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Solesey's Warship Construction Guide
Ships have a variety of defensive, offensive, and utility systems that are essential to understand if one wants to design warships.


== Preface ==
This guide will be divided into 6 sections, as follows:
Ships have a variety of defensive, offensive, and utility systems that are essential to understand if one wants to design warships.
 
# Planning
# Construction
# Shielding
# Weapons
# Internals


== Loadouts and Numbers ==
Some steps can be done in a different order, but doing so may make the process more challenging.
Different warship sizes fight and operate differently, and their recommended systems reflect this.
 
For all steps here, only work on either the right or left side of the ship, as you can use worldedit to //flip it later.
 
== Planning ==
What ship are you building? How fast does it go? What shields, weapons, and other multiblocks does it have? Below is a table showing the attributes and requirements of every known class/subclass:
 
Unless otherwise specified, all ships require:
 
* 30% Concrete
* PDTs/ATs
* Hyperdrive
* Gravity Well
* Navigation Computer
Abbreviations:
 
* IC: Interceptor Cannon
* LT: Light Turret
* HT: Heavy Turret
* TT: Tri Turret
* IT: Ion Turret
* QT: Quad Turret
* HL: Heavy Laser
* AM: Arsenal Missile
 
=== Sub-Capital Ships ===
{| class="wikitable"
{| class="wikitable"
!Info
!Info
!Starfighter
|Interceptor(150)
!Gunship
|Interceptor(350)
!Corvette
|Starfighter(350)
!Frigate
|Gunship (500)
!Destroyer
|1k Gunship
|2k Gunship
|4k Corvette
|4.9k Frigate
|-
|-
|Recommended Minimum Size
|Viable Size Range
|350
|150-349
|1012
|350-500
|3582
|350-500
|6500
|500-699
|9702
|1012-1399
|-
|Maximum Size
|500
|2000
|2000
|4000
|4000
|8000
|4893-4899
|12000
|-
|Cruise Speed
|35
|35
|33
|33
|28
|25
|23
|22
|-
|-
|Shield Amount (at max size)
|Shield amount
(at min. viable size)
|1
|1
|1
|1
|1
|2
|3
|3
|6
|6
|11 + 1 Cheth
|8
|16 + 1 Cheth
|-
|Minimum BPS (at max size)
|33
|24
|22
|19
|17
|-
|-
|Primary L. Weapon
|Primary L. Weapon
|4 IC
|4 IC
|1 Plasma
|1 Plasma
|2 Pulse
|2 Pulse
|3 Pulse
|1 Plasma
|1 Plasma
|2 Pulses
|3 Pulses
|3 HTs
|4 HTs
|-
|-
|Secondary L. Weapon
|Secondary L. Weapon
|N/A
|
|1 Plasma
|
|
|1 Plasma
|1 LT
|1 LT
|1 LT
|1 LT
|1 LT
|1 LT
|2 LTs
|-
|-
|Primary H. Weapon
|Primary H. Weapon
|2 Torpedos
|
|
|2 Torpedo
|2 Torpedo
|1 HL
|1 HL
|1 HL
|1 TT
|1 TT
|1 Phaser
|1 Phaser
|-
|Secondary H. Weapon
|
|2 Torpedo
|
|
|
|
|1 HL
|1 TT, 1 HL
|-
|Comments
|15% Concrete
|30% Concrete*
|No PDTs
|No PDTs
|
|
|
|
|-
|<nowiki>|</nowiki>
|No Hyper/Nav
|*To convert to SF
|No Gravwell
|
|
|
|
|
|-
|<nowiki>|</nowiki>
|No PDTs
|No PDTs
|
|
|
|
|
|
|-
|<nowiki>|</nowiki>
|No Gravwell
|No Gravwell
|
|
|
|
|
|
|}
=== Capital/Supercapital Ships ===
{| class="wikitable"
!Info
|6.5k Frigate
|7.5k Frigate
|8k Frigate
|9.7k Destroyer
|12k Destroyer
|16k Cruiser
|20k Battlecruiser
|-
|Viable Size Range
|6500-6999
|7500-7699
|8000
|9702-9799
|12000
|16000
|20000
|-
|Cruise Speed
|21
|21
|19
|19
|18
|16
|14
|-
|Shield amount
(at min. viable size)
|10
|10+1c
|11+1c
|13+1c
|16+1c
|19+2c
|24+2c
|-
|Primary L. Weapon
|3 HT
|3 HT
|3 HT
|4 HT
|4 HT
|4 IT
|3 QT
|-
|Secondary L. Weapon
|1 LT
|1 LT
|1 LT
|1 LT
|1 LT
|
|
|-
|Primary H. Weapon
|1 Phaser
|1 Phaser
|1 Phaser
|1 Phaser
|1 Phaser
|1 Phaser
|1 TT
|1 TT
|-
|-
|Secondary H. Weapon
|Secondary H. Weapon
|N/A
|1 TT
|2 Torpedos
|1 TT
|1 HL
|1 TT
|1 TT*
|1 TT
|1 TT*
|1 TT
|4 AMs
|8 AMs
|-
|Comments
|Core Shielded
|Core Shielded
|
|Core Shielded
|Core Shielded
|Fuel Tank
|Fuel Tank
|-
|<nowiki>|</nowiki>
|~40% Concrete*
|~48% Concrete*
|
|~35% Concrete*
|
|Reactor Core
|Reactor Core
|-
|<nowiki>|</nowiki>
|*to reach 21bps
|*to reach 21bps
|
|*to reach 19 bps
|
|
|Core Shielded
|}
|}
<nowiki>*</nowiki>TTs are critical for maintaining dps at distances outside phaser range. Unlike some of the secondary weapons, these are not optional.


This guide will be divided into 6 sections, as follows:
== Construction ==
After getting your background information, you should be ready to start building your ship’s outer shell. Depending on how well-optimized you want your ship to be, this step could be completed alongside other steps. Below are some useful tips and design conventions.
 
* 4.9ks and below usually have a front-bridge for Direct Control and maneuverability.
* 6.5ks and above usually have a top-bridge for Cruise Control and battlefield awareness.
* See if you can find a similarly-sized ship to use as a size reference.
* Be mindful of surface area, especially on smaller ships. Concrete% is a major limiting factor at these sizes.
* Consider future weapon placement. Will you be able to fit enough weapons to cover all your angles? Same goes for your bridge—will you be able to see enough?
* Function isn't everything; pilot skill, numbers, or good tactics can make up for a suboptimal design. Feel free to disregard some practices in the name of creativity.
 
== Shielding ==
Once the outer shell is complete, you are ready to start shielding. Almost all ships use exclusively box shields and cheth shields, although some designs will opt to use the various sizes of sphere shield to save costs.
 
# Shots that impact more than one shield will have their damage multiplied. When possible, minimize shield overlap.
# Assuming your ship is relatively conventional (less than 22 blocks tall), construct rectangles representing shields above your ship with odd side lengths. All shields have equal health regardless of size, so be mindful. Larger shields will be weaker and vice-versa.
# If your ship can have a cheth shield, use //hsphere <block> 9.5 to create an accurate representation of what blocks it will protect. Ensure that this shield protects your bridge and as many blocks as possible to get full use of it.
# Once shield positions are determined, place the multiblocks and set box shield dimensions to match the rectangles. You can set the height of each shield to the maximum, 21, without any consequence.


# Planning
* A Core Shield is a shield that is contained entirely within the hull, not hittable from the outside. It provides a second line of defense for larger ships, and is considered somewhat necessary on some ships for survivability or speed.
# Shields
# Weapons
# Internals
# Filling
# Finishing Touches


Some steps can be done in a different order, but doing so may make the process more challenging.
== Weapons ==
This step may be done before or during step 3. Using the information from the table above, place weapons onto/into your ship, being mindful of these factors that will affect your ship's combat effectiveness:


For all steps here, only work on either the right or left side of the ship, as you can use worldedit to //flip it later.
* Can I fire the maximum amount in every direction?


== Guide ==
* Do I have redundancy if I take hull damage? Do I need redundancy?


=== Planning ===
* Do I have too many weapons, decreasing accuracy?
# Identify the ideal armaments and shields of your ship, as well as the intended size.
# Construct a hollow shell of your ship, keeping in mind turret and weapon placement as well as the final size. Use other ships nearby as size reference, or just use your intuition.
# Almost all ships use box shields due to their extreme configurability and their ability to eliminate overlap. If you intend to use sphere shields, use //sphere <block> <radius> to see the size. 0.8 and 0.8i shields have a radius of 9.5 using worldedit.


=== Shielding ===
* Is my weapon shielded well? Is it split across multiple shields? (bad) Is it in a cheth shield? (good)
# For box shields, construct a 2d grid of rectangles above your ship using colored wool or glass,keeping all shields with odd-number dimensions and minimizing overlap with nearby shields.
# Locate the center of each rectangle, and place a marker block at each point.
# Build shield multiblocks inside your ship with the sign block placed directly below each marker block from the last step. Write the dimensions based on the rectangles above the ship, and using 21 as the height dimension. Name each shield something descriptive.


=== Weapons ===
== Internals ==
# For all weapons, especially on larger ships, redundancy is important. Redundant weapons allow for firing in strange directions or when some weapons are destroyed.
# Around the outside of the ship, find locations with large amounts of visibility and wide arcs for stationary weapons and turrets.
# At each of the points on the top and bottom of the ship, install turrets, ensuring that the full amount of turrets can fire in all available directions. Ensure that when placed, the turret multiblock and its sign don't interfere with existing systems.
# For the points on the sides of the ship, Install your stationary weapons. Like the turrets, make sure the weapons don't interfere with other systems, or with themselves after the ship is flipped at the end.


=== Internals ===
* '''Signs:''' If you haven’t done so already, add signs to your shield and weapon multiblocks. Be sure to add [node] signs as well, allowing for LTs and TTs to be automatically fired and creating weaponsets for your primary light and heavy weapons.
# Now for the inside of the ship. Using [node] signs, assign your weapon groups descriptive, yet simple names. For turrets, names like LT, HT, TT, or AT are often used because they're easy to type with the /st <node> command. Often people combine weapon groups for manual weapons, like Phasers and HTs on frigates, allowing the pilot to control both heavy and light weapons without switching weaponsets.
* '''Multiblocks:''' Add your hyperdrive, navcomputer, gravwell, and other multiblocks. Ensure these are well-protected, but also easily accessible for refueling. If you like, add other interior features like storage, cryopods, generators, etc. Be mindful that these additions will take away from your concrete%.
# Install a Hyperdrive, Navigation Computer, Gravity Well, and Magazine. The NavComputer should always be advanced except on some fighters, and the Gravity Well is optional for typical use but strongly encouraged.
* '''Filling:''' If your ship has core shields or cheth shields, you’ll want to add internal armor around them. For the former, use //outline <block> or build the shape of the shield by hand. For the latter, use //gmask air, followed by //hsphere <block> 9.5, to create the sphere shape.
** After internal armor is added, use //fillr <block> <range> to fill the ship up with concrete, assuming your internal/external armor has no leaks. If your ship is too big, start breaking concrete on the inside, especially near the outer shell, to get it down to size. At this point, it’s all about adding or removing concrete/armor to get the ship to its target size/concrete%.


=== Filling ===
* '''Thrusters:''' We wait until the end to do these, because they are highly dependent on mass. Larger ships will tend to have “omnicruise,” which means having thrusters facing every direction, for maximum maneuverability. Keep in mind that more thrusters will cost more and reduce your concrete%. In each direction you want thrusters, add 15-25 afterburners, adding or removing them as needed to achieve the highest speed you can.
# In order for the ship to actually fly, it requires concrete. Starting from the center of the ship, start placing large chunks of concrete by hand or with worldedit. Try to keep blocks separate from the outer shell, as this distance decreases the damage dealt once shields drop. Depending on the current size and your planned size, this may not be possible.
# Periodically place a jukebox and re-detect to check up on the size of the ship.


=== Finishing Touches ===
# Thrusters are saved for last due to their reliance on mass, which you can only really know once a ship is complete. If the ship hasn't been flipped with worldedit yet, do it now.
# Starting with 15-25 afterburners, try adding or removing them and checking the cruise speed. Try to get the lowest number of thrusters possible that still gives you your maximum speed.
# Add some [weaponset], [cruise], and [powermode] signs to the bridge/cockpit of your ship. If you have macros, you can use those instead, but the signs are useful if you're sharing your ship with others.
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 22:44, 24 June 2025

Ships have a variety of defensive, offensive, and utility systems that are essential to understand if one wants to design warships.

This guide will be divided into 6 sections, as follows:

  1. Planning
  2. Construction
  3. Shielding
  4. Weapons
  5. Internals

Some steps can be done in a different order, but doing so may make the process more challenging.

For all steps here, only work on either the right or left side of the ship, as you can use worldedit to //flip it later.

Planning

What ship are you building? How fast does it go? What shields, weapons, and other multiblocks does it have? Below is a table showing the attributes and requirements of every known class/subclass:

Unless otherwise specified, all ships require:

  • 30% Concrete
  • PDTs/ATs
  • Hyperdrive
  • Gravity Well
  • Navigation Computer

Abbreviations:

  • IC: Interceptor Cannon
  • LT: Light Turret
  • HT: Heavy Turret
  • TT: Tri Turret
  • IT: Ion Turret
  • QT: Quad Turret
  • HL: Heavy Laser
  • AM: Arsenal Missile

Sub-Capital Ships

Info Interceptor(150) Interceptor(350) Starfighter(350) Gunship (500) 1k Gunship 2k Gunship 4k Corvette 4.9k Frigate
Viable Size Range 150-349 350-500 350-500 500-699 1012-1399 2000 4000 4893-4899
Cruise Speed 35 35 33 33 28 25 23 22
Shield amount

(at min. viable size)

1 1 1 1 2 3 6 8
Primary L. Weapon 4 IC 4 IC 1 Plasma 1 Plasma 2 Pulse 2 Pulse 3 Pulse 1 Plasma
Secondary L. Weapon 1 Plasma 1 Plasma 1 LT 1 LT 1 LT
Primary H. Weapon 2 Torpedo 2 Torpedo 1 HL 1 HL 1 TT 1 Phaser
Secondary H. Weapon 2 Torpedo 1 HL 1 TT, 1 HL
Comments 15% Concrete 30% Concrete* No PDTs No PDTs
| No Hyper/Nav *To convert to SF No Gravwell
| No PDTs No PDTs
| No Gravwell No Gravwell

Capital/Supercapital Ships

Info 6.5k Frigate 7.5k Frigate 8k Frigate 9.7k Destroyer 12k Destroyer 16k Cruiser 20k Battlecruiser
Viable Size Range 6500-6999 7500-7699 8000 9702-9799 12000 16000 20000
Cruise Speed 21 21 19 19 18 16 14
Shield amount

(at min. viable size)

10 10+1c 11+1c 13+1c 16+1c 19+2c 24+2c
Primary L. Weapon 3 HT 3 HT 3 HT 4 HT 4 HT 4 IT 3 QT
Secondary L. Weapon 1 LT 1 LT 1 LT 1 LT 1 LT
Primary H. Weapon 1 Phaser 1 Phaser 1 Phaser 1 Phaser 1 Phaser 1 TT 1 TT
Secondary H. Weapon 1 TT 1 TT 1 TT 1 TT 1 TT 4 AMs 8 AMs
Comments Core Shielded Core Shielded Core Shielded Core Shielded Fuel Tank Fuel Tank
| ~40% Concrete* ~48% Concrete* ~35% Concrete* Reactor Core Reactor Core
| *to reach 21bps *to reach 21bps *to reach 19 bps Core Shielded

Construction

After getting your background information, you should be ready to start building your ship’s outer shell. Depending on how well-optimized you want your ship to be, this step could be completed alongside other steps. Below are some useful tips and design conventions.

  • 4.9ks and below usually have a front-bridge for Direct Control and maneuverability.
  • 6.5ks and above usually have a top-bridge for Cruise Control and battlefield awareness.
  • See if you can find a similarly-sized ship to use as a size reference.
  • Be mindful of surface area, especially on smaller ships. Concrete% is a major limiting factor at these sizes.
  • Consider future weapon placement. Will you be able to fit enough weapons to cover all your angles? Same goes for your bridge—will you be able to see enough?
  • Function isn't everything; pilot skill, numbers, or good tactics can make up for a suboptimal design. Feel free to disregard some practices in the name of creativity.

Shielding

Once the outer shell is complete, you are ready to start shielding. Almost all ships use exclusively box shields and cheth shields, although some designs will opt to use the various sizes of sphere shield to save costs.

  1. Shots that impact more than one shield will have their damage multiplied. When possible, minimize shield overlap.
  2. Assuming your ship is relatively conventional (less than 22 blocks tall), construct rectangles representing shields above your ship with odd side lengths. All shields have equal health regardless of size, so be mindful. Larger shields will be weaker and vice-versa.
  3. If your ship can have a cheth shield, use //hsphere <block> 9.5 to create an accurate representation of what blocks it will protect. Ensure that this shield protects your bridge and as many blocks as possible to get full use of it.
  4. Once shield positions are determined, place the multiblocks and set box shield dimensions to match the rectangles. You can set the height of each shield to the maximum, 21, without any consequence.
  • A Core Shield is a shield that is contained entirely within the hull, not hittable from the outside. It provides a second line of defense for larger ships, and is considered somewhat necessary on some ships for survivability or speed.

Weapons

This step may be done before or during step 3. Using the information from the table above, place weapons onto/into your ship, being mindful of these factors that will affect your ship's combat effectiveness:

  • Can I fire the maximum amount in every direction?
  • Do I have redundancy if I take hull damage? Do I need redundancy?
  • Do I have too many weapons, decreasing accuracy?
  • Is my weapon shielded well? Is it split across multiple shields? (bad) Is it in a cheth shield? (good)

Internals

  • Signs: If you haven’t done so already, add signs to your shield and weapon multiblocks. Be sure to add [node] signs as well, allowing for LTs and TTs to be automatically fired and creating weaponsets for your primary light and heavy weapons.
  • Multiblocks: Add your hyperdrive, navcomputer, gravwell, and other multiblocks. Ensure these are well-protected, but also easily accessible for refueling. If you like, add other interior features like storage, cryopods, generators, etc. Be mindful that these additions will take away from your concrete%.
  • Filling: If your ship has core shields or cheth shields, you’ll want to add internal armor around them. For the former, use //outline <block> or build the shape of the shield by hand. For the latter, use //gmask air, followed by //hsphere <block> 9.5, to create the sphere shape.
    • After internal armor is added, use //fillr <block> <range> to fill the ship up with concrete, assuming your internal/external armor has no leaks. If your ship is too big, start breaking concrete on the inside, especially near the outer shell, to get it down to size. At this point, it’s all about adding or removing concrete/armor to get the ship to its target size/concrete%.
  • Thrusters: We wait until the end to do these, because they are highly dependent on mass. Larger ships will tend to have “omnicruise,” which means having thrusters facing every direction, for maximum maneuverability. Keep in mind that more thrusters will cost more and reduce your concrete%. In each direction you want thrusters, add 15-25 afterburners, adding or removing them as needed to achieve the highest speed you can.