r/NMS_Corvette_Design

Image 1 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 2 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 3 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 4 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 5 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 6 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 7 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 8 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 9 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 10 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 11 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 12 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 13 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 14 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 15 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 16 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft
Image 17 — AAS-112 "Orca", Atmospheric and Space Defense Support Craft

AAS-112 "Orca", Atmospheric and Space Defense Support Craft

This is a repost since the original was removed due to rule 4. That has been scrubbed along with some changes made such as a rename.

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Kinnathe Interstellar Aeronautics' is well known for the HF line of super maneuverable heavy fighters. While found to be widely capable of filling most roles through offense and defense through the elimination of threats, there is a need for a series of support craft intended to hold control in an airspace with long endurance and powerful shielding to provide support in operations where a craft must maintain its presence in an airspace. This would be the start of the Air Defense Program.

Kinnathe engineer teams would be tasked to design a new craft around these requirements. They would first design the Active Defense System (ADS). While the development of the ADS went on without issue, the design teams would find the HF series incompatible with it due to its incredible weight and tremendous power cost. This is an impasse that would be short lived, as the design teams scrapped using the HF series and looked back into past designs, settling on an experimental design.

The Aerial Arsenal Ship (AAS) series, an experimental series that saw limited manufacture, waas favored for their specialization in air control. While the "flying wing" design of the AAS-001 "Longbow" is not as maneuverable as those from the HF series, it shows promise in endurance, capable of maintaining perpetual flight when supported with the right engines, while also capable of supporting the ADS. The ADS in turn, would offset the crafts' lack of maneuverability with a near impervious shield that shroud it and a small area around it, with the team seeing it as perfect synergy, a breakthrough for the Air Defense Program.

Designers from various teams would design a variety of flying wings, with the first under codename "Orca". Essentially a modernization from its predecessor using lessons learned from the HF series, the "Orca" is designed as a slow moving craft intended to provide fire support and air dominance. It maintains a looming presence in both atmospheric and space operations, providing support using Phase Cannons against ground and airborne targets like its predecessor, but with an added long range ballistic ordinance, reconnaissance, and nigh impenetrable shielding through the ADS housed in its rear fuselage.

The "Rigel Azure" Engine is specially designed for the AAS series, capable of outputting significantly more power than the "Crimson Comet" Engine to power the ADS and support the larger fuselage. This engine is also capable of granting the "Orca" a surprising amount of acceleration and long range interstellar warp capability, allowing it to quickly respond to where it is needed.

"At long last", the original designers of the AAS series would have thought. Their creation would once again take to the skies, more durable, immensely powerful, and with new purpose.

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Long ago, I did say I would revisit the "Longbow". After a long time, and now with better building know-how, this line of ships is getting a proper revival.

Here's a refreshed flying wing with the original vision of the Longbow like slim wings and sideways access finally realized after a collective experience worth many ships and hours of building.

  • 100/100 complexity limit
    • I would've designed the engines with better detailing otherwise. I am considering modding to remove the limit, but I prefer to build around the constraint since it give it nuance.
  • One of each reactor is present each engine unit, with one extra Zenith Reactor hidden in the main body.
  • Sideways access is made using 90 degrees rotation tricks.
    • The walkway and access are rotated 90 degrees and to link it to the cockpit, a hollow space was created and only accessible via stairs.

I think the AAS line will be the next series of ships will be working on. I am already out of space for new ships and need to figure out how to preserve the other designs I've built.

Have a good week everyone!

u/Silver_Knight7 — 12 hours ago
▲ 106 r/NMS_Corvette_Design+1 crossposts

Scrap-Dredger Corvette

Here is my old corvette when I had game pass, she will be forever missed. I took inspo from ships I'd seen else where and continued to add to it these are the only photos I think I have. Was very proud of the interior but unfortunately don't have any screenshots. Went for a real cosy space pirate smuggler vibe, had a living room with tapestry on a wall behind a sofa, covering a doorway to the hidden nip nip growing room. Had a generator room, toilet, living quarters concealed near the cockpit, posters. Had a super lived in vibe. Back into the game now bought it on steam and will be making something similar, very excited to try out the remnants update. Love it when my ships feel like something either a scrapman, pirate or smuggler would use

u/Inevitable-Arugula91 — 14 hours ago
▲ 116 r/NMS_Corvette_Design+2 crossposts

Sidewinder//V3

​The Sidewinder V3 abandons standard fleet symmetry for an aggressive, forward-swept profile inspired by competitive pod-racing chassis. The primary engines from the central core and positioning them on twin outrigger wings, the V3 achieves massive lateral torque and high-speed drift stability. It’s a specialized striker designed to punch through shields, exploit target blind spots, and burn stardust out of the hot zone.

​Specifications:

​Class: Striker

​Core Drive: Overclocked Pulse Engine (Twin Outrigger Config)

​Primary Armament: Infra-Knife Accelerator / Phase Beam

​Shielding: Deflector Shield (Defensive / Ramming Optimized)

​Specialization: High-Speed Interception

u/MaximusPrime137 — 24 hours ago

Changing the properties of an object - Question

I have been seeing people do glitch building and they've somehow changed the function or properties of the object while keeping it's same exact appearance.

I want to, for instance, change the property of a sign in my corvette to be a planetary scanner, how would i go about doing this?

reddit.com
u/Open_South3929 — 17 hours ago

Meet the Emissary

Just wanted to do some high-up, buddy-buddy rear engines. Really digging the silhouette. Got to try some new part combos that were fun to explore. I'm already starting to see some ideas to riff on for my next build. Hope you like this one!

HeV-18, a dependable star-home

With a few recent posts such as the Persephone by u/Relevant_Finance1927, I too wanted to dabble with the whole yacht-like look. It became a fun challenge to take the exclusively angular look of the yacht defining ‘arcadia wing modules’, and try to make them feel like they belonged in the Ogane-Dynamics design space.
I ended up really pleased with these comparatively more straight lines and slight curves, especially the triangular bulge behind the cockpit (which I feel is a mainstay in the Ogane identity). But, what I am most pleased with by far is the interior, which I had a ton of fun with. The different levels coming together, to me, feels very interesting.
I was also pleased with how big the interior became, and how much I could cram into it. Beside the four normally accessible storage modules/other modules, four more are accessible through the red walls of the hallway, and two more from the ramp. 

Because of the large size of the arcadia wing modules, I was also able to fill the ship with absolutely everything (almost)

3x phase beams, 3x photon cannons, 3x rockets, 3 shield generators and the max amount of each reactor. 

To me that's a fun way to achieve a true multipurpose platform lore-wise.

Of the particular details the ramp is my favourite. Love the way you climb up into the small open space in between the arcadias, without entering into a normal hab.

That was quite a long note, but I felt the post demanded a slight monologue from me, as I had a ton of fun spending an eternity putting the ship together.

(and yes, it ended up slightly inspired by the Python from Elite Dangerous - especially the lore)

lore:
The HeV is a successful attempt to create a broad use / multipurpose platform. Something never truly achieved by Ogane-Dynamics. After years of experimentation, Ogane-Dynamics-Euclid (composed of a mix of original Eissentamian Ogane-Dynamics engineers and the shipyards of the Euclid native Mantel Inc.) by dialing into the precise needs of the Euclid market, would achieve such a ship. 
In many ways the HeV is a break from Ogane design doctrine, but trust between OD-es and the never OD-eu have become strong enough for HQ in Eisstam to set OD-eu free to experiment and adjust the Ogane brand as they saw fit. 

With a completely modifiable baseline, the HeV is more adaptable than any ship of the Ogane fleet. Decentralised reactors accompanying the armored core makes the ship both robust and modifiable. Everything can be changed by even the most lacking spaceport mechanics. 
Modular armorplating makes the HeV comparatively cheap for its power, and equally robust for its size. The decentralized living quarters are set below the thickest armorplating, for orbital protection when on ground. Equally the cockpit sits embedded in the hull of the ship, weak only to head on artillery. 

What the HeV lacks in mobility, it makes up for in most other disciplines. Even the jump range is far above average for high end corvettes of Euclid, employing special jump boosted  thrust cores from later designs from Ogane-Dynamics-Euclid. A ship of wide application and even wider personal modification. A proud - e - line ship, presented by the now tried and tested Ogane-Dynamics-Euclid. 

u/Serious_Cry_4930 — 1 day ago

Not bad for a first attempt. Built in the space station, vanilla and off-set. Wings built with the help of the Beyond Base Building mod. Landing gear removed with the 2nd landing pad trick. No blender

u/Dashboard-Devil — 17 hours ago

Is it possible to make Titan hab interiors like this? (details below in the body text)

-NOTE: I'm using the Base Builder App-

(1st picture) Like this? (pardon my professional drawing skills)

(2nd picture) you see, normally it's like what I marked with 2, with that bulky part with collisions and all. But when there's a door or modules like the bed/mission panel/etc, it becomes like 1, clean, and better for decorating.

I don't want to "hand-craft" a room with other non-corvette parts, because 1-I don't know how to do it/what parts should I use and 2-I don't want to make a corvette with a shit ton of parts. I love vanilla interiors, and would like to decorate them better with some furniture/etc

I assumed it was possible because apparently the models and all it's ingame, unless it's the entire module.

Is this even possible?

u/KhalMika — 1 day ago

Shooting for a scorpion, got an angry lobster

Any good videos on how to get a smooth curve for the tail section?

u/chrisPraw — 21 hours ago

The Brightwake

Went with a format that I'm familiar with for this design. Offsets and limited 90-degree rotation (hull linkage between hull and nacelles) in use.

u/mechdragon — 1 day ago

How do supercharged slots work?

When finalizing a corvette, how are Supercharged Slots assigned? Just random, or is there some rhyme or reason to it?

The first corvette I built had supercharged slots exactly how I wanted them - separated into 2 groups of 2 at each end of the tech space. That meant 2 for the pulse drive, and 2 for the phase beam.

But the second corvette I'm building is worse - 2 in the middle, and 1 on each end. I really want the 2 + 2 arrangement again. Is there any way to go about getting that?

reddit.com
u/S1eeper — 1 day ago