Tips that i have seen and used in makeing ships to solo walls and general building hints.
Ships and basic info about them
Once you get into the game and actual mined resources you want to make a ship to move around. Get more knowledge to tier up and get through walls.
Some of the basic tip for this is as follows:
- Frames are currently un-damageable. Ramming does no damage to a ship’s frame. Panels and other structures may take damage.
- Usage of light low quality materials such as tin, titanium, and aluminum saves weight in the frame. There by increasing the carry capacity of said ship for more important things that will be needed later on.
- Some of the best usages of heavy mats can be testing the way your frame will look in the digital world. The wire frame is great for building your ship but sometimes you cannot always see the failures or problems with your ship design tell it is in the physical space. These test frames could be used as temporary ships to test placement of other structures. Before using the lighter harder to find materials.
- Expect to have to make many revision to your hull/frame as you fly around. This is an important part of the game your first couple of ships may have major issues that you do not have enough experience to know about them.
- Power to weight ratio is king. Having high power engines with high weight does not help you go faster. An engine that is really light with middle of the road power may be faster than one with high power. Current calculator for Worlds Adrift Speed use both power and weight which is Speed=50*sqrt(2*power/weight)
- Weight kills you faster than cannon shells. Heaver ships are inherently slower and less maneuverable than lighter ships. Additional, small (few segment) ships are generally lighter and faster than large (several segment) ships. Which means that large ships are easier targets to attack and evade than smaller minimal ships. But, large ships when competently crewed can overcome the disadvantages to a small degree.
- Cannons actual hurt your ability to run. Anything that add weight but does not increase power reduces your maneuverability and top speed.
Windwalls: Getting to T2
Getting out of the starter areas quickly can be a good and bad thing. But there is a balance that is needed:
- You need enought knowlege from islands and lore to get wings and engines.
- Having two wings and two engines should get you thought a windwall.
- I have tried single engines though a windwall but it seems to only work if you have more than 50 power in the single engine. And most T1 engines have considerably less than that. But a pair usaly will get you through.
- Wings that are not exactly horizontal or vertical give you both pitch and yaw. Having diagonal wings can be good and bad. For windwalls having horizontal wings is usaly all you need.
- The minimum parts needed to get thought a wind wall are as follows (helm
engines, total 50ish power +
wings horizontal for pitch control, two to be ballanced one on each side of frame +
- I do not list a respawner as a needed item to go though a wind wall as T2 has respawners on several island. But a personal respawner is helpful to keep more control of your ship.
Stormwalls: Pray to RNGesus
Most people avoid these like the plauge. I find that there not that bad if you prep your ship propely.
- Condutivity is in game and has some intresting results more in a moment.
- Redundancy and a large number of usless items are important.
- Protect core componets such as engines and helm.
- RNG is a pain but is predictable. Meaning if the game rolls that it want to hit the interal engine that has panels and frame and bar pipes in the path to the engine the damage never gets to the engine. As first it will strike the bar pipe twice to kill it. then it would need two more strikes to kill the panel. and then the engine will take one hit and it will stop working and a second hit to make it fall off.
- Speed is king. The less time you are in the wall the less RNGesus damage you will take.
- Basic part guidelines to get though a stormwall.
2 to 4 engines with a combinded power of at least 100 +
4 wings two per side for redundancy incase one set fall off with a combinde power of 50ish +
two compass not on the same barpipe +
25 to 50 addtional barpipes. iron is a good choice it is conductive and is plentyfull. Copper is ok but has a more weight +
enclosed fuel/power generator. or two if you can not enclose a single.
Sandwalls: The abrasive slowness
Sandwalls are a hard resilience check that can kick solo players hard in the teeth. But can be done and I dare say easily done.
- Sandwall speed is caped at 20 knots. You can have a 40 knot ship and as soon as you enter the sandwall your ship will decelerate to 20 knots. But it will not decelerate all at once. Heavier ships will hold their speed a little longer that ultralights.
- Your first sandwall ship should be around 3000 kg if you can. It will help with pitching and rolls that the wall will throw at you.
- Some of your engines needs to be above 40 resilience. If you have high power engines that have below 35 resilience you can use them but expect to have them lost in the attempt. Sometimes you will sail though the wall and they will live attached to the hull. Still other times it will be a bear of a crossing and they will die.
- Wings take very little damage in the sandwall. I usually run tin wings on all my ships and sandwalling with tin q5 I have yet to lose a wing. Unless I have lost all my engines that are usually have cased in steel. Which currently steel seems to be the best caseing for sandwalls.
- Two wings are minimum but you need a combined power of 100 to control your ships in the sandwalls while it is tossing your ship around. Four wings will give you more control but are not necessary unless you need to make the power minimum. Having all wings diagonal preferable at a 45 degree angle is best. But may not be ideal for you situation.
- Compass and Artificial Horizon is almost mandatory until you get down how your ship reacts in a sand wall. Once you have some flight time you may be able to drop the Artificial Horizon. I have some 200ish hours in and still like the horizon to help give me information. But, there are some PvP reasons you might not want to have the artificial horizon on when you have a very highly maneuverable ship.
- You will need a minimum of 150 combined power to get though a sandwall. But, I would not take any ship that cannot maintain 25 or more knots max using the formula above. Usually 2 to 4 engines will work but use as many as you can to get the weight and speed needed.
- If you lose your engines do not despair. Elevate the ship to max height and you then can pull your ship using the grapple into the T4 zone. It will take a while 10 to 30 minutes but you will be in T4 and you will have most of your ship save engines and wings. Having a sail can be prudent once you are out of the wall but is ill advised as it is rather heavy for small benefit.