Thank you so much for all the immensely helpful comments you've been leaving me on these videos!! I've learned so much about the game in these past few episodes it's unreal XD
F1 through at least F4 are able to be used as hotkeys for individual ships. Very useful bit of info I found. Also, on the Dapper-1, you should have both large storages going to the smaller ammo storages, so if one large storage runs out of ammo, they will still share ammo with the other side; it's only slightly longer a trip, and they will absolutely NOT transport ammo over there otherwise, because supply lines are absolute; either you have them and that's all that is used, or you don't and it's entirely free-styling. EDIT: Oh right, also! Set your ion beam prisms that are firing into other prisms to NOT be linked, but to instead just fire in those directions. Apparently there's a tiny delay for each crystal as it adjusts aiming, and you want the ones deep in your ship to also be in fixed alignment since it's such a tight shot. That way if the furthest prism is destroyed, it still fires straight instead of trying to turn to aim and obliterating your own hull.
Non-game related suggestion: Numbering your videos at the end of the title can be very helpful to both new viewers, regular viewers and the UA-cam algorithm as a whole. For new viewers it allows them to easily find the first video in the series and know that this video is apart of a series. Often times UA-cam suggests the third or fourth video in a series to new veiwers. this actually happened to me and its how I discovered your channel. Regular viewers can easily tell if they have missed a video cus they go "I saw #5 but this notification is for #7, let me go see if UA-cam didn't notify me properly about #6!" (as its prone to do) As for the algorithm I *believe* that it does a better job suggesting the next video in a series when they are numbered and in a Playlist in that order. Just from what I've seen as a viewer. I don't pretend to understand the algorithm but anecdotally it seems to be more accurate, especially on sub 1 million subscribers channels. Just a suggestion, you don't have to follow it but I figured I'd toss it out there :) Have a wonderful day Aavak!
I love the idea of the fame requirement system for crew from a lore standpoint. Imagine, You are a fresh arrival on station in the outer rim. After years in the academy and more in service of some organization or another you are finally freelance. Finally free to chase the dream you had all those years ago as a child looking up at the stars, a dream of daring adventure, a dream of exploring the unknown. You hear the famous pirate hunter Aavak is looking to expand his crew. This is it everything you imagined it would be! Then you get put in the space factory making coils...
@@Aavak That's why you make one giant, Master-of-All-Trades ship, that way no one will feel less important, as they all are working together to keep the monstrosity you call ship working.
@@Aavak No need to feel bad. I understand if he increases his production quota by 2% he will get double rations on the next rotation. All in all it's a favorable indentured servitude contract. There are worse crews to be shanghaied into... probably.
@@Aavak Just rotate crew between your ships every so often :) I'm sure your grizzled veterans would appreciate a rotation in relative safety to relax, after all!
Checking out the railgun as a weapon for a long-range fire-support vessel might be a good idea. They are expensive to build to a useful length and take the entire attention of the construction-planning, but once they are there they wreck everything. And having a thin, long sniper ship as a fire-support might be fun. Edit: I always liked the railgun since the really large ones get quite ridiculous in all aspects. Just being huge rods in space splitting ships in half from kilometers away and giving their crews the best cardio training in the galaxy with all the walking they have to do to supply the entire thing with energy.
I have a dual-rail sniper on my game, and I *LOVE IT!* It's hugely vulnerable, but can kill most ships with a couple of volleys! Even if it doesn't kill a ship with the first shot, it usually wrecks it's guns and maneuverability, leaving it open to the coup de grâce! You'll want to learn "Rail Fanning" if you go this route, though, as parallel railguns can't simultaneously aim at a single targeted component. There's a good tut' here on youtube if you search for "Cosmoteer Rail Fanning."
@@Aavak You used to be my favourite youtube. Then i stopped watching for a while but these episodes showed up and once again i have fallen in love with your humour and content style! So once more you are my favourite UA-camr!
Don't Buy ores from Stations unless you actually need it. Sulfer, Iron, and Copper are extremely common in asteroid belts. There are 2 types of belts the dotted while line around a star is a long line of Asteroids and the fields that you often have to clear for missions. If you are looking to make money buying the ores, turning them into finished goods, and selling them back to the station will result in a lose because ore prices are so high. If you need the finished good it is cheaper to get ore than buying the parts from the station. For production Carbon, Tri, Gold, and Uranium are rarer so buying them in a pinch to turn into finished goods can save you a bit of money. Finished goods do sell for more than raw ore so mining the ores and then refining them and selling the finished products though is extremely profitable. Though Ammo is a waste to build in mass as it's mostly a loss. For some reason the sell price of all Ammo types is 1/4 the buy price unlike other items. The result is most types of ammo sell for less than their rare ore parts and even those types that don't sell for a loss create a huge micro issue as stations don't buy much ammo and trying to sell it all becomes a hassle. I recommend going to every asteroid field and the ring around the star before leaving a system and mine all the Carbon, Tri, Gold, and Uranium you can find as even if you can't refine them yet they can sell for a lot or it's good to have for later when you need them. In general though the factory ship can expand extremely fast once you get the basics. There are tons of Iron(Fe) and Copper(Cu) that which are all you need for Steel Plates, Coils, and Hyper Coils. Plates quickly start over flowing which make it east to add more 4x4 cargo and Coils quick pile up for adding much of the basic parts. I got to the point where I don't mine any Iron because I get plenty from ship salvage and only mine Copper to turn Coils into Hyper Coils as also get a ton of regular coils from salvage. The other 4 rare ores though I also mine in case I need, and worth a lot.
Diamonds are by far the most profitable thing to mine/craft. Mark any Carbon asteroids you find and come back and mine them when you get the diamond factory for a quick $70k-$150k per system! Tritanium is a good thing to mine, as well, but the tri-steel plates take a lot more cargo than diamonds, which take 20(!) Carbon per! I'd even suggest going back to the starter system and using a quick scout to find those Carbon asteroids to get those!
@@arcanumelite4853 I figured that there would be something like that implemented at some point. The developer's list contains some fun stuff. I can't wait!
@@Corbald im most excited for drones... cant wait to be able to build a giant super carrier with factories ect (cus construction drones will also be a thing and id imagine youd have to build the drones) and this will be after they make it so your crew actually has to perform repairs themselves... instead of it being instant like it is now.
Tip for you, once you've chewed all the chunks as it were when salvaging, then you can ram your ship through the debris to position your storage bays directly under the materials for increased efficiency when collecting it
I am grateful for the detailed ship logistics and the design as I am sort of trying to copy to learn it as you do it so its immensely helpful. Also, its time for a “Lovely cup of tea”. Earl Grey - Hot.
Never apologize for doing a building episode in a game where building is essential. That was all good stuff. Also, "Are you a chicken, McFly? makes chicken noises" :p Happy Halloween to you and yours including the animals.
I'm currently drinking coffee, as my strong black tee with self prepared spices is still brewing, waiting for addition on sugar and milk. My outlandish name for it is spiced tea, so no one can know my secret recipe, I will only say it's made of 4 hot ingredients and 3 mild ones.
The Dapper 2 seems like an excellent candidate for the biggest engines. Since it doesn't need to worry about combat maneuvers, being able to get massive thrust and haul freight from wrecks and other salvage to wherever you need it seems handy.
Hibiscus Tea, got tired of doing milk runs first thing in the morning and it smells incredible. When it comes to thrusters and timings (this is mostly for the Scarab), you can always check out the Boost Thruster, they need a tiny bit of micro, but they're great for reverse facing thrusters when you're looking to keep your distance. Also a mining/salvaging point, I think the logic is that if an astronaut only has one of something (as opposed to multiple in a stack), they don't always load them directly into the storage externally, but instead usually use the airlock and walk though the internals. Since ores seem to just be carried one at a time, having the closest airlock be near the factories can be a minor bonus. Also, very much personal preference, but instead of ammo only storage locations, ammo factories take up the same space, store a stack of ammo ready for loading and most importantly, storing ores and processing them ends up being far more space efficient than storing the ammo itself.
just figured out that on larger ships if you have a few hyperdrives spread thru your ship it lessens the cost of jumping. idk when it really becomes cost effective to put more because for now i feel like hyperium is easy to come by.
I've just sat down to watch this with a cup of Twinings STRONG English Breakfast but I don't mind a cup of rooibos in the evening. Some Aavak sponsored tea would be incredible! We can but hope...
Name suggestion for the Dapper 2: Marauder Ant This ant species is known for its giant supermajor workers wich are so large that the regular size ants often hitch a ride on. The marauder ant specifically has one of natures most extreme cases of size differences in one species They are specialized with huge Mandibles for cutting up large prey and the strongest of the nest for transport
Speaking as an ocean engineer and naval architect, having weight evenly distributed on a ship is very important as it can effect the keel level and trim and make the ship less efficient when moving through the water and it can also put unnecessary stresses on important features within the hull and make the ship unstable. This is why most large ships feature multiple smaller fuel bunkers in the bottom of the ship on either side of the centerline rather than a single large bunker, because that way you don't have sloshing fuel constantly effecting the trim and stability of your ship.
@@KainYusanagi that is very much a secondary concern, a properly designed ship sticking mostly to navigable shipping channels should not have to worry about running aground and breaching a fuel tank.
@@adamdubin1276 While it may be a secondary concern, that doesn't mean that it's not factored into account when designing such multiple fuel tanks. Icebergs are a continual cause for concern within shipping channels around the east coast of Canada, for example (where the Titanic famously sunk, which was also designed with its multiple airtight compartments to help it remain afloat, do remember).
@@KainYusanagi In a number of designs that I have seen intake for the fuel is usually floating on top of the fuel not at the bottom of the tank so chances are if there were a breach that allowed water in it would not effect the fuel in the tank (oil floats on water) the bigger concern is that something just ripped a massive chunk out of the side or bottom of your ship and breached a bunker (most modern designs do not place the bunkers near the sides and outer hull) and you now have massive flooding and are significantly more concerned with either closing bulkhead or getting everyone off the ship and into the life rafts to worry about what is going on in your fuel tanks.
@@KainYusanagi Most ships also have what is known as a double bottom where there is the outer hull, then a void space or bilge, then the fuel bunkers/lowest deck. The void spaces are also compartmentalized and can be flooded with water to adjust trim and ensure even keel as fuel is used or cargo is moved around, though generally as fuel is used the fuel will be pumped between tanks to keep trim and the the bilge will be flooded as needed to ensure that draft remains constant. If a breach were to go through both the outer and inner hulls to open a bunker to the sea as a stated in a previous comment you are going to be more concerned with efforts to abandon ship most likely.
You need to run stress test on the energy system, it's hard to do in combat as your distracted trying to survive. Turn the guns and engines to always on so that everything is firing and see how well your crew can keep the power flowing. Sadly you can't do this for shields as they need to be taking fire. But in general you can change around crew assignments and such to see how each preform when all systems are firing. If they can handle the full stress then should be great in combat as engines rarely all fire at once but Ions often do fire continuously for long periods. In my testing I've found a lot of small things can drastically change the performance. For example you want crew quarters close to their pickup location. For example if you have quarters near your Ions at front and assign them dedicated to charging the front Ions they won't be able to keep the power up as much as if you put the crew quarters near the reactor. The reason is when the Ion needs power the crew leaves the quarters and goes to the reactor. If they are already next to the reactor they make the short trip to pick up the battery and then goto the Ion. Once they drop off the battery if they have no task they make the long walk back to quarters which is near the reactor. Vs if you had quarters further away they would spend that extra time walking to the reactor after the Ion has already determined it needs more power. Also assigning crew quarters to curtain sides of the ship increases efficiency for the same reason as above in that you don't get an idle crew from one side of the ship going over to do something on the other side of the ship.
Since the scarab is serving the purpose of artillery cruiser, striking from extreme range, it seems like you’re in need of both a proper picket ship, lightly armed but fast and bristling with point defense, and a brawler, something with layers of armor and the big deck guns, that can get up close and overwhelm enemies by throwing absurd amounts of lead at them. A medium sized ship with a good amount of smaller guns could help against small enemies that slip by your front line. Can you tell I enjoy building ships too?
I like the idea of the insect theme, and given the yellow / black paint scheme on DPR-2 in addition to it's shape I was thinking CATerpillar would work ;)
I played this game 5 years ago, so now we have the steam version, I'm so happy to find a youtuber such as yourself to watch alongside my own save I'm starting after so long
I do really think naming the dapper 2 after some sort of long, herbivorore/detrivore arthropod would work well. Since it is a long ship, and doesn't fight. Millipede or isopod maybe.
Building a diagonal ship is actually quite simple. In the same ship menu as you find the Default attack patterns and such is another option called 'Change Flight Direction'. You can simply set this to be diagonal and the build menu for that ship will adjust accordingly. I learned this from playing classic Cosmoteer, so some things could be different. In that version I could not find any option to have a diagonal symmetry mode, but 4 way might make it more convenient either way. For name suggestions for the DPR-2 I would suggest Honeybee. It makes 'honey' (components) and is generally quite busy. Would also like to second 'Chrysalis', a name I saw suggested by another commenter by the name of Crosleyq.
"I could park right next to that asteroid we're mining, but I feel like you guys need more time alone in deep dark space with various dangerous stuff including Tritium and Uranium"
Thanks for the tour of the asteroid fields and factories. I'm glad to see the mining laser actually melts through the asteroid like an ion beam does a ship instead of just spawning the resources from a destroyed asteroid. After spending far too much time mining in Avorion and Elite: Dangerous, it looks like I have another space game to forget to fight in. Matcha green tea, by the way.
I've bought this game because of you. My main ship has a Crew of 100, my freighter has 24 giant Cargo spaces xD it can become quite addicting, especially when you're optimizing stuff
I'm personally very tempted to get the game as well. If I do, I'm probably going to try capturing a Pirate base to convert into a (slow) moving Fortress of Doom...
@@DragonKnightJin I've done that with one of the pirate bases that used a load of missiles. Turned it into a storage ship.. it came loaded with 5000 missiles.
I think a beetle theme is rather fun. Maybe the 'Hercules' after the rather large beetle, the DPR2 like the Hercules beetle can push/haul a lot of weight around, and when its in danger maybe it could ram its thick front armor into its enemies.
Loving the series, made me buy the game. Thank you for your hard work shooting and editing the content, can't be an easy task to cut down the playtime into fully engaging content especially with the daily releases!
No tea, but I do have popcorn and Halloween candy. You'll have to settle, sir. :P Been feeling under the weather, but it has struck my mind last episode that the cargo/industry ship looks like a caterpillar. So... "The Caterpillar" or "The Cocoon" or "The Monarch". I know, kinda dramatic... More on the construction side, there's also "The Termite", "The Weaver" (A few letters off 'weevil', and I like the sound), or "The Beetle" (I... well, it rolls up trash and produces ship parts. You know you want a ship named after a dung beetle, c'mon~ >:B )
love it. having dapper 2 as a resupply ship for the scarab, is a great move. storage and manufacturing what is needed. just need more crew for dapper 2
anyone else stoked that Aavak is doing a series (hopefully doesn't end soon) on building a large fleet of bug ships and like insects taking over all of the systems much like the insects do.
I'm guessing this is already late based on the thumbnails of later videos, but rotating the coil factory 90° counterclockwise would allow you to add a door connecting it directly to the hypercoil factory, so the coils don't need to be taken the long way around.
I think the cargoship should be called "centipede" as it looks like many body parts in one chain, with little side legs. Awesome that you upload every day!
Shielding your reactor from head-on attacks with *checks notes* one layer of armour and an FTL drive is a bold move, to be sure. The shields do help, to be fair, and they do have to shoot straight down the exhaust port, but you never know when one of your enemy pilots used to shoot womp rats in Beggar's Canyon back home.
I am not currently able to drink tea as I am stuck at work and they have rules about open containers and getting stuff on the materials (which, fair, I work with items from the late 19th/early 20th century regularly, best not to stain them with MY tea at the very least) but I am wishing for a cup of my favorite Fruits d'Alsace black blend - would be so lovely for the gloomy weather.
Twining Irish Breakfast (I'm not entirely certain how American this brand/flavor is, but it's the strongest black tea I can find on the shelves that I also happen to like quite very much.) Also go for Twining's Organic Earl Grey, specifically the 'Organic' version because it genuinely tastes so much better than their regular run of the mill earl grey. After that, I tend to occasionally get into green teas, not too particular about those however.
Got to make a PS too. Twining also has an 'English Breakfast' tea here and it's garbage. It tastes like digestive biscuits. Stale ones. No amount of doctoring was able to fix it. A tea that requires, flatly requires, doctoring to make it palatable is lowest tier tea and when it fails to be palatable even with extensive, e-x-t-e-n-s-i-v-e, help .. Garbage.
Drinking Earl Grey with Lavender. Have a mix called "Kentucky Bourbon" sitting next to the kettle as well. I suspect the freighter should be "Centipede" or something that allows for more "legs" than the six an insect has.
it probably makes sense to have 1 or even 2 ammo factories on the offensive ship, as the flak guns consume a high amount of ammo when they do get into a close combat situation. the reason as to why using the factories here is that this, this would allow to carry sulfur stacks instead of ammo stacks as this is way more space efficient. 1 full stack of sulfur is the same as 5 stacks of ammo. e.g. 1 pellet of sulfur is 20 ammo - 1 full stack.
I have never played this game, this is just thoughts I have based on what I've heard following these videos: Build all the factories right in the middle, touching each other for bonuses, minimal walkways to speed movement. Surround that with a walkway, surround the walkway with storage and other systems. Much bigger ship (yours is two 'blocks' wide at the moment, this would be four blocks wide, two in the middle for the factories, two on either end). Huge ship, vastly more cargo, tons of production capacity. I realize it's likely too expensive to get _right now,_ but something, I think, to aim for. About your weapons. If I understand it correctly, you're getting 100% from each of two ion cannons into the first crystal, then 75% of a second. Then those two go to a crystal, for which you get 100% of the first and 75% of the second. Meaning that out of a potential 400% for your weapons, you're currently getting 306.25%. Somewhat riskier, for one extra focusing crystal you could mount all four weapons on the front of your ship and increase your damage output by 25%. So far you haven't really been hit with anything threatening enough to even take out that one crystal.
You're absolutely right, I'm effectively using 4 Ion beam's worth of energy/space to generate 3.06 Ion's worth of damage in a single beam. Two beams would slightly improve the efficiency, but not by enough to make a difference right now, but a dual beam design is something I have on the to do list for a later episode :)
ist it maybe better to have a station for production and storage, and just ships for fighting,salvaging,mining and hauling? and let the processing done by a station? As for weapons, maybe have a missle ship? that just bombards ships at range with missles? depends on what types of missles are in the game. i have no clue what kind of missle types are in the game . --> was a Caldari main back in the day in EVE... Also thanks to your videos i already been hooked to the game. also makes my potential look/start into the game more fluid, then getting into cold waters. really like, that you take your time explaining why and how you do things, makes it more understandable, and the viewer has a better inside view of the game mechanics, and just shows the different layers of game mechanics and how they work togerther. Keep it up. very entertaining
I dont know if this is helpful for your current builds, but when you already use several reactors and you assing the energy and crew correctly, you can save some crew and a lot of space removing some of the corridors and have just 1 airlock instead for the crew to get in the quarters. I use it mostly with railgun. Crew quarters, airlock hatch and a small reactor can feed 4 accelerators on both sides (8 in total). And you can repeat it as many times as you want for high bonuses. It can be also used with flak, thrusters etc anywhere I dont want to or I cant build corridors or the travel times are just bad. Be carefull with the assignments so the crew does not fly out during combat because they want to bring ammo from different ship section.
I know I'm a bit late so not sure if you'll see this, but I love that a Welshman is finding it difficult to pronounce different places. Loving the series so far
You're going to hate it from an aesthetic view, but offsetting your factories will improve overall efficiency. Think about it like your armour weaving: Each piece of armour is adjacent to more other pieces when you weave. If you'd moved the small 2x2 factory beside the 4x4 one, you could have 3 adjacencies for both your 4x4 and your 3x4.
lol, they did, though I eeped when I noticed, surprised I didn't leave that in the vid honestly though I was compressing 4 hours so there's probably a few funny moments that suffered to collateral cutting damage XD
Don't know if you found the 'save' and 'load' for ship designs. But, if you have the materials/funds when you want to have twin ships for experimenting with... you can save the DPR1 design, capture a ship, then replace the captured ship with the DPR1 design... so you have two of the same ship for comparison testing. Or... you can save the design, redesign it and save that design... then test the second, then replace it with the second. Haven't tested myself to see if the saved designs also save crew and resource flow stuff. 23:00 - I expect you've figure it out by now... but hyperdrives hold 20 hyperium each, like a storage... you can even transfer them to another ship or sell them, and the drives will be emptied. (So, when selling hyperium... keep in mind that each drive holds 20.... so sell below 20 per drive if you want money, not if you want storage space.) You spend some to jump, which is based on distance, size, and I think efficiency. Then, when you select to jump... the crew starts loading batteries into it to charge the jump, which efficiency might also apply to charging... I haven't really tested the impact of efficiency properly. 28:00 - I still recommend holding shift to sidle the ship up beside the mining/salvaging target... could even shove the asteroid over a bit if you wanted. Doesn't hurt your ship to collide. The closer the bays are, the faster they load it in, and the faster they get back inside.
Aye, the way hyper-jump drives work is very interesting, in effect, the number of drives gates how big of a jump you can make simply because of how much hyperium can be loaded into thatm.
Stumbled on your video and really enjoyed it (liked and subscribed). You taught (answered a lot of questions I had) me many things, so thank you. Can't wait to see more videos.
The tea of the day is a southern style sweet tea (Yes heresy I know ) I’ll personally be calling the frigate “Pill bug” as that seems the most fitting though I can see maggot as it’s scavenging habits are very “non-selective ”
As a suggestion for DPR-2 I recommend the name Black Ant. Common, humble and highly industrious the simple black ant is a master scavenger. They seek out resources from carcasses and plants to natural or man made substances. Ants are also great haulers, carrying immense amounts of weight relative to their humble size. Ants are also great builders that build incredibly efficient and grand structures. While naming things based on their appearance is a common practice, I feel a name should have more weight behind it. I request that as a ship that disassembles wrecks and mines asteroids to transport and transform said objects into valuable necessities for your growing colony(fleet), DPR-2 should have a name reflecting it's great deeds. 🐜🐜🐜
Name for the Dapper 2 - Locust. It eats all the stuff in the (Asteroid) Fields. Current Tea: Peppermint Other favorites: Ginger-Lemon (also as/with Green Tea), Ginger-Elderflower, Fennel-Anise-Caraway, Ostfriesen (East-Frisian)-Tea (Black Tea mix). Meßmer (Tea company) has or had a bunch of different weirdly named tea like "Wohlfühlende Energie" meaning "comfortable/feel good energy". 36:00 Did you forget 2 crewmembers that were out on a spacewalk?😦 37:30 The quest says 45/46! Aavak! Were...were you secretly drinking coffee all along...😱
I'm currently drinking a local brand of jasmine tea, it's not a teabag tea but a grinded kind of tea. By itself is a little sweet and really acidic, I love "sour" teas
With the Dapper 2 now asymmetrical, there aren't really any insects that fit that, so maybe the Fiddler? After the fiddler crabs, they have one claw that's super big and another that's small.
On the topic of mining lasers: I like them, but find that they eat through power. Having them far from a reactor means a lot of manpower to move batteries to them and having a capacitor next to them ultimately doesn't reduce that manpower requirement, It just moves the demand for that manpower to a later date (Which is useful for weapons in combat when manpower and time are vital) My preference is to have the mining laser as close to a reactor as possible. But then again, they're hopefully not being used in a time critical situation, so as long as they can be fired continuously it's fine.
I'd love to see a subordinate Shield/Disruptor/Tractor Beam vessel- made for disabling enemy shields and wrenching them out of position and holding them in place, absorbing damage with shields and armor as the Scarab tears out chunks of the enemy.
Making a large ion prism ship could both be a negative and a positive. It’s a negative early game as it’s extremely expensive and is very explosive/fragile. Mid-to-Late game however, a large enough Ion Prism system can pretty much oneshot most shields, armor, and other systems. They are so good that Railguns start to lose their luster imho late-game (as Railguns have no firing arcs, are technically explosive even if not active, and require both energy and ammo).
I just played this game for a solid 6 hours. At first I was using a ship for everything. I ended up making a gigantic factory that I use for storage and mining and a very efficient fighter to quickly kill everything before my base comes into mine. I'm really enjoying this.
Would require a massive redesign but make it a turtle or beetle factory's in the middle with main walkways going around them maximize the bonus even if crew moving around takes longer
Thank you so much for all the immensely helpful comments you've been leaving me on these videos!! I've learned so much about the game in these past few episodes it's unreal XD
F1 through at least F4 are able to be used as hotkeys for individual ships. Very useful bit of info I found. Also, on the Dapper-1, you should have both large storages going to the smaller ammo storages, so if one large storage runs out of ammo, they will still share ammo with the other side; it's only slightly longer a trip, and they will absolutely NOT transport ammo over there otherwise, because supply lines are absolute; either you have them and that's all that is used, or you don't and it's entirely free-styling.
EDIT: Oh right, also! Set your ion beam prisms that are firing into other prisms to NOT be linked, but to instead just fire in those directions. Apparently there's a tiny delay for each crystal as it adjusts aiming, and you want the ones deep in your ship to also be in fixed alignment since it's such a tight shot. That way if the furthest prism is destroyed, it still fires straight instead of trying to turn to aim and obliterating your own hull.
I would have to say maybe The Ant or The Dung Beetle if we're going with an insect theme
@@Kotiri "Dung beetle" is Scarab, lol.
Non-game related suggestion: Numbering your videos at the end of the title can be very helpful to both new viewers, regular viewers and the UA-cam algorithm as a whole.
For new viewers it allows them to easily find the first video in the series and know that this video is apart of a series. Often times UA-cam suggests the third or fourth video in a series to new veiwers. this actually happened to me and its how I discovered your channel.
Regular viewers can easily tell if they have missed a video cus they go "I saw #5 but this notification is for #7, let me go see if UA-cam didn't notify me properly about #6!" (as its prone to do)
As for the algorithm I *believe* that it does a better job suggesting the next video in a series when they are numbered and in a Playlist in that order. Just from what I've seen as a viewer. I don't pretend to understand the algorithm but anecdotally it seems to be more accurate, especially on sub 1 million subscribers channels.
Just a suggestion, you don't have to follow it but I figured I'd toss it out there :)
Have a wonderful day Aavak!
If you make a distraction ship name should definitely be Fly or Mosquito
I love the idea of the fame requirement system for crew from a lore standpoint. Imagine, You are a fresh arrival on station in the outer rim. After years in the academy and more in service of some organization or another you are finally freelance. Finally free to chase the dream you had all those years ago as a child looking up at the stars, a dream of daring adventure, a dream of exploring the unknown. You hear the famous pirate hunter Aavak is looking to expand his crew. This is it everything you imagined it would be!
Then you get put in the space factory making coils...
Just another coil in the machine
I... legit now feel bad.
Damnit! How did you make me feel bad for hiring pixels to work in my factory freighter?! This is unfair!
@@Aavak That's why you make one giant, Master-of-All-Trades ship, that way no one will feel less important, as they all are working together to keep the monstrosity you call ship working.
@@Aavak No need to feel bad. I understand if he increases his production quota by 2% he will get double rations on the next rotation. All in all it's a favorable indentured servitude contract. There are worse crews to be shanghaied into... probably.
@@Aavak Just rotate crew between your ships every so often :)
I'm sure your grizzled veterans would appreciate a rotation in relative safety to relax, after all!
Sticking to the insect theme, you could call the cargo ship the pillbug
I had that exact idea as well!
Great minds think alike it seems.
Yes the pill bug
Or the dung beetle.😁
rolly polly*********************!!!!!!!!!!!!!!!!!***
The "Anthill" - in expectation of the numerous crew who will one day mill around it being industrious. 🙂
Checking out the railgun as a weapon for a long-range fire-support vessel might be a good idea. They are expensive to build to a useful length and take the entire attention of the construction-planning, but once they are there they wreck everything. And having a thin, long sniper ship as a fire-support might be fun.
Edit: I always liked the railgun since the really large ones get quite ridiculous in all aspects. Just being huge rods in space splitting ships in half from kilometers away and giving their crews the best cardio training in the galaxy with all the walking they have to do to supply the entire thing with energy.
I have a dual-rail sniper on my game, and I *LOVE IT!* It's hugely vulnerable, but can kill most ships with a couple of volleys! Even if it doesn't kill a ship with the first shot, it usually wrecks it's guns and maneuverability, leaving it open to the coup de grâce! You'll want to learn "Rail Fanning" if you go this route, though, as parallel railguns can't simultaneously aim at a single targeted component. There's a good tut' here on youtube if you search for "Cosmoteer Rail Fanning."
You're a real f'ing trooper for putting these out daily! I'm enjoying it.
You've no idea how much I appreciate this comment mate. Cheers :D
@@Aavak You used to be my favourite youtube. Then i stopped watching for a while but these episodes showed up and once again i have fallen in love with your humour and content style! So once more you are my favourite UA-camr!
Don't Buy ores from Stations unless you actually need it. Sulfer, Iron, and Copper are extremely common in asteroid belts. There are 2 types of belts the dotted while line around a star is a long line of Asteroids and the fields that you often have to clear for missions. If you are looking to make money buying the ores, turning them into finished goods, and selling them back to the station will result in a lose because ore prices are so high. If you need the finished good it is cheaper to get ore than buying the parts from the station. For production Carbon, Tri, Gold, and Uranium are rarer so buying them in a pinch to turn into finished goods can save you a bit of money.
Finished goods do sell for more than raw ore so mining the ores and then refining them and selling the finished products though is extremely profitable. Though Ammo is a waste to build in mass as it's mostly a loss. For some reason the sell price of all Ammo types is 1/4 the buy price unlike other items. The result is most types of ammo sell for less than their rare ore parts and even those types that don't sell for a loss create a huge micro issue as stations don't buy much ammo and trying to sell it all becomes a hassle.
I recommend going to every asteroid field and the ring around the star before leaving a system and mine all the Carbon, Tri, Gold, and Uranium you can find as even if you can't refine them yet they can sell for a lot or it's good to have for later when you need them.
In general though the factory ship can expand extremely fast once you get the basics. There are tons of Iron(Fe) and Copper(Cu) that which are all you need for Steel Plates, Coils, and Hyper Coils. Plates quickly start over flowing which make it east to add more 4x4 cargo and Coils quick pile up for adding much of the basic parts. I got to the point where I don't mine any Iron because I get plenty from ship salvage and only mine Copper to turn Coils into Hyper Coils as also get a ton of regular coils from salvage. The other 4 rare ores though I also mine in case I need, and worth a lot.
Diamonds are by far the most profitable thing to mine/craft. Mark any Carbon asteroids you find and come back and mine them when you get the diamond factory for a quick $70k-$150k per system! Tritanium is a good thing to mine, as well, but the tri-steel plates take a lot more cargo than diamonds, which take 20(!) Carbon per! I'd even suggest going back to the starter system and using a quick scout to find those Carbon asteroids to get those!
@@Corbald eventually there are plans for an actual economy in this game.. where prices will vary... but as of now this is correct
@@arcanumelite4853 I figured that there would be something like that implemented at some point. The developer's list contains some fun stuff. I can't wait!
@@Corbald im most excited for drones... cant wait to be able to build a giant super carrier with factories ect (cus construction drones will also be a thing and id imagine youd have to build the drones)
and this will be after they make it so your crew actually has to perform repairs themselves... instead of it being instant like it is now.
I like the idea of the Dapper 2 being called the Chrysalis: it turns wrecks into its final product
Tip for you, once you've chewed all the chunks as it were when salvaging, then you can ram your ship through the debris to position your storage bays directly under the materials for increased efficiency when collecting it
Super useful tip, thanks :D
I am grateful for the detailed ship logistics and the design as I am sort of trying to copy to learn it as you do it so its immensely helpful. Also, its time for a “Lovely cup of tea”. Earl Grey - Hot.
Glad I can help spread around the awesome info I'm getting in the comments :D
That's a pretty good reference.
i absolutely love the design of the scarab, especially the way that the shields are able to block the rear facing thrusters while still being enclosed
Never apologize for doing a building episode in a game where building is essential. That was all good stuff. Also, "Are you a chicken, McFly? makes chicken noises" :p Happy Halloween to you and yours including the animals.
Hehe, thanks ;)
I'm currently drinking coffee, as my strong black tee with self prepared spices is still brewing, waiting for addition on sugar and milk.
My outlandish name for it is spiced tea, so no one can know my secret recipe, I will only say it's made of 4 hot ingredients and 3 mild ones.
The Dapper 2 seems like an excellent candidate for the biggest engines. Since it doesn't need to worry about combat maneuvers, being able to get massive thrust and haul freight from wrecks and other salvage to wherever you need it seems handy.
Hibiscus Tea, got tired of doing milk runs first thing in the morning and it smells incredible. When it comes to thrusters and timings (this is mostly for the Scarab), you can always check out the Boost Thruster, they need a tiny bit of micro, but they're great for reverse facing thrusters when you're looking to keep your distance.
Also a mining/salvaging point, I think the logic is that if an astronaut only has one of something (as opposed to multiple in a stack), they don't always load them directly into the storage externally, but instead usually use the airlock and walk though the internals. Since ores seem to just be carried one at a time, having the closest airlock be near the factories can be a minor bonus.
Also, very much personal preference, but instead of ammo only storage locations, ammo factories take up the same space, store a stack of ammo ready for loading and most importantly, storing ores and processing them ends up being far more space efficient than storing the ammo itself.
That is a super useful tip regarding the ammo factory and the space efficiency of ore versus the finished good!
just figured out that on larger ships if you have a few hyperdrives spread thru your ship it lessens the cost of jumping. idk when it really becomes cost effective to put more because for now i feel like hyperium is easy to come by.
Dapper 2 feels like a pillbug, which I'm sure has been suggested many times.
A Tank ship yes, Asymmetrical vaguely cuboid on a diagonal armoured block-thingy.
I've just sat down to watch this with a cup of Twinings STRONG English Breakfast but I don't mind a cup of rooibos in the evening.
Some Aavak sponsored tea would be incredible! We can but hope...
I judged your energy managment, but now it's clear. This is realy optimal.
As a mechanical engineer who specializes in energy transfer, I do very much enjoy you talking about it for 10 minutes at the beginning of a video
Name suggestion for the Dapper 2:
Marauder Ant
This ant species is known for its giant supermajor workers wich are so large that the regular size ants often hitch a ride on.
The marauder ant specifically has one of natures most extreme cases of size differences in one species
They are specialized with huge Mandibles for cutting up large prey and the strongest of the nest for transport
Speaking as an ocean engineer and naval architect, having weight evenly distributed on a ship is very important as it can effect the keel level and trim and make the ship less efficient when moving through the water and it can also put unnecessary stresses on important features within the hull and make the ship unstable. This is why most large ships feature multiple smaller fuel bunkers in the bottom of the ship on either side of the centerline rather than a single large bunker, because that way you don't have sloshing fuel constantly effecting the trim and stability of your ship.
Also if there's ever a hull breach, not all the fuel is lost.
@@KainYusanagi that is very much a secondary concern, a properly designed ship sticking mostly to navigable shipping channels should not have to worry about running aground and breaching a fuel tank.
@@adamdubin1276 While it may be a secondary concern, that doesn't mean that it's not factored into account when designing such multiple fuel tanks. Icebergs are a continual cause for concern within shipping channels around the east coast of Canada, for example (where the Titanic famously sunk, which was also designed with its multiple airtight compartments to help it remain afloat, do remember).
@@KainYusanagi In a number of designs that I have seen intake for the fuel is usually floating on top of the fuel not at the bottom of the tank so chances are if there were a breach that allowed water in it would not effect the fuel in the tank (oil floats on water) the bigger concern is that something just ripped a massive chunk out of the side or bottom of your ship and breached a bunker (most modern designs do not place the bunkers near the sides and outer hull) and you now have massive flooding and are significantly more concerned with either closing bulkhead or getting everyone off the ship and into the life rafts to worry about what is going on in your fuel tanks.
@@KainYusanagi Most ships also have what is known as a double bottom where there is the outer hull, then a void space or bilge, then the fuel bunkers/lowest deck. The void spaces are also compartmentalized and can be flooded with water to adjust trim and ensure even keel as fuel is used or cargo is moved around, though generally as fuel is used the fuel will be pumped between tanks to keep trim and the the bilge will be flooded as needed to ensure that draft remains constant. If a breach were to go through both the outer and inner hulls to open a bunker to the sea as a stated in a previous comment you are going to be more concerned with efforts to abandon ship most likely.
You need to run stress test on the energy system, it's hard to do in combat as your distracted trying to survive. Turn the guns and engines to always on so that everything is firing and see how well your crew can keep the power flowing. Sadly you can't do this for shields as they need to be taking fire. But in general you can change around crew assignments and such to see how each preform when all systems are firing.
If they can handle the full stress then should be great in combat as engines rarely all fire at once but Ions often do fire continuously for long periods. In my testing I've found a lot of small things can drastically change the performance. For example you want crew quarters close to their pickup location. For example if you have quarters near your Ions at front and assign them dedicated to charging the front Ions they won't be able to keep the power up as much as if you put the crew quarters near the reactor.
The reason is when the Ion needs power the crew leaves the quarters and goes to the reactor. If they are already next to the reactor they make the short trip to pick up the battery and then goto the Ion. Once they drop off the battery if they have no task they make the long walk back to quarters which is near the reactor. Vs if you had quarters further away they would spend that extra time walking to the reactor after the Ion has already determined it needs more power.
Also assigning crew quarters to curtain sides of the ship increases efficiency for the same reason as above in that you don't get an idle crew from one side of the ship going over to do something on the other side of the ship.
The mining laser has a VERY high power draw at 1.2/sec. Consider giving a block of mining lasers their own dedicated reactor
Thanks for the call out made my day
You're more than welcome mate, I've been getting so many awesome suggestions for the series and the designs that it's the very least I can do!
if adding more and more stokage area to the DPR2 make him longer and longer, maybe we can name it the "centiped"
An interesting idea, it seems this is one of the two most popular suggestions right now as things stand.
Aaaaaavaaaakkk…!
I just finished work. I don’t have the bandwidth to watch this. 😭
Really appreciate that you always explain why you're doing something and not just what you're doing.
Definitely drinking a hot cup of mogo guan chi... yep that sounds like a tea name. ;)
Since the scarab is serving the purpose of artillery cruiser, striking from extreme range, it seems like you’re in need of both a proper picket ship, lightly armed but fast and bristling with point defense, and a brawler, something with layers of armor and the big deck guns, that can get up close and overwhelm enemies by throwing absurd amounts of lead at them. A medium sized ship with a good amount of smaller guns could help against small enemies that slip by your front line. Can you tell I enjoy building ships too?
I like the idea of the insect theme, and given the yellow / black paint scheme on DPR-2 in addition to it's shape I was thinking CATerpillar would work ;)
Two thumbs up! Great video. Thanks!
I played this game 5 years ago, so now we have the steam version, I'm so happy to find a youtuber such as yourself to watch alongside my own save I'm starting after so long
Hope you're enjoying the game as much as I am!
A dedicated ship with disruptors and EMP missiles would be a deadly combination to join the scarab in a fight.
I do really think naming the dapper 2 after some sort of long, herbivorore/detrivore arthropod would work well. Since it is a long ship, and doesn't fight. Millipede or isopod maybe.
Also, a detrivorous bug also works since it tears apart ships. (If detrivore is the wrong word forgive me.)
Building a diagonal ship is actually quite simple. In the same ship menu as you find the Default attack patterns and such is another option called 'Change Flight Direction'. You can simply set this to be diagonal and the build menu for that ship will adjust accordingly.
I learned this from playing classic Cosmoteer, so some things could be different. In that version I could not find any option to have a diagonal symmetry mode, but 4 way might make it more convenient either way.
For name suggestions for the DPR-2 I would suggest Honeybee. It makes 'honey' (components) and is generally quite busy.
Would also like to second 'Chrysalis', a name I saw suggested by another commenter by the name of Crosleyq.
Been loving these commenter comments, learnt so much about how to get the most out of my ship and fleet.
"I could park right next to that asteroid we're mining, but I feel like you guys need more time alone in deep dark space with various dangerous stuff including Tritium and Uranium"
Thanks for the tour of the asteroid fields and factories. I'm glad to see the mining laser actually melts through the asteroid like an ion beam does a ship instead of just spawning the resources from a destroyed asteroid. After spending far too much time mining in Avorion and Elite: Dangerous, it looks like I have another space game to forget to fight in.
Matcha green tea, by the way.
You're more than welcome! I'm finding the industrial aspect of this game very comfy :)
Very nice tea choice by the way :D
Wow I just finished the the other 5 cosmoteer videos and now this just came out. Good timing Aavak
I've bought this game because of you.
My main ship has a Crew of 100, my freighter has 24 giant Cargo spaces xD it can become quite addicting, especially when you're optimizing stuff
I'm personally very tempted to get the game as well.
If I do, I'm probably going to try capturing a Pirate base to convert into a (slow) moving Fortress of Doom...
@@DragonKnightJin I've done that with one of the pirate bases that used a load of missiles. Turned it into a storage ship.. it came loaded with 5000 missiles.
I think a beetle theme is rather fun.
Maybe the 'Hercules' after the rather large beetle, the DPR2 like the Hercules beetle can push/haul a lot of weight around, and when its in danger maybe it could ram its thick front armor into its enemies.
Drinking the ol' Caribbean Tea! "But why is the 'tea' gone!?"
I'm American and primarily drink iced tea. But I also love green tea.
Also very nice ships, just got into this game myself. Love your vids. 👍
Loving the series, made me buy the game.
Thank you for your hard work shooting and editing the content, can't be an easy task to cut down the playtime into fully engaging content especially with the daily releases!
It does take a while, aye XD But seeing how much people are enjoying it makes it worth the effort :D
No tea, but I do have popcorn and Halloween candy. You'll have to settle, sir. :P
Been feeling under the weather, but it has struck my mind last episode that the cargo/industry ship looks like a caterpillar. So... "The Caterpillar" or "The Cocoon" or "The Monarch". I know, kinda dramatic...
More on the construction side, there's also "The Termite", "The Weaver" (A few letters off 'weevil', and I like the sound), or "The Beetle" (I... well, it rolls up trash and produces ship parts. You know you want a ship named after a dung beetle, c'mon~ >:B )
love it. having dapper 2 as a resupply ship for the scarab, is a great move. storage and manufacturing what is needed. just need more crew for dapper 2
@Aavak is this your reply?
anyone else stoked that Aavak is doing a series (hopefully doesn't end soon) on building a large fleet of bug ships and like insects taking over all of the systems much like the insects do.
I'm guessing this is already late based on the thumbnails of later videos, but rotating the coil factory 90° counterclockwise would allow you to add a door connecting it directly to the hypercoil factory, so the coils don't need to be taken the long way around.
I’m a new person on this channel and I’m loving it on your channel
I think the cargoship should be called "centipede" as it looks like many body parts in one chain, with little side legs.
Awesome that you upload every day!
Hi Aavak loving the series, and sorry if someone else has said 'The Chrysalis' before, I think it fits the evolutionary stage Daper2 is at quite well.
no reason to apologise, multiple people suggestion the name is more or less how I pick the one to go with lol :)
Shielding your reactor from head-on attacks with *checks notes* one layer of armour and an FTL drive is a bold move, to be sure. The shields do help, to be fair, and they do have to shoot straight down the exhaust port, but you never know when one of your enemy pilots used to shoot womp rats in Beggar's Canyon back home.
God damn Tatooine teenaged hooligans!
I am not currently able to drink tea as I am stuck at work and they have rules about open containers and getting stuff on the materials (which, fair, I work with items from the late 19th/early 20th century regularly, best not to stain them with MY tea at the very least) but I am wishing for a cup of my favorite Fruits d'Alsace black blend - would be so lovely for the gloomy weather.
Twining Irish Breakfast (I'm not entirely certain how American this brand/flavor is, but it's the strongest black tea I can find on the shelves that I also happen to like quite very much.)
Also go for Twining's Organic Earl Grey, specifically the 'Organic' version because it genuinely tastes so much better than their regular run of the mill earl grey. After that, I tend to occasionally get into green teas, not too particular about those however.
Got to make a PS too. Twining also has an 'English Breakfast' tea here and it's garbage. It tastes like digestive biscuits. Stale ones. No amount of doctoring was able to fix it. A tea that requires, flatly requires, doctoring to make it palatable is lowest tier tea and when it fails to be palatable even with extensive, e-x-t-e-n-s-i-v-e, help .. Garbage.
Drinking Earl Grey with Lavender. Have a mix called "Kentucky Bourbon" sitting next to the kettle as well.
I suspect the freighter should be "Centipede" or something that allows for more "legs" than the six an insect has.
Today it has so far been Earl Grey, Cactus and another black tea sort that I forget the name of.
Still very much enjoying this series and looking forward to more.
Note that the Diamond factory is the only (?) factory that does NOT get adjacency bonuses, it seems to have an infinite production rate already.
It does *provide* adjacency bonuses though.
A year-ish late but I'm drinking tea, cup of Lyon's.
You've sold me on Cosmoteer, Aavak, another space sim to consume my life.
it probably makes sense to have 1 or even 2 ammo factories on the offensive ship, as the flak guns consume a high amount of ammo when they do get into a close combat situation.
the reason as to why using the factories here is that this, this would allow to carry sulfur stacks instead of ammo stacks as this is way more space efficient.
1 full stack of sulfur is the same as 5 stacks of ammo. e.g. 1 pellet of sulfur is 20 ammo - 1 full stack.
Hilariously appropriate name given the suggestion XD
The DPR2 looks kinda like a Pillbug. Not gonna lie.
And I was drinking a nice black tea.
The Caddisfly armors itself with stick and rocks. That'd be a cool name for the DPR - 2
I have never played this game, this is just thoughts I have based on what I've heard following these videos:
Build all the factories right in the middle, touching each other for bonuses, minimal walkways to speed movement. Surround that with a walkway, surround the walkway with storage and other systems. Much bigger ship (yours is two 'blocks' wide at the moment, this would be four blocks wide, two in the middle for the factories, two on either end). Huge ship, vastly more cargo, tons of production capacity. I realize it's likely too expensive to get _right now,_ but something, I think, to aim for.
About your weapons. If I understand it correctly, you're getting 100% from each of two ion cannons into the first crystal, then 75% of a second. Then those two go to a crystal, for which you get 100% of the first and 75% of the second. Meaning that out of a potential 400% for your weapons, you're currently getting 306.25%. Somewhat riskier, for one extra focusing crystal you could mount all four weapons on the front of your ship and increase your damage output by 25%. So far you haven't really been hit with anything threatening enough to even take out that one crystal.
You're absolutely right, I'm effectively using 4 Ion beam's worth of energy/space to generate 3.06 Ion's worth of damage in a single beam. Two beams would slightly improve the efficiency, but not by enough to make a difference right now, but a dual beam design is something I have on the to do list for a later episode :)
ist it maybe better to have a station for production and storage, and just ships for fighting,salvaging,mining and hauling? and let the processing done by a station? As for weapons, maybe have a missle ship? that just bombards ships at range with missles? depends on what types of missles are in the game. i have no clue what kind of missle types are in the game . --> was a Caldari main back in the day in EVE... Also thanks to your videos i already been hooked to the game. also makes my potential look/start into the game more fluid, then getting into cold waters. really like, that you take your time explaining why and how you do things, makes it more understandable, and the viewer has a better inside view of the game mechanics, and just shows the different layers of game mechanics and how they work togerther. Keep it up. very entertaining
What I am drinking is brewed using leaves and water.
But it's not the tea plant. But mate plant.
Cheers.
dapper2 was once a caterpillar and now is a moth
Please don't stopp to play this game. I realy live to see it. Greatings from germany
What ?
1:20
^Raises a delicious cup of Yumshire Gold^
Perfect!
1:15 I had to go and make a cup of Earl Grey after you mentioned it :)
I dont know if this is helpful for your current builds, but when you already use several reactors and you assing the energy and crew correctly, you can save some crew and a lot of space removing some of the corridors and have just 1 airlock instead for the crew to get in the quarters. I use it mostly with railgun. Crew quarters, airlock hatch and a small reactor can feed 4 accelerators on both sides (8 in total). And you can repeat it as many times as you want for high bonuses. It can be also used with flak, thrusters etc anywhere I dont want to or I cant build corridors or the travel times are just bad. Be carefull with the assignments so the crew does not fly out during combat because they want to bring ammo from different ship section.
A very interesting suggestion to segregate the ship like that!
I know I'm a bit late so not sure if you'll see this, but I love that a Welshman is finding it difficult to pronounce different places. Loving the series so far
You're going to hate it from an aesthetic view, but offsetting your factories will improve overall efficiency. Think about it like your armour weaving: Each piece of armour is adjacent to more other pieces when you weave.
If you'd moved the small 2x2 factory beside the 4x4 one, you could have 3 adjacencies for both your 4x4 and your 3x4.
best Cosmoteer series out there imo
VERY high praise indeed!
35:54 Oh dear, I do hope those two left behind in EVA managed to make it back to the ship in time...
lol, they did, though I eeped when I noticed, surprised I didn't leave that in the vid honestly though I was compressing 4 hours so there's probably a few funny moments that suffered to collateral cutting damage XD
My name suggestion for the Dapper 2: Silkworm - Insect themed, and a throwback to the old arcade/Amiga game where you got two different vehicles.
This is a super nice suggestion.
Love the Cosmoteer letsplay, i'm drinking Olive Chartreuse Tea.
Don't know if you found the 'save' and 'load' for ship designs. But, if you have the materials/funds when you want to have twin ships for experimenting with... you can save the DPR1 design, capture a ship, then replace the captured ship with the DPR1 design... so you have two of the same ship for comparison testing.
Or... you can save the design, redesign it and save that design... then test the second, then replace it with the second. Haven't tested myself to see if the saved designs also save crew and resource flow stuff.
23:00 - I expect you've figure it out by now... but hyperdrives hold 20 hyperium each, like a storage... you can even transfer them to another ship or sell them, and the drives will be emptied. (So, when selling hyperium... keep in mind that each drive holds 20.... so sell below 20 per drive if you want money, not if you want storage space.) You spend some to jump, which is based on distance, size, and I think efficiency. Then, when you select to jump... the crew starts loading batteries into it to charge the jump, which efficiency might also apply to charging... I haven't really tested the impact of efficiency properly.
28:00 - I still recommend holding shift to sidle the ship up beside the mining/salvaging target... could even shove the asteroid over a bit if you wanted. Doesn't hurt your ship to collide. The closer the bays are, the faster they load it in, and the faster they get back inside.
Aye, the way hyper-jump drives work is very interesting, in effect, the number of drives gates how big of a jump you can make simply because of how much hyperium can be loaded into thatm.
Stumbled on your video and really enjoyed it (liked and subscribed). You taught (answered a lot of questions I had) me many things, so thank you. Can't wait to see more videos.
Welcome to the channel mate, glad the videos helped :D
The tea of the day is a southern style sweet tea (Yes heresy I know )
I’ll personally be calling the frigate “Pill bug” as that seems the most fitting though I can see maggot as it’s scavenging habits are very “non-selective ”
As a suggestion for DPR-2 I recommend the name Black Ant. Common, humble and highly industrious the simple black ant is a master scavenger. They seek out resources from carcasses and plants to natural or man made substances. Ants are also great haulers, carrying immense amounts of weight relative to their humble size. Ants are also great builders that build incredibly efficient and grand structures. While naming things based on their appearance is a common practice, I feel a name should have more weight behind it. I request that as a ship that disassembles wrecks and mines asteroids to transport and transform said objects into valuable necessities for your growing colony(fleet), DPR-2 should have a name reflecting it's great deeds. 🐜🐜🐜
Solid suggestion.
Name for the Dapper 2 - Locust.
It eats all the stuff in the (Asteroid) Fields.
Current Tea: Peppermint
Other favorites: Ginger-Lemon (also as/with Green Tea), Ginger-Elderflower, Fennel-Anise-Caraway, Ostfriesen (East-Frisian)-Tea (Black Tea mix).
Meßmer (Tea company) has or had a bunch of different weirdly named tea like "Wohlfühlende Energie" meaning "comfortable/feel good energy".
36:00 Did you forget 2 crewmembers that were out on a spacewalk?😦
37:30 The quest says 45/46! Aavak! Were...were you secretly drinking coffee all along...😱
I'm currently drinking a local brand of jasmine tea, it's not a teabag tea but a grinded kind of tea. By itself is a little sweet and really acidic, I love "sour" teas
The hauler/factory ship should be the dung beetle, as it's picking up shit, hauling shit, processing shit, and making new shit!
With the Dapper 2 now asymmetrical, there aren't really any insects that fit that, so maybe the Fiddler? After the fiddler crabs, they have one claw that's super big and another that's small.
Should name the freighter the "Truffle Snuffler"
Honey Lavender, because I don't feel well, and tea helps. Really loving this series, thanks for making it!
On the topic of mining lasers: I like them, but find that they eat through power. Having them far from a reactor means a lot of manpower to move batteries to them and having a capacitor next to them ultimately doesn't reduce that manpower requirement, It just moves the demand for that manpower to a later date (Which is useful for weapons in combat when manpower and time are vital)
My preference is to have the mining laser as close to a reactor as possible. But then again, they're hopefully not being used in a time critical situation, so as long as they can be fired continuously it's fine.
I'd love to see a subordinate Shield/Disruptor/Tractor Beam vessel- made for disabling enemy shields and wrenching them out of position and holding them in place, absorbing damage with shields and armor as the Scarab tears out chunks of the enemy.
That mining rig looks like a roly poly pill bug. I don't care what anyone says, that's what I'm gonna call it!
***gently sips tea***
Loving this series! Locust could be a good name for the freighter
Making a large ion prism ship could both be a negative and a positive. It’s a negative early game as it’s extremely expensive and is very explosive/fragile.
Mid-to-Late game however, a large enough Ion Prism system can pretty much oneshot most shields, armor, and other systems. They are so good that Railguns start to lose their luster imho late-game (as Railguns have no firing arcs, are technically explosive even if not active, and require both energy and ammo).
lemon-froggelschnopf (yes, its a tea)
In my "screwing around" campaign, I've got gunners, pilots, powder monkeys, and battery bois.
The alliteration of Battery Bois pleases me to no end XD
I just played this game for a solid 6 hours. At first I was using a ship for everything. I ended up making a gigantic factory that I use for storage and mining and a very efficient fighter to quickly kill everything before my base comes into mine. I'm really enjoying this.
The dapper 2 could be a type of ant as they have interesting ideas of work and leaf cutter ants grow their own fungi
Slap a few more modules on the freighter and call it the Centipede.
Would require a massive redesign but make it a turtle or beetle factory's in the middle with main walkways going around them maximize the bonus even if crew moving around takes longer
I love the idea of making a hauler/factory ship and a fighter
lovin the vids. Suggestion for DPR-2 is "Aphid"