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Interior Design Guide

Discussion in 'Community Creations' started by Brenner, Oct 4, 2014.

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  1. Brenner

    Brenner Junior Engineer

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    609
    Last edited by a moderator: Oct 4, 2014
  2. Tristavius

    Tristavius Senior Engineer

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    1,368
    Nicely done Brenner, a superb tutorial and your interiors certainly give you the weight to author such a document. Nice to see it wasn't just focussed on mods too and that most of it was in fact more general and stock orientated!
     
  3. Tristavius

    Tristavius Senior Engineer

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    1,368
    Would be interested to see some subject matter on how to fill out the interior of a ship as well (i.e. not the big cavernous spaces so many end up with). Same goes for scaling - too many think 10m hgh is fine for a starship corridor whe actually it rarely makes any sense!
     
  4. Lyndeno

    Lyndeno Apprentice Engineer

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    115
    Very nice guide.
     
  5. Xocliw

    Xocliw Public Relations Staff

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    2,615
    Really great guide! Everyone likes a good "before and after" comparison :thumb:!

    You clearly have some extreme talent with interior design :).
     
  6. Brenner

    Brenner Junior Engineer

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    609
    Excellent idea, Tristavius! I added a new "Room ideas" chapter with a list of possible room types that one might expect on a space ship ( Bridge, engineering bay, air lock, crew quarter ....)
    That were pretty much all room types I could think of for now. If anyone has further room ideas, suggest them here and I'll add them to the list.

    I agree, personally a 3x2 corridor is pretty much the widest & highest corridor I would usually build.

    But then again, if someone wants to go the more Hollywood way and build a entire canyon in his ship (Star Trek 10, anyone?), more power to him. Thats not my style and totally unrealistic, but it can be cool in it is own way, if executed well.
     
    Last edited by a moderator: Oct 5, 2014
  7. Kuu Lightwing

    Kuu Lightwing Senior Engineer

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    1,503
    Thanks for the guide, I hope it will help me to get better at designing.
    However, for now all ships I built had only small rooms for control station and nothing more... Maybe I'll make a bigger ship, but I wouldn't say that they were very small - about 1000 tonnes.
     
  8. PyreStarite

    PyreStarite Junior Engineer

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    559
    It would be nice if you could post the mods used in the above screenshots in a up-in-front grouping for those on the forums ~' '~
     
    Last edited by a moderator: Oct 6, 2014
  9. gFleka

    gFleka Junior Engineer

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    562
    Amazing idea, now someone that sucks at architecture and interior decoration like I do can finally fluorish :D
     
  10. Nick_ST

    Nick_ST Trainee Engineer

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    26
    Superb guide ( let alone the Hyperion, I instantly subscribed to that masterpiece ) ! I especially like the way you put mechanical looking objects behind the grated floors (Kolt16 Mod i think) combined with some lighting.

    I think you should/could also mention that one can easily add mechanical "greeble" and vastly improve atmosphere by partially grinding down certain blocks (beacon, spotlight, 1x1 wheel and interior block) and placing them behind the aforementioned grated floors. This effect is IMO boosted by placing orange, red or yellow lighting behind the "mechanics".
     
  11. Kuu Lightwing

    Kuu Lightwing Senior Engineer

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    1,503
    By the way, can you give some advices on designing the ship with interior? I mean, you added a list of rooms that could be in the ship, but I'm talking more about "how to fit them in the ship" guide. Do you start the ship with interior? Or you build the hull and then fit th rooms in? How to keep it not heavy as hell so it can fly while not being as sluggish and weak as default blue ship?
     
  12. Radma Kanow

    Radma Kanow Apprentice Engineer

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    326
    I'll repeat what others said but awesome guide is awesome. Especially when most of the *bling* effect can be achieved without mods.

    @Kuu
    Maybe a bit hard answer but your problem is what you need to solve by yourself. Any real "do-it-like-this" will force you to copy other people solutions and ideas. And in the end you will have a ship which is not yours but a mix of people's ideas.

    I know, I know. It's hard to fit all needed rooms into a hull. I myself am at that point when trying to design crew. Large ship for long range research and exploration. And guess what, full 3-shift bridge crew gave me 30+ people. And where are engineers, scientists, small craft operators, med personnel... I have faced HR problems waaaay before placing a single block. And mind that all those people require some place to be.

    Eternal engineering problem:
    space leads to mass
    mass leads to power consumption
    power consumption leads to power supply increase
    power supply leads to mass
    and so on....

    My 2 space cents to solve "how to fit them in the ship":
    - decide overall size (corvette or super-uber-mega-battle-freaking-dreadnought)
    - plan ahead what rooms are *essential* to your ship (my large ship min is bridge, engineering bay, reactor core, fuel storage)
    - plan overall schematic to avoid long transport ways (you have reactor, factory, construction bay? place them near each other)
    - use external software as a design helper (even MS Paint - color rectangles with room names and try to fit them on the smallest area)

    I usually start with interiors and wrap hull around while trying to achieve the shape I desire. So I imagine my final shape, then plan interiors, build around to fit final product.
     
  13. Kuu Lightwing

    Kuu Lightwing Senior Engineer

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    1,503
    Thank you for advices! I'm definitely not looking for step-by-step instructions - just for the tips and experience from the people who did it before. Design techniques, but not exact ideas.

    Also, do you suggest adding mods right now or try to use only vanilla at first to learn "basics"? I'm a bit hesitant with the mods since my Minecraft experience says that mods are one-way ticket - once you add them, you never play vanilla again.
     
  14. Tyriosh

    Tyriosh Apprentice Engineer

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    478
    Well, I think cosmetic mods are absolutely ok, exspecially when you want to add Crew Quarters and this stuff. Would look boring just with vanilla blocks. But gamechanging mods, well, I dont really like it to use them, but thats your decision.
     
  15. Commander Rotal

    Commander Rotal Master Engineer

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    4,979
    If you're like me and want to avoid Mods look into using small ship blocks for interior design. They're a big on the chunky side with half a meter in every direction but it still works surprisingly well:

    [​IMG]

    [​IMG]

    [​IMG]
     
    Last edited by a moderator: Oct 7, 2014
  16. Tristavius

    Tristavius Senior Engineer

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    1,368
    My methodology if it's of interest.... you'll probably realise quickly everyone has a very different method!

    I start with exteriors always, in fact I hardly place a single interior block until I'm 95% complete with the exterior (the exception being hangers and nav bridges as they directly effect the exterior in a big way).

    Like Radma, I work to almost roleplay-esque standards in that I consider crew complements and so forth. Broadly speaking I'd say ships people make fall into three design categories...

    [*] Survival; usually very little frills, designed to be built fast and tough and usually most concessions are made towards functionality... not to say there can't be a little flair but it's usually secondary.
    [*] Hybrid; the standard most people seem to build to, ships will contains most necessary functional areas such as a bridge and engineering and usually well decorated. The ships however is usually designed for one person (or with a couple of friends) and thus doesn't tend to have much 'fluff' other than the odd captains cabin.
    [*] Realistic; usually aimed as show-piece crafts which may or may not be practical for actual gameplay. Usually tries to emulate a living, breathing ship as much as possible and considers things such as crew accommodation and facilities and the function of the craft (which may not even exist game play wise such as an electronic warfare ship or a colony ship).

    Once I have my ships 'shell' I loosely plan out where each room is going to be... on a cruiser or something this is quite obvious and restricted but on something like a fleet carrier there's a ton of choice! I start with planning out some of the most important space such as the Nav Bridge, Engineering and Hanger Decks and fit any main reactors as needed (aiming for at least double the necessary power to future-proof if other components start getting proper power requirements). Once the important stuff is in place I start fleshing out the remaining space. Crew quarters (barring special officer cabins and so on) are usually last as they can be crammed into odd little spaces that are left over. I will usually more or less totally complete a room as I go, lighting and all to make 100% sure I'm happy with it. On most ships I have ripped out at least 1 room and started it from scratch; if it doesn't feel quite right, it's probably not!

    Remember one thing that a lot of people forget; scale. A large block in space engineers is 2.5m high, that's actually a fairly good ceiling height! (2.4m is considered standard for new builds in the UK). While this may sometimes feel tight in-game, realism wise it's actually quite alright. I build most public areas at least 2 blocks high as a compromise between feeling right and realism but don't be afraid to use a single block high for crew quarters and other tight spaces. Having some tight narrow spaces also helps to make the other areas feel larger than they are; the human brain is easily tricked by such things. A low, narrow corridor opening into a slightly larger room will make it seem bigger than it is.

    Think about the type of ship when deciding on spaces. Chances are a frigate is going to be fairly pushed for space so crew facilities will be at a minimum and you may end up with more exposed conveyors and instruments behind grates and so on. This helps the ship feel the right size even when you're inside. Someone spawning inside without ever seeing the exterior should be able to quickly guess the size of the ship. Something larger like a carrier can dedicate a lot more space to crew facilities (mess hall and even entertainment spaces) and can make much better use of wider corridors with less stuff on show in public spaces (still a useful decorating tool in more industrial rooms and so on).
    Windows are nice, but many people get annoyed by them as a weak-point. Most favour a combination of a small flight bridge for non-combat ops and a battle bridge protected away in the depths of the ship. The odd window on a cabin or public makes for a nice space, but is best recessed or otherwise partially protected by the hull features.

    Always pay attention to mood lighting and spend some time playing with it. I prefer to come up with a standardized scheme which is then used in all my vessels giving a sense of consistency. I'm a big fan of fleets that readily identify their author from little clues and consistent design. I could for example spot Lord Commissar (Phoenix Shipyards) or Tyriosh (KUS) work a mile off, inside or out.

    Finally, always remember you can get away with a lot if you justify it with your own lore in a description!
     
  17. UrbanLegend

    UrbanLegend Apprentice Engineer

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    224
    Good read. I'm starting to spend more time on interiors myself.

    One thing to keep in mind is to have an overall style. There are a few that I've seen that are common in movie and film (my own terms for them):
    Classic NASA - White, cramped and minimalistic as if weight was actually a factor. Think of designing everything as a pressure vessel - rounded spaces, no thick structural elements (unless they are scafoldized), minimal doors and windows

    The Massive Halo Effect - Everything looks like it was designed by Apple. Sweeping ergonomic spaces. High ceilings. Floor to ceiling panoramic windows.

    Old Imperial - An obvious precursor to The Massive Halo Effect. Basically the interior of the Death Star or Star Destroyer. Large spaces. Lots of levels, recessed stations, mezzanines and bottomless pits (no railings oddly enough). Large windows. Recessed lighting.

    Future Industrial - The future warship as a submarine or freighter in space. Typical in the 80s and 90s. Think the inside of the Battlestar Galactica, the Sulaco from Aliens or the Millennium Falcon. Dark, cramped, lots of exposed piping. Strobes, black/yellow caution stripes, red ambient lights.

    Alien minimalist - Bright, windowless, featureless, white spaces. Useful for showing you've evolved beyond such pedestrian pursuits.

    Next Generationalism - Your ship as a giant Marriott Hotel in space (like the Enterprise from ST:TNG). Easy on the windows and large spaces. But clean lines, not a lot of structural elements showing, or they are behind glass. Use of color.


    Of course you can mix and match depending on how large your ship is and it's purpose. Crew, command and medical areas you might want to make Next Generationalist or Alien Minimalist, but then you go through a hatch and the engineering spaces are Future Industrial or Classic NASA.


    If I have time later, I'll post pictures of what I'm talking about.
     
    Last edited by a moderator: Oct 7, 2014
  18. Tristavius

    Tristavius Senior Engineer

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    1,368
    You're spot on with those styles UrbanLegend! More or less covers the lot really, although the industrial feel can probably be sub-divided a little further. The 'gothic' style of 40k also springs to mind, and has been done in SE a few times, though more with exteriors than interiors.

    Wonder that my stuff classes as... Next Gen decor in NASA spaces perhaps?
     
  19. Kuu Lightwing

    Kuu Lightwing Senior Engineer

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    1,503
    Thank you guys for advices... Not sure if it made my life easier, though, but thanks anyways :D

    Whaen I think about it, I want to keep my ships at least a bit practical. That doesn't mean I don't want to bother with interior at all, but for now I'm not into trying to make a living ship with crew facilities and stuff like that, at least for now, but I want to make it look good and feel like... a ship with rooms, corridors and stuff (if it's a big one) - something you can not only fly in 3rd person view, but also walk around, explore or "live". I guess it's a "Hybrid" type in your classification, Tristavus. Hope I'll be able to make at least one of them and maybe even in survival. Want to practice at Creative first, though...

    As for your small block interiors, RotalHenricsson, I like your designs, but I don't think it's the way I want to make them. Someone else could find your ideas useful, though. :)
    And I have nothing against mods, except for they might "dissappear" suddenly and I also afraid they could make me rely on them too much
     
    Last edited by a moderator: Oct 7, 2014
  20. Brenner

    Brenner Junior Engineer

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    609
    Seems like I triggered a excellent discussion, I will expand my guide by some of the points discussed here. On the weekend that is, can't really concentrate after work.

    Point 1 will be about partially grinding down blocks to get new looks on your blocks, like Nick_ST suggested. I used that method in the past, for example for creating steel girders via grinding down light armor blocks, i just forgot about it a bit thanks to all the shiny new mods.
    This will probably be a new subpoint in the "Structure" chapter.

    Point 2 will be about scaling & deck height.

    I never really thought about that before, but it turned out I already designed my ships exactly like you described. The Hyperions deck height alternates between one and two blocks, the only parts where I have higher ceilings is 1. in the main corridor, where the stairs lead up to the crew quarter 2. in the engineering bay, where it is a technical requirement, considering a large reactor has a height of 4(?) blocks.

    Same thing on a much older carrier ship of mine, again the alternation between 1 and 2 blocks. The only places where the ceiling is higher involves stairs again, plus the hangar deck (another example of a room where the ceiling height is technically required)

    I guess I'll also point out that it is of course valid to build Star Wars-like bottomless pits in your ship - provided that is the effect you were intentionally going for, not because you were too lazy to fill out your ship properly ;)


    About building methodology ..

    1. My first step is usually laying out the shape as a 2d model (basically the floor only), until I find a shape that I like.

    2. The next step is pre-placing some of the huge blocks.
    Large reactors and large thrusters are nigh impossible to add in a later stage if you don't plan them in from the start. The same is true for the conveyor network which I also add in this stage.

    3. Provided I didn't have to ruin the shape in step two, the next step is placing the majority of the interior and the sidewalls. Like Radma and Tristavius I roleplay the requirements of a real, living crew, including crew quarters, life support, airlocks and so on. I did that even before mods were commonly used, simulating beds with full cover walls and such. I don't build the ceilings yet, because its way easier to place all the furniture from above.

    4. I add the ceilings. If my ship is supposed to have multiple decks, I pretty much repeat the step 1-3 for the new decks.

    5. Lots and lots of finetuning, both exterior and interior. I might redo some rooms or alter portions of the hull if it doesn't look right.

    6. The last thing I add is lighting. Mainly because the lights tend to get into the way of furniture that I want move or add during the finetuning stage, and having to demolish, place them somewhere else and configure its light color AGAIN is such a waste of time.

    I'm not saying that is the best way to do it, just the way that works for me.
     
    Last edited by a moderator: Oct 7, 2014
  21. Radma Kanow

    Radma Kanow Apprentice Engineer

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    326
    Interior Design and eternal dilemma: hot to fit it in? And as I suspected there are as many answers to those as many there are engineers.

    From what I have seen (and been thought at uni) there are two general directions:
    - from general to detail (aka. hull first, interior later). Ex. Tristavius
    - from detail to general (aka. interior first, hull later). Ex. Brenner and myself, though initial moves are a bit different in my case.

    Before I present my building scheme, let's focus a bit on those two methods above, as they have pros and cons. First one gives you the final visual shape you desire at first place. And that's all I can think about right now... For me, cons are sa follow: you need to fit all rooms and decks into finite space. Retrofitting on-the-fly may cause parts clip with hull (too large room sticking out) and/or some weird corridors or conveyor system. And probably odd shaped and narrow, claustrophobic areas.

    Detail to general method, imo, is more forgiving. you are not restricted by any borders as they are non-existent at that stage. You can freely add, subtract, modify, replace, rebuild, redesign, alter, change, exchange, model and whatever you desire until you are happy with that. The cons: well, this can lead to rather large ships, probably oversized to what one may expect. And final hull shape may be a result of your interior design so it may not be visually pleasing as some Engineers here present.

    Now, my personal scheme. As mentioned before I build from the inside towards outside. It means I start with certain rooms and move further adding more rooms and corridors, wrapping it around with hull. Usually I start with Engineering Room, Reactor Core and Engine Section (for large ships, small ones I have a bit different method). Later I simply add Control Section, and any other rooms that are needed based on ship class and size.

    Typical build, huh? Not exactly. Before I start I plan ahead my new ships general size, class and purpose. So lets say I am to build a long range, independent resource research and exploration vessel with a bunch of small units (ore scout detector, miner and some cargo transport). This requires a hangar so first deck is checked. Standard things like reactor room and engines - checked. Ore storage - checked. I'll pilot it myself only so no need for crew quarters, mess hall and such stuff - checked.

    When general idea is clear I start to plan in my mind overall shape (well developed spatial imagination helps a lot). At this point I "experiment" with layouts. Long needle... or ugly but functional brick? Naah, lets make it vertical, like Mothership in Homeworld. Or maybe 2 hulls like catamaran? Trimaran would look cool. Standard IRL navy like is more durable... And so on until I find what I like for that one.

    Switching from one design to other I try to fit my "amenieties" inside just to check if it fits in easy. When picked i simply start building. Similar method Brenner uses, while he builds "floor shape". My floor shape is 3D and in my head.

    As for small ships - I know I will need a cockpit, power, gyros, thrusters...pretty much everything. But my initial overall shape and design is very general. With small ships I'm very inconsistent. I tend to redesign on-the-fly much. Too much. So that my final ship may look completely different to initial thought.

    But I have some general rules I stick to when designing new vessel (small or large). This is what Tristavius mentioned in his categories. I try to make realistic units. Well, maybe not realistic, but very probable. I place myself in my ship and think of my needs while in space. Then check if my ship provides that. Many people forget about some essential things. I have seen some really cool ships, well designed and with smart interiors. Astonishing warships with massive armament. And large, glassy command deck on top. One rocket and that behemot is useless.

    Just an example. I try to avoid such mistakes. And question for you all - how many of your ships have life pods? I don't suspect you all for being heroic captains that die in flames with their unit :) That's why I presented you some time ago my idea of security windows. I know, windows are a weak spots and not very realistic (despite "bulletproof" glass desc.). My windows are also weak spots in all my designs. But at least they are probable. Currently I'm working (well, researching convenient and easy to use) on an emergency reactor core eject. Just another "probable" thing.

    Anyway, we all build according to our own pleasures, share projects and acquire inspiration from others. I do. Many times I had those "why haven't I thought about that, it's so obvious" moments. But it's what makes my projects better. I can incorporate some solutions I haven't thought about as well others may be inspired by my creations. In the end we all develop our own building scheme.
     
  22. Dragon-Raptor

    Dragon-Raptor Apprentice Engineer

    Messages:
    120
    Mind if I jump in? ;) Really nice & interesting discussion BTW!

    I follow the inside->out route mostly. Function dictates form... mostly. Generally I lay out the 'working guts' of the ship (cargo, power, refineries if included, main thrusters) in one area, build up around a bit, then move on to the next section. Normally have a general plan or layout in my head, making changes on the fly when needed/inspiration strikes.

    Both my large ship mining craft have had almost no interior: hatchway, few block corridor, control console. That's it.

    The large combat ship had some interior, but it was pure 'Survival' style. Few doors, some lights and a control console.

    Lately turned to putting pencil to paper/graph-paper to help me visualise and layout the key systems. Get those wrong, and it's a massive undertaking (or a bit of 'Creative Mode cheating' :D ) to fix once you find out... often after you've build a lot around those parts.

    Current huge project is definitely going in the 'Old Imperial' and 'Future Industrial' direction. With a side order of 'Next Gen' for the crew/passenger areas. Really need to sort out how I'm going to lay out those areas (for RP reasons, I'm going to merge in a small part from my starting ship, and the cryo bays from my Colony ship, into the main ship) so far only really planned out the ore/refine/supply region, the solar power recharge system (need to see if concept works), and the main engine system. Those titan engines HAVE to be designed around.

    On mods... well, without those hybrid 'interior wall conveyor' mods, this ship would be a heck of lot larger, with much wasted space. And Riptide's 'Combo Walls' have allowed me to have passages and features where I would not without. So I have to say I'm a whole-hearted supporter of mods. But even the basic 'Interior Wall' block is wonderful.

    I will confirm that working in->out does cause the ship to grow larger than you first thought. Exponentially. I mean, I knew it was going to be big, but I've almost matched my Colony ship, yet I've only made about 20% of the whole ship... :(

    Carry on with the discussion, by all means!
     
  23. HBenceHUN

    HBenceHUN Trainee Engineer

    Messages:
    92
    Quote:Originally Posted by HBenceHUN
    These stereotypical styles are quite accurate to be honest, many of the ships I've seen so far could easily fall into any of these, but there were some really contrasted designs as well.

    My everlasting dilemma is starting a ship. From the inside to outside, or from outside to inside? If I start creating a ship from the inside, there will be enough room for whatever I want, and however I want, but the outside may become "blocky". When I start a ship from the outside, the things are reversed. The ship looks like how I would like it to look like, but inside could easily be deformed, or disproportional sized and shaped rooms.

    Personally I'm kind of a mixture of most those listed before. My creative mode ships are not really practical, since there are so many "pointless" things, such as crew deck with rooms and three layer thick Reactor halls, the blue glow of ionized air, an overcomplicated docking system turning the ship into the right direction and pulling it into it's place, and so on.

    In styles, I mostly make, following UrbanLegend's chart, Massive Halo Effect like crew decks, bridges and hangars and reactor halls, the engineering deck is more of a mixture of Future Industrial and Next Generationism, with gyros, gravity generators behind glass panels, but also many exposed wirings and red-green status lights. My whole interior is like a factory of some sort: The areas where the "outsiders" can visit are all clean, bright and ergonomic, but behind the scenes are wires and machinery all over the place.
     
    Last edited by a moderator: Oct 13, 2014
  24. Brenner

    Brenner Junior Engineer

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    609
    Updated the Guide with a new chapter named "Grinding down blocks for more structures".
    The other planned chapter dealing with room height is currently delayed thanks to general laziness and temporary distraction caused by other games.

    You mean that one: https://steamcommunity.com/sharedfiles/filedetails/?id=314723857 ?

    Haven't seen that before, but it seems highly useful. Especially if you are going for a very compact design or a clean "Next Generationalism" design. For a "Future Industrial" project on the other side, having pipes running openly through your corridors can actually be a good thing.

    I'm starting to really like UrbanLegend's chart, having names for the most important styles is really practical.

    Agreed, I love the thin walls included in the package. Having to place 2.5 m thick walls *inside* of your ship is a bit silly and takes away way too much space. Riptides combo walls are a great way to fix that problem.

    I would also love to have a set of thin walls that look exactly like light armor blocks. Would be a great addition to the vanilla game I think. Also very practical for survival designs: minimal resource investment, minimal protection but still able to cover up the ugly internals of your ship.

    .
    That titan engine and its ultra long shape seem like a nice design challenge. I haven't used them in any of the ships I released yet, but I think I would add them in one of 2 ways:
    1) add the engines to the rear of the ships main body. The majority of the engine will of course end up in the inside of the ship. The engine would become part of the engineering bay.
    2) go the Star Trek way and add them as engine nacelles. Cover most of its body up in light or heavy armor because I feel the visuals (cylindrical stuff and all) wouldn't really fit my usual exteriors.

    Thats true. Not a problem for me though, my exteriors aren't as streamlined or elegant as the ones of most other players around here.

    If I need 2 extra blocks for a large reactor or something, I just create a bump in my ship and smooth it off a bit with slopes.
    Actually, whenever I see a plain, smooth exterior area that is larger than 5x5 I start to wonder what I could add there: a bump, some color stripes, a exo skeleton like structure ...

    Here is a rather extreme examples of my exterior designs:
    [​IMG]
    Basically the "Future Industrial" style applied on the outside.
    Most of the bumps actually have a function: the massive metal mountain in the center for example houses the bridge (well protected in extra layers of heavy armor), the "ribs" acts as extra armor that reinforce the entire structure and even the confusing zebra like color pattern has a function, it makes aiming at individual turrets harder (its actually hard to even notice them from far away as long as they are turned off)

    As as I said, thats a rather extreme example, but I generally don't have many straight, flat areas in my exterior designs so adding a few blocks here and there in favor of some interior design elements is rarely a problem.

    I can however see that designing a good interior and exterior is problematic if you prefer more streamlined/elegant exteriors. Maybe someone else has a good tip for you.
     
    Last edited by a moderator: Oct 13, 2014
  25. aboredteen1

    aboredteen1 Junior Engineer

    Messages:
    514
    my question lies not in the decoration but rather the layout how the heck do I lay out a ship? I have imo high quality interiors but no lay out
     
  26. mastpayne

    mastpayne Senior Engineer

    Messages:
    1,385
    Look up some Deck Plans for ships. Then use your imagination for 'updating' from seas to space and from today to 'da future'.

    Just ask yourself the question "What do folks need to either survive, do their job, or be comfortable?" in relation to your planned ship.
     
  27. Kuu Lightwing

    Kuu Lightwing Senior Engineer

    Messages:
    1,503
    Here's the design I am currently working at. It's a long-range cruise yacht, and I went the inside-out approach mostly. I finished most of the technical rooms (except for hangar) and going to build the next deck with a bridge and crew quarters. The thing is, I'm not gonna use mods for this build so, is there a way to design crew quarters in vanilla?

    Ship exterior. She is not a military ship, but I plan to add some turrets and probably a fighter or some drones to the hangar for self-defence.
    [​IMG]

    The "Hub" room. It's a subject to change and for now I don't know what exactly would it be, but I feel like the shape is going to stay.
    [​IMG]
    [​IMG]

    One of the two technical rooms. Each has 9 gyros and located in the ship's "wing". I'll probably put my G-gens to these rooms later.
    [​IMG]

    The factory. 4 assemblers, refinery and an arc funace - you'll never gonna know what could possibly happen in a long travel.
    [​IMG]

    *oops, missed the storage room with 4 large containers*

    Front reactor room. Gyros were covered in glass, but it seems like glass lost in the copy-paste process. Will fix that later.
    [​IMG]

    A small storage room :)
    [​IMG]

    And unfinished hangar. I can probably fit 3 small ships in here.
    [​IMG]


    So, thank you for the guide :)
    That's not the prettiest design ever, but it was your guide what inspired me to start this and I try to follow the advices you give.
     
    Last edited by a moderator: Oct 14, 2014
  28. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    You could also use them like Impulse Engines. Titans with another layer of armor would be reeeeally bulky for a Star Trek-like vessel; you'd need something the size of at least a Galaxy or Nebula to balance that out visually. Turn off Thruster Damage, place an array of red Spotlights and Catwalks behind them and that could look really nice, particularly with a darkness mod. (If one uses mods i'm also sure there's better alternatives than Catwalks. Anyone know about a Hull Plating or Aztecing Mod?)
     
  29. Dragon-Raptor

    Dragon-Raptor Apprentice Engineer

    Messages:
    120
    That's the one. Plus there's a companion one here: [SIZE= 13.3333339691162px]Interior 3-way Conveyors This one add's 3 T-junction versions.

    Not sure the Interior wall block counts towards "Next Gen" personally ;) More "Old Imperial" in my eyes. But those blocks really help keep things compact. I don't like wasted space, and this way, one layer of blocks does the job of three (layer of inter blocks for one deck ceiling, conveyor pipes, then the next deck floor)

    Cuts down on stair usage too :D

    They also allow for the filling of those unsightly gaps when you do have the pipes emerge into your "Industrial" cabin/rooms. I tend to hide away the tubes, due to those gaps around them. Have added semi-exposed pipes to the Refinery cabin on 'The Project' now, though. I'll get some screenies tonight...



    Only snag with them: lights. Placing them, that is. I tend to use them as facings over other blocks, so they do stop lights being placed next to walls.

    Course, could use them the other way around... just need blocks to attached them to.

    Nice looking ship Kuu. I have to admit, I'm not a fan of having armour blocks showing when inside, hence my heavy use of 'Interior Wall' and (recently) Riptides blocks.

    I've seen both 'Passage' and 'Full Cover Wall' blocks used to represent beds. Also there's the option to use small ship blocks to build interiors, either features or complete (as RotalHenricsson has shown)



    Only one I know of is Riptide's Combo-walls. Sorry. :(

    And finally... shameless plug:
    https://forums.keenswh.com/post/nile-jewel-refitted-colony-ship-7116001?pid=1284609450#post1284609450</div>
     
  30. Tristavius

    Tristavius Senior Engineer

    Messages:
    1,368
    Aaahh, but the conveyors can make such a nice feature!
     
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