, surface area, ammo volume and the rest mean that you'd only be able to mount "too many" weapons [for the engine to handle] if they were small and ineffective (or at least less effective than mounting "appropriately" sized weapons for the hull).

So you can design your torpedo boat fighter with one big shot, or your escort cruiser, bristling with light turrets to shoot down agile targets, but the combination wouldn't (necessarily) be as efficient as a "proper-sized" torpedo platform escorted by anti-fighter corvettes.
Large lazor for space AC-130
 
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