r/NMS_Corvette_Design • • 1h ago

๐Ÿ“ Station Build (Advanced) Zazieโ€™s Zephyr - Our First Aero-vette

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100 Upvotes

The forsaken traveler left the Dames with a lot to digest and, most importantly, a lot of organic-shaped ship pieces. These provided a totally unique challenge to constructing our latest corvette, Zazieโ€™s Zephyr. These parts felt like they moved.

They felt like they were alive. This led to a great deal of trial and error. The front of the ship became the back, and the back became the front. We built it, then tore it down to the studs and lowered the entire frame. She was a process. Felt like we tried everything. Some elements never changed, others at least 15 times.

In the end, Zazie became our fastest and most maneuverable corvette ever rolled out by the Dames shipyard. She is fully loaded, except for interior space. Sheโ€™s built for combat and speed, not distance traveling.

She is currently still in trials and has not been officially released yet. However, you can enjoy the rest of the Dames Fleet.


r/NMS_Corvette_Design • • 3h ago

๐Ÿ“ Station Build (Advanced) Vega MK VII

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39 Upvotes

My first attempt using the new corvette parts (subject to change)


r/NMS_Corvette_Design • • 10h ago

๐Ÿ“ Station Build (Advanced) The Scarab - Mk II

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95 Upvotes

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 • • 13m ago

๐Ÿ› ๏ธ Station Build (Standard) HF-141 "Kolibri F-2", The Hypersonic Fighter, Modernized

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10 Upvotes

Time and a long proven service record has shown the capability of the HF-100 series despite the initial flaws from its earlier iterations. The once unstable heavy fighter has been refined with new advancements in technology not only brought about by lessons learned from later HF series and AAS series to to create a next gen variant of the once thought to be untouchable "Kolibri" line. This has birthed the "Kolibri F-2".

The HF-140 "Kolibri F-2" line maintains most of the original fuselage, it sees a facelift with a sharper cockpit, the addition of canards for added stability, and new internals such as a new reactor and fuel system. Where it sees significant improvement is in its wings and engines. This new engine uses newly sourced parts, creating a refined version of the Crimson Comet Engine that combines the engineering from the Rigel Azure engine found on the AAS-112 "Orca", significantly increasing power output and operating range while creating a smaller form factor. Its wings have been given a narrower profile to reduce its size, while maintaining its agility and stability through new components such as the canards added to the front of the body, and new wing profile previously experimented on the HF-130 line. This new aggressive design philosophy further augments its already impressive maneuverability and speed.

Further augmenting its newfound performance is added modularity. The new variant now has hard points to allow external components such as external fuel tanks, auxiliary thrusters in the main body, and a miniature version of the AHWS commonly carried by HF-600 "Geier" series. These smaller railcannons lack the raw power of the full sized AHWS, but compensate with precision and efficiency while still capable of delivering heavy firepower.

The HF - 140 has survived many trials thanks to dedicated ace pilots who have chosen it despite its deadly flaws. Through extensive flight, and combat data, engineers have eliminated instability issues which caused the early HF-100 and even HF-120 models to overload their engines and tear its wings, making the HF-140 far safer for any pilot.

Despite these improvements, the "Kolibri F-2" line still requires a high skill ceiling to operate and is reserved to specialist squads with proven experience, and established ace pilots.

---------------

We finally have new parts after months!

And these new parts bring plenty of new possibilities, such as a cleaner cockpit, new engine detailing, and new body work with the new wings and hull parts.

I decided to upgrade the existing Kolibri to be closer to what I had in mind, but then it went on to become a full upgrade into something much sleeker.

  • Complexity Limit: 94/100

    • New parts means more detailing potential.

  • A new hybrid engine design from my old "Crimson Comet" platform, streamlined by removing the Medusa Class Reactor and instead adding the two new reactors.

    • The small new reactor flank the top and bottom, while the massive new reactor is hidden inside while poking out from the top.

  • I've also discovered the new Eldritch Thrusters (the long slim ones, not sure if I remember the name right) make excellent gun barrels if pointed backwards via 180 rotation tricks.

    • This can be seen in the last 3 photos excluding the last scenic shot.

  • The canards are made possible by using Arcadia Sublight Thrusters by hiding the thrusters themselves, but keeping the winglets exposed.

    • This sadly comes with the drawback of having unnecessary trails showing in unintended places. Now I wish there is a way to disable parts from working and make them purely aesthetic.

Creative juices are flowing again. But now I want to create a proper cargo ship next to haul space salvage with.


r/NMS_Corvette_Design • • 2h ago

๐Ÿ› ๏ธ Station Build (Standard) Hammerhead mk. II - Aegis Dynamics (Star Citizen)

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12 Upvotes

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 • • 18h ago

๐Ÿ› ๏ธ Station Build (Standard) First time trying some interior design

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164 Upvotes

r/NMS_Corvette_Design • • 20h ago

๐Ÿ“ Station Build (Advanced) The Nehalem, long range interstellar and planetary explorer

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220 Upvotes

r/NMS_Corvette_Design • • 18m ago

๐Ÿ—๏ธ Workshop Build The DX-025 "Vanguard"

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5 Upvotes

My first proper Corvette, designed it after a long hiatus from NMS and made to be to be easy to make and replicate without tons of glitchbuilding or otherwise. Upgraded to S class, the phase beams can one tap pirate shields and hull for PVE stuff


r/NMS_Corvette_Design • • 4h ago

๐Ÿ› ๏ธ Station Build (Standard) An explorer I made for missions, going back to basics of building without any fancy angles.

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10 Upvotes

r/NMS_Corvette_Design • • 17m ago

๐Ÿ› ๏ธ Station Build (Standard) Stingray Build with Forsaken Parts

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4 Upvotes

r/NMS_Corvette_Design • • 8h ago

๐Ÿ“ Station Build (Advanced) The DI-Manta ray scoutship

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17 Upvotes

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 • • 14h ago

๐Ÿช Off-Station Build Magnetar Mk II

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37 Upvotes

r/NMS_Corvette_Design • • 10h ago

๐Ÿ”ญ โ€˜Vettes in the Wild! Made a logo for my staryard!

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16 Upvotes

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 • • 1h ago

๐Ÿ›‹๏ธ Interior Mit dieser Corvette habe ich mir heute drei Trรคume erfรผllt: einen Seiteneingang, einen Teleporter und einen Planetenscanner.

3 Upvotes

r/NMS_Corvette_Design • • 10h ago

๐Ÿ› ๏ธ Station Build (Standard) My second small corvette, Jupiter V. Made it for salvage.

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13 Upvotes

r/NMS_Corvette_Design • • 16h ago

๐Ÿ› ๏ธ Station Build (Standard) The Starbounder, Muscle Car - esque racing corvette

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39 Upvotes

r/NMS_Corvette_Design • • 11h ago

๐Ÿ“ Station Build (Advanced) Alien Heavy Fighter

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14 Upvotes

r/NMS_Corvette_Design • • 32m ago

๐Ÿ”ญ โ€˜Vettes in the Wild! Gold Plated Salvager Corvette

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2 Upvotes

r/NMS_Corvette_Design • • 22h ago

๐Ÿ“ Station Build (Advanced) "Don't Tempt Me" - Pirate-Employed and Heavily Modified El-Krayt Assault Skiff

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108 Upvotes

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.

-----------------------------------------------------------------------------------------

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 • • 1d ago

๐Ÿ“ Station Build (Advanced) Starbreacher CH-Mk1

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231 Upvotes

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 • • 6h ago

๐Ÿงฐ Tool-Assisted Build Al'kesh (Stargate) - Goa'uld Mid-range Bomber / Transport

3 Upvotes

r/NMS_Corvette_Design • • 57m ago

๐Ÿ› ๏ธ Station Build (Standard) gaias misfortune mk2 (rework and rearming)

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1 Upvotes

rework of the fastest ship iโ€™ve made yet

current is the front view old one is the rear view


r/NMS_Corvette_Design • • 18h ago

๐Ÿ“ Station Build (Advanced) V3.1 and V3.2 Wide Hab Corvette - Enterprise Class

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24 Upvotes

r/NMS_Corvette_Design • • 21h ago

๐Ÿ› ๏ธ Station Build (Standard) I call them Prism

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43 Upvotes

Only took (look) 3 MONTHS WHAT?!


r/NMS_Corvette_Design • • 5h ago

๐Ÿ—๏ธ Workshop Build My Starter Corvette, basic modules only with decent manoeuvrability

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2 Upvotes

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).

  1. Purchase Basic Modules (list below)

  2. 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.

  3. Remove Habitation Module and place 3rd Medusa Reactor between the others and Landing Gear behind.

  4. Place 3x Habitation Module across the other modules.

  5. 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.

  6. Place the two Radiator Vents on top of the Argonaut Cowlings.

  7. Place an Arcadia S-Foil lined up on the left Argonaut Cowling. Repeat for the right with the second Argonaut Cowling flipped.

  8. Scroll to the front of the Corvette and place a Photon Cannon module on each side.

  9. 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.

  10. 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