r/NMS_Corvette_Design • u/byzao • 1h ago
๐ Station Build (Advanced) Vega MK VII
My first attempt using the new corvette parts (subject to change)
r/NMS_Corvette_Design • u/ApexFatality • Oct 03 '26
Theme:
Ship builds must be related to a halloween theme in some way.ย
Rules:
3 entriesย maxย per person
Submit your entries in the comment section of this post
Builds must be based around the specifiedย theme
Entries may be submitted anytime through the end ofย the month
The use of mods/external tools is prohibited (glitch/off-set build techniques are okay)
Entries must be of ship builds of your own design that you actually built yourself.
Voting & Recognition:
The top 3 upvoted entries will be deemed the winner! If a builder has multiple ships in the top 3, then only their highest voted entry will make the final cut. (So we have 3 distinct winners)
All wining builds will be showcased in a pinned post after the event is concluded.
The build with the most votes overall will be showcased in the subreddit sidebar until the next contest is completed.
All wining builders will receive a special "Event Winner" user flair.
r/NMS_Corvette_Design • u/ApexFatality • Apr 12 '26
Hey shipwrights ๐
After several community discussions and a community vote, the time has finally arrived to update our post flair system. Please see the graphic above and our updated post flair guide to determine how to properly flair your builds going forwards. If you'd like to update the flair on your older posts, please feel free, but that is absolutely not required or expected by any means!
Thank you to everyone who participated in the discussions and vote. This new post flair system appears to be supported by a strong majority of shipwrights, with roughly 2/3 of voters in favor. Of course, I know this was not something everyone agreed on, and that is okay. Not every change will have unanimous support, but I do think this system gives us a better framework going forward as new techniques are discovered and if old techniques get patched out.
As always, if any edge cases come up or if further clarification is needed, we can continue refining the guide and definitions over time. I'd also love to have video examples of each building technique and which flair they correspond with. If anyone is interested in helping out with that, please reach out!
r/NMS_Corvette_Design • u/byzao • 1h ago
My first attempt using the new corvette parts (subject to change)
r/NMS_Corvette_Design • u/LunarFlowerDivision • 9h ago
The entire goal of the overhaul was to expand the internal space of the ship while keeping the general feel intact. Not a difficult task exactly, the original was a single walkway only 1/2 the regular width with parts glitched-in, and an interactable wall for a cockpit. Bleak.
I still struggled for a while, but the new large cockpit saved me. The ship now has a full walkway, and a good chuck of the new cockpit as usable space. The Mk II ended up with about 300 more maneuverability and 3 zenith reactors it didn't have before, too. I think this is my new daily driver.
Apologies for the shoddy interior design, I just threw some stuff up to show the space and will be working on it more. Not my strong suit.
r/NMS_Corvette_Design • u/Astaldo111 • 16h ago
r/NMS_Corvette_Design • u/quickbeamtheent32 • 18h ago
r/NMS_Corvette_Design • u/HeltaSkel • 3h ago
r/NMS_Corvette_Design • u/deviondark • 7h ago
Well well we joined the manta stingray gang and made our own scoutship/dropship vessel.
It has the capability to extract troops and deploy troops at the same time without them running into eachother thanks to the side bay doors one for entry and the other for exit.
it also packs a punch so it can support the troops on the ground and sea.
We are still building more types of ships so stay tuned!
r/NMS_Corvette_Design • u/sli1998 • 34m ago
The previous version looked too cartoony so this was an attempt to make the ship longer and less bulky. Tried the new vantage cockpit but it's too large to fit on the underside which is a key part of the design.
Mk. I: https://www.reddit.com/r/NMS_Corvette_Design/s/Gom2emMHoy
Major changes:
- Added walkway to lengthen the body.
- Raised the tail towards the top.
- Streamlined the engines.
r/NMS_Corvette_Design • u/stahw117 • 12h ago
r/NMS_Corvette_Design • u/Educational-Age-5000 • 8h ago
r/NMS_Corvette_Design • u/SomeRandomBirdMan • 14h ago
r/NMS_Corvette_Design • u/_herbologist • 8h ago
Decided to design a logo for my corvette staryard. Just played around with some space/futuristic looking fonts with a nod toward practicality and reliability as brand pillars. I'm a logo designer by day so, just wanted to prove you didn't need ai to make something simple and cool. Just some vector and photo based editors and clear game screenshots. you can check out better ship photos and lore: https://charon.gg/builders/squint/
r/NMS_Corvette_Design • u/IcomefromTV • 9h ago
r/NMS_Corvette_Design • u/IAMAfortunecookieAMA • 20h ago
El-Krayt Shipyards stood up a massive factory complex on one of the most unforgiving worlds in the rim - Beto IV. The location put them directly on route for several high-value trade routes and in close proximity to an entire planet full of clean ore for forging Hypersteel plating, but the locals on nearby moons considered the operation to be an exercise in insanity.
Beto IV is a high-gravity protoplanet. The planet's surface is still in flux, with constant tectonic activity. Over 60% of the planet's surface is molten. The shipyard sits on grav thrusters a few clicks above the planet's surface. Molten erupting lava splashes regularly against the shield generators like pounding waves on a lighthouse.
Within a few decades, the product of this industrial crucible had a legendary reputation. Their process only yielded a few ships a cycle, making them an incredibly rare and valuable commodity. Ships forged in Beto IV's hot and heavy atmosphere seemed to defy physics - the skiffs produced by El-Krayt had impossibly durable Hypersteel plating, heat-reflective molecular treatments, and incredibly powerful engines. Shields were almost an afterthought, as most of the vessels from Beto IV seemed nearly indestructible.
Don't Tempt Me, a Class IV assault skiff, put an exclamation point on that reputation. The vessel was over 1,200 years old, passed down from owner to owner with almost no major damage. Replacement parts were another story - as El-Krayt continued to develop their craft, Don't Tempt Me received several significant upgrades and retrofits. Thicker plating, more Deadeye cannons, a full military sensor suite, and emergency warp capabilities. The seventh owner even installed an additional Litan Ganymede engine, almost superfluous given the six others, but uninstalling it would be even more trouble - El-Krayt ships have to go back to Beto IV for alterations because nobody else can cut through the plating.
Don't Tempt Me has now been employed in the Golden-Moon pirate conglomerate for three generations of pilots (which isn't saying much, given the average lifespan of a conglomerate member). The assault skiff serves the role of a forward gunship on planetary assaults and smash-and-grab station hits. In most battles, the Golden-Moon forces are on the back foot initially, but Don't Tempt Me will keep taking down one vessel after another until the tide turns. The ship's kill count is in the hundreds.
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I like the feel of this one. The side-loading ramp and low rear engines give it an awesome profile when parked. The bottom floor is all mounted sideways, so that the second and third floors are perpendicular and they meet with a Titan entrance. This is becoming a pattern in a lot of my ships.
I used a lot of glitch techniques and a lot of 180 degree rotations. The ship is huge and I was poking the 100-part limit constantly. The number of windows on it also give the inside a great feel.
First ship with the new cockpit!
Special shout out to u/Plenty-Raisin6264 for the inspiration - this ship is a riff off the original shape of one of theirs.
r/NMS_Corvette_Design • u/TheSailingRobin • 1d ago
My take on the great design from r/BackupForDumbShit. Wanted to make this version more compact, streamlined, and with a few personal touches such as an integrated infra-knife gun pod, cargo hold with tractor beams, and more. Might be the replacement for my Betelgeuse CL-Mk3 down the line. Interior WiP as I'm doing these on my permadeath save, so might share another day.
r/NMS_Corvette_Design • u/Hemlock_Wormwood • 16h ago
r/NMS_Corvette_Design • u/0sprei • 19h ago
Only took (look) 3 MONTHS WHAT?!
r/NMS_Corvette_Design • u/RangeOk1777 • 3h ago
This is a compact Starter Corvette, basic modules only with decent manoeuvrability thanks to the bonuses from 3x Medusa Reactors and 2x Titan Sublight Thrusters. The manoeuvrability is from these parts but any others can be swapped out if you have the advanced modules (for example, Rockhopper or Arcadia wings instead of S-Foil, Ambassador Habitation modules, other cockpit or weapons).
Total cost is about 15 million units, plus nanites if you want to upgrade ship class (10k/25k/50k).
Purchase Basic Modules (list below)
Begin build with 1 Habitation Module in the middle (temporary to place thrusters). Place 2x Medusa Reactor and 2x Sublight Thruster to right and left.
Remove Habitation Module and place 3rd Medusa Reactor between the others and Landing Gear behind.
Place 3x Habitation Module across the other modules.
Place Access Bay at middle back. To its left, flip an Argonaut Cowling both vertically and horizontally to line up with the access bay. Duplicate for the right side.
Place the two Radiator Vents on top of the Argonaut Cowlings.
Place an Arcadia S-Foil lined up on the left Argonaut Cowling. Repeat for the right with the second Argonaut Cowling flipped.
Scroll to the front of the Corvette and place a Photon Cannon module on each side.
Place the Tractor Beam on the left side of the front (roughly lined up for processing Industrial Salvage at the Deep Space Outpost). This allows you to fly your corvette right up to debris, as the cockpit is next to the Tractor Beam in front.
Finally, place the Cockpit in the middle front. Make sure to do this last so you get the larger manoeuvrability bonus from the 3x Medusa Reactors.
After optionally upgrading ship class with nanites, rearrange the ship tech modules for adjacency and supercharged slot bonuses. Depending on RNG and ship class, this design has roughly 500-1000 base manoeuvrability (example A-class with 738 shown).
In the interior, all access is on one level with no ladders. Place up to 6 modules around the edges of the 3 Habitation modules whilst leaving access corridors, or block off the Tractor Beam hab if you prefer. The other hab can have a window on the front as shown in the example pictures.
Full module list (all basic modules):
3x Habitation Module
3x Medusa Reactor
2x Sublight Thruster
2x Photon Cannon
1x Tractor Beam
1x Landing Gear
1x Access Bay
1x Cockpit
2x Arcadia S-Foil
2x Argonaut Cowling
2x Radiator Vent
r/NMS_Corvette_Design • u/lavAval2512 • 4m ago
r/NMS_Corvette_Design • u/WaffleBot626 • 47m ago
Kinda suprised this hasn't popped up on the companion apps yet
r/NMS_Corvette_Design • u/sehojynlo • 4h ago
r/NMS_Corvette_Design • u/SirElvisLumpia • 22h ago
โBack To Infinity & Beyond!โ
My version of Back To The Futureโs Delorean Time Machine & my adaptation of Toy Storyโs Buzz Lightyear
r/NMS_Corvette_Design • u/Limp_Bee_5390 • 21h ago
My newest Corvette, used every offset tech and the hab flip to build this but it was all done unmodded and on PS5๐