Image 1 — CBAA Black Projects Division Innovation Vector IV-51 "Umbra" - Build Request
Image 2 — CBAA Black Projects Division Innovation Vector IV-51 "Umbra" - Build Request
Image 3 — CBAA Black Projects Division Innovation Vector IV-51 "Umbra" - Build Request
Image 4 — CBAA Black Projects Division Innovation Vector IV-51 "Umbra" - Build Request
Image 5 — CBAA Black Projects Division Innovation Vector IV-51 "Umbra" - Build Request
Image 6 — CBAA Black Projects Division Innovation Vector IV-51 "Umbra" - Build Request
Image 7 — CBAA Black Projects Division Innovation Vector IV-51 "Umbra" - Build Request
Image 8 — CBAA Black Projects Division Innovation Vector IV-51 "Umbra" - Build Request
▲ 139 r/NoMansSkyBuddies+2 crossposts

CBAA Black Projects Division Innovation Vector IV-51 "Umbra" - Build Request

This project began with a build request from u/Lobuliyt27 inspired by a Destiny 2 ship.

The objective sounded simple: create a small corvette while preserving the spirit of the original design.

But copying has never been the purpose of the Innovation Vector program.

Instead, I wanted to reinterpret the concept through my own design language, following the Nyx philosophy of long, flowing lines, aggressive proportions, and a silhouette that feels more like a predator than a machine.

At only around 1.2× the size of a standard No Man's Sky starship, Umbra bridges the gap between a heavy interceptor and a true corvette.

Every curve and every surface was shaped by hand to create one continuous flowing silhouette rather than simply assembling predefined modules. The goal wasn't to recreate the original ship, but to capture its essence while making it unmistakably part of my own universe.

It isn't a replica.

It isn't a copy.

It is my interpretation.

CBAA Black Projects Division

Innovation Vector IV-51 "Umbra"

Inspired by a Destiny 2 build request.

Defined by its own identity.

u/darevil_222 — 2 days ago
▲ 160 r/u_darevil_222+5 crossposts

CBAA Black Projects Division | Innovation Vector IV-48 "Null" | Final Prototype

CBAA BLACK PROJECTS DIVISION

Innovation Vector Program

Prototype IV-48 "Null"

STATUS: ARCHIVED

The Innovation Vector program was established to validate experimental technologies considered unsuitable for immediate fleet deployment.

Prototype IV-48 "Null" was developed as a compact experimental corvette intended to evaluate a continuous armored dorsal architecture, distributed energy systems and high-density forward weapon integration.

During its final redesign, conventional dorsal access was eliminated in favor of short-range teleportation nodes integrated into the wing structures, allowing the entire upper hull to function as uninterrupted armor.

More than 750 auxiliary light emitters were removed during the final optimization phase. The remaining emitters were enlarged and strategically repositioned, improving visual coherence while remaining within operational limitations.

Final Evaluation

✓ Flight trials completed.

✓ Architecture validated.

✓ Innovation Vector objectives achieved.

Project archived as:

IV-48 "Null"

"Some technologies become products.

Others become classified."

— Crimson Bureau of Applied Atrocity

u/darevil_222 — 7 days ago
▲ 589 r/u_darevil_222+5 crossposts

Spectre2 – Final Version | Galaxy on Fire 2 HD Remake | Alien Mercenaries Project

After several redesigns, rebuilds and countless small adjustments, I've finally decided to call this project finished.

Spectre2 is a complete remake and reinterpretation of the legendary Spectre from Galaxy on Fire 2 HD, recreated within No Man's Sky.

Rather than building a direct copy, my goal was to preserve the identity of the original vessel while adapting it to the visual language and construction limitations of NMS. The result is larger, heavier, and far more militarized than my previous attempt.

This ship is also part of my larger No Man's Sky lore project, the Crimson Bureau of Applied Atrocity (CBAA).

Within that setting, Spectre2 belongs to the Alien Mercenaries Division, a branch dedicated to reconstructing and reinterpreting iconic spacecraft from other science-fiction universes. The objective is not perfect replication, but creating versions that look like they could genuinely exist within No Man's Sky while remaining immediately recognizable to fans of the original source material.

Compared to my earlier Spectre build, this remake focuses on:

  • a much cleaner silhouette
  • stronger military aesthetics
  • more believable structural proportions
  • significantly increased visual mass
  • heavier weapon placement
  • improved symmetry and detailing
  • a stronger sense of intimidation and battlefield presence

The design draws inspiration from destroyers, stealth bombers, and heavily armed strike vessels rather than traditional starfighters.

Every element was built entirely using in-game assets.

At this point, the project is complete.

No more modifications.
No more redesigns.
No Spectre2.1.

Just Spectre2.

The vessel now takes its place within the CBAA Archive as an official Alien Mercenaries Reconstruction Project, joining a growing collection of ships inspired by classic science-fiction universes.

I'd love to hear what GOF veterans and fellow NMS builders think about the final result.

Lore Classification

CBAA Archive #46
Project Name: Spectre2
Division: Alien Mercenaries
Origin Inspiration: Galaxy on Fire 2 HD
Status: Complete / Archived
Construction Method: Built in Blender.

u/darevil_222 — 8 days ago
▲ 325 r/u_darevil_222+4 crossposts

#45 VoidX2 – Final Version | Remake of my old #21 VoidX after 8 months of building experience

After a lot of iterations, I can finally call #45 VoidX2 finished.

​

This ship is a complete remake of my old #21 VoidX, one of my earliest custom starship projects.

Old build (#21 VoidX):

https://www.reddit.com/r/NMS_Corvette_Design/s/LnOugi3kt8

​

Looking back at it now, the original VoidX was built entirely in-game, before I started using save editing and advanced build techniques.

​

Back then the whole project relied mostly on:

1/2 offset placement

180° rotations

45° rotations

vanilla in-game construction methods

​

At the time it was the best I could do, but I always felt that my vision of Voidx from GOF2HD deserved a proper rebuild.

​

8 months later I decided to revisit it from scratch.

​

The goal wasn't to create a completely new ship, but to preserve the original silhouette and idea while pushing the design much further in terms of:

proportions

symmetry

flow of the lines

structural detail

overall visual cohesion

​

The result is VoidX2.

​

Comparing it to the original version is probably the best illustration of how much my building techniques and design philosophy have evolved since then.

​

I'd love to hear what you think, especially if you've seen the original #21 version.

​

"Sometimes the best new project is rebuilding an old idea with the skills you didn't have back then."

​

#NoMansSky #NoMansSkyBuilds #StarshipBuilding #CustomStarship #VoidX #SciFiDesign

u/darevil_222 — 7 days ago
▲ 634 r/NoMansSkyBuddies+4 crossposts

#44 NYX SERAPH // Corvette-Class Assassin

NYX SERAPH // Corvette-Class Assassin

Beauty is the first warning.

After countless iterations, compromises, rebuilds, and lighting passes… #44 is finally reaching its final form.

Built around the idea of a “femme fatale” starship — elegant, smooth, seductive at first glance… but unmistakably lethal.

The silhouette was inspired by:

- venomous snakes,

- predatory sea creatures,

- stealth interceptors,

- and curved alien architecture.

The goal was to make something that looks alive.

A ship that feels fast even while standing still.

NYX SERAPH — Corvette Configuration

Installed Systems:

- 2x Max Refiner

- Mission Radar

- Appearance Modifier

- Teleporter

- Trade Terminal

- Exocraft Summoning Room (From Freighter)

- Nutrient Processor / Food Station

- Probe

- Signal Booster

- Weapon Rack

- 10x Cargo Storage

- Save Point

- Health Station

- Hazard Protection Station

Additional Notes

- Designed for 3rd-person flight view, 1st-person flight view optional

- Fully functional mobile corvette/base hybrid

- Medium-small class vessel

- Heavy emphasis on silhouette and atmospheric lighting

- Black hull with layered purple/pink/blue reactive lighting

The hardest part was balancing:

- elegance,

- aggression,

- and NMS building limitations.

A lot of compromises had to be made structurally, but honestly… I think those constraints helped shape the ship’s identity.

She’s not a battleship.

She’s a predator.

“Nyx Seraph doesn’t chase targets.

It appears behind them.”

#NoMansSky #NMS #NoMansSkyBuilds #Starship #SciFi #Spaceship #NMSBuilders #BaseBuilding #Gaming #SciFiArt

u/darevil_222 — 1 month ago
▲ 59 r/NMSCorvetteBuilders+4 crossposts

Undocumented Corvette Size Restriction Introduced in 6.4

Hello Hello Games Team,

I would like to report a major issue introduced with update 6.4 regarding custom Corvette-class starship construction.

After updating, many existing Corvette builds are now being forcibly clipped/cropped to fit within a single Corvette landing pad footprint. This appears to be a newly introduced hard size restriction.

The problem is that this change was not clearly communicated anywhere in the patch notes.

The only related line states:

“Fixed an issue that prevented corvettes from landing in the Space Station and the Anomaly.”

However, there is no mention of:

- a newly enforced maximum Corvette size,

- automatic clipping/cropping of existing builds,

- limitations on dimensions,

- or compatibility-breaking changes affecting already-created ships.

As a result, many large custom Corvette builds that worked correctly before 6.4 are now severely damaged visually and structurally.

Examples of what now happens:

- front sections are cut off,

- rear engine assemblies disappear,

- silhouettes are destroyed,

- carefully designed geometry is forcibly cropped,

- ships lose their intended proportions and identity.

This is especially frustrating because many players invested dozens or even hundreds of hours into advanced Corvette designs under the previous system constraints.

From a technical standpoint, the current solution also feels extremely destructive: instead of scaling or validating geometry gracefully, the game appears to apply a hard clipping boundary.

This effectively invalidates a large category of creative builds overnight.

I fully understand the need for performance optimisations and landing compatibility fixes, especially after the “rendering thumbnails for multiple complex corvette-class starships” crash issue mentioned in the patch notes.

However, introducing such a major build restriction without explicitly documenting it is very disappointing.

Please consider:

- restoring previous size behaviour,

- increasing the allowed Corvette dimensions,

- implementing dynamic scaling instead of clipping,

or at minimum clearly documenting these restrictions in the patch notes.

Additionally, if the goal was to solve performance issues caused by certain extremely complex Corvette builds negatively impacting other players, then the real issue is not physical ship size, but part count.

A much better solution would have been introducing a reasonable hard part-count limit, for example around 2000-2500 parts.

Even standard-sized vanilla Corvette builders can easily exceed 1000 parts simply through decorative detailing, and many already reach 2000+ parts without using oversized ship dimensions at all.

This suggests the actual performance bottleneck is build complexity and object count, not Corvette dimensions themselves.

This change has had a massive impact on the creative Corvette-building community.

Thank you for your time.

u/darevil_222 — 1 month ago
▲ 304 r/NoMansSkyBuddies+3 crossposts

#41 – Aureus Predator

​

A compact combat corvette derived from my earlier build, #17 Crimson Predator.

The goal was simple: create a much smaller and more agile fighter while preserving the full functionality of a larger capital-style ship. #41 is only slightly longer than #17 due to the extended tail section, but internally it remains a highly efficient micro-corvette.

Despite its compact size, it includes:

Teleporter

Galactic Trade Terminal

Refiner

Nutrient Processor

Mission Radar

Health Station

Hazard Protection Station

Save Point

1st and 3rd person flight viewing options

8 cargo containers

The interior is built around a single small hub, which made space management extremely challenging. Every module had to justify its place, with no room for unnecessary decorations. The result is a dense but fully functional command center.

I originally described the interior as “basic,” but the feedback from the community suggests otherwise. It turns out that even in a very small footprint, it is possible to create something practical, immersive, and visually striking.

#41 Aureus Predator is a compact hunter — small enough to feel nimble, yet equipped to serve as a complete mobile base.

What do you think of this micro-corvette design?

u/darevil_222 — 2 months ago

#39 Iudex Ordinis — Counterpart to #38 Iudex Diaboli

Final iteration of my build: Iudex Ordinis.

This ship was designed as a direct counterpart to #38 Iudex Diaboli, not as its opposite in quality, but as its contrast in philosophy.

---

⚖️ Design Contrast — Pressure vs Control

- Iudex Diaboli → aggressive, dense, imposing

- Iudex Ordinis → structured, directed, controlled

Both ships are intentional.

But where Diaboli feels like:

«overwhelming force compressed into form»

Ordinis aims to be:

«force precisely channeled and distributed»

---

🔧 Functional Layout

- front → twin exposed energy cannons

- mid → reactor spine + core systems

- rear → propulsion + structural mass

Clear energy flow: reactor → weapons → output.

---

🔧 Loadout / Functionality

Fully operational:

- Teleporter

- Trade Terminal

- 10x Cargo Storage

- Analysis Probe

- 3x Refiners

- Save Point

- Health Station

- Hazard Protection Unit

- Radar

- Nutrient Processor

- 2x NipNip

---

⚙️ Key Design Elements

- Visible energy system — no hidden power

- Reactor as centerpiece — not decoration, but anchor

- Extended fuselage — improves readability and scale

- Layered structure — avoids flat surfaces and noise

---

🧠 Design Intent

Focused on:

- controlled energy flow

- structural clarity

- silhouette readability

While keeping enough tension to stay visually aggressive.

---

📸 Included

- exterior angles

- cockpit

- reactor core

---

❓ Feedback welcome

- does it feel like a true counterpart to Diaboli?

- weapon integration

- rear section balance

- overall identity clarity

---

Built in No Man’s Sky Base Builder App 🚀

u/darevil_222 — 2 months ago
▲ 212 r/NMSBlenderBuilds+1 crossposts

​

Evolution of my Crimson Devil (#25) — rebuilt with a cockpit inspired by #37 Iudex.

Less chaos, more judgment.

Still aggressive, but now it feels… deliberate.

Took the core identity of Crimson Devil and pushed it toward something cleaner and more controlled:

-refined silhouette

-integrated cockpit line

-tighter rear engine structure

-same bite, but more precision

This isn’t a replacement — it’s what #25 becomes when it stops being rage and starts being purpose.

Curious what you think: :point_right: Did I lose too much of the original “demon” vibe, or is this the right direction?

u/darevil_222 — 3 months ago