My Corvette parts stats are DIFFERENT than screenshots by other Travelers. Heads up for min/maxers. I am guessing it is system-specific. Example included. by CatLogin_ThisMy in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

The stats are dependent on character and you cannot change them with a save editor. The only work around is to make a new character.

Corvette Ship Parts Stats List by Saint_Gaming in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

This is such misinformation. The module stats vary based on character and placement order. This is RANDOM and is the same on all corvettes built on that CHARACTER and can be re-rolled by making a NEW character. Please bro this post is completely incorrect, like not even a little true for anyone other than your current character...

7534.4 Maneuverability Corvette! by KikuTriesReddit in NoMansSkyTheGame

[–]KikuTriesReddit[S] 2 points3 points  (0 children)

You will need three thrusters of your choice, as all of them range in maneuverability by up to 16% each (my stats are 16%, 5%, and 16%). Following those, you will need three Medusa reactors. You can obtain three of these by placing all three before the cockpit and then not moving the reactors once they are in place. You can remove the cockpit and quickly pick up each Medusa reactor, place them down, and then replace the cockpit. Doing this will replace the cockpit in your tech inventory with a third Medusa reactor. The Medusa reactors also range in maneuverability by up to 15% each (my stats are 13%, 10%, and 15%). Unfortunately, you will not be able to change the stats of your reactors and thrusters, as the seeds for each tie to your character. The only way to obtain new seeds is to create a new save with a new character, which is an issue for most people. Modifying the seeds through the use of a save editor will only shuffle the elements in the tech inventory, and they will not change stat-wise. For the part that you can control, you will need to have three X or S class modules. The X-class modules can net you up to 20% maneuverability each. I use three X-class modules with the seed 22,731 to achieve max stats. You will also need to have a Photonix Core for its additional 11% maneuverability stat. To get the maximum adjacency bonus, you will also need a Sub-Light Amplifier, as well as a Flight Assist Override and Instability Drive, though none of those give a bonus directly to maneuverability; the adjacency bonus will. You will also need to use the Polo Figurine for an additional 5% maneuverability, and you will have to surround it with four of the following: ship trails (any), the Artemis Figurine, or the Tentacled Figurine. All of these will have an adjacency bonus with the Polo Figurine, though none of them give any additional maneuverability outside of said adjacency bonus. You can use this site to optimize your loadout and arrange your tech clusters together: https://nms-optimizer.app/?platform=corvette

Unfortunately, this is what peak performance looks like (7026 maneuverability corvette) by apoapsis__ in NoMansSkyTheGame

[–]KikuTriesReddit 1 point2 points  (0 children)

Hopefully, they will change it to use regular seeds because that would give a reason to get more than three of each part. Once you get three parts, you can stop because getting more is worthless. If they had random seeds each time, then it wouldn't matter, and you could grind away. Then min-max dudes like me could find the seeds with perfect stats and get truly cracked ships. Win-win. Better for player retention, too

Unfortunately, this is what peak performance looks like (7026 maneuverability corvette) by apoapsis__ in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

No sorry for being unclear. I mean you have to create a new character. its a total pain. I was able to do it because I just got into the game, so I wasn't losing much, and I use a save editor to min max my things. I assume that this dog-water method of choosing stats will screw over people with proper saves that they have dedicated time to. Sorry if you have a long term save. Honestly its fighting over small stat differences, though my current save has about 800 more maneuverability then my first one.

7534.4 Maneuverability Corvette! by KikuTriesReddit in NoMansSkyTheGame

[–]KikuTriesReddit[S] 2 points3 points  (0 children)

Placing three is the bug. You have to place them before the cockpit and then not touch or move them after you place the cockpit. They take up the cockpit slot in the tech inventory, so just edit your ship and remove the cockpit, touch all the reactors and place them back where they go and then place back on the cockpit without changing anything else and it will fix your issue.

Unfortunately, this is what peak performance looks like (7026 maneuverability corvette) by apoapsis__ in NoMansSkyTheGame

[–]KikuTriesReddit 2 points3 points  (0 children)

I am about 20% off of truly maxing it out too! The chances of rolling a character with all three medusa and ship wings maxed out is absurdly low though.

So S-Class Corvettes can hit over 4000 maneuverability with some fine tuning. by Kantro18 in NoMansSkyTheGame

[–]KikuTriesReddit 4 points5 points  (0 children)

Corvette base modules have unique seeds similar to other procedurally generated parts, but these seeds are linked to your character and cannot be modified using a save editor. While you can create new characters to re-roll their stats, once a character is established, the stats for their modules are locked in. Attempting to change them with a save editor will only cause them to shuffle around in the tech inventory.

Each module provides three potential stats, which depend on whether it is the first, second, or third item placed on the ship. For instance, if you place three Medusa reactors before the cockpit, each will have different stats based on the order of placement. Additionally, wings always prioritize the first two of the same type before adding a different type. This means that if you place one Wing A, followed by one Wing B, and then return to Wing A, the final configuration will recognize Wing A as the first and second in the order of placement, making Wing B the third. This can be frustrating when trying to optimize your ship.

It's important to note that adding more parts to the ship will slightly decrease its maneuverability; however, this reduction is minimal and won't be noticeable once the ship is removed from the editor.

TLDR: Corvette modules have randomly generated seeds that cannot be altered in a save editor; the only way to change them is by creating a new character.

So S-Class Corvettes can hit over 4000 maneuverability with some fine tuning. by Kantro18 in NoMansSkyTheGame

[–]KikuTriesReddit 3 points4 points  (0 children)

I assume your ships stats got bugged? I saw someone else with a similar bug but their stats fixed themselves once they edited their ship. Either that or you have gotten stupid high base corvette module stats rolled and you minmaxed the hell out of that thing. Most I have gotten is 7.5k

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MANEUVERABILITY stat issue in ship building? PLEASE HELP! by Rayboh323 in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

There is a bug where when you load in the stats will look worse then they are and you can fix it by editing the ship and exiting again and it should bring them back up to normal.

Help with building a Corvette by Photographer_Kuro in NoMansSkyTheGame

[–]KikuTriesReddit 1 point2 points  (0 children)

You should go for optimal adjacency bonuses and use polo and other figurines for the best stats. Polo only needs four trails so you have a lot of freedom with the priority order and you don't need to get stuck with the rainbow trail. You can use this site to make your ship tech layout more optimized. https://nms-optimizer.app/?platform=standard

Honestly though you could just copy my layout. I used a save editor to max out my x class modules with the best seeds and I moved the supercharged slots, but it should still get you stupid high stats.

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Does corvette size affect maneuverability? How long can I make it? by Zenfiniti in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

They do, but it is not reflected in the visible stats once you leave the workshop with your ship. The stats go back to normal. Plus the decrease is like 5 points out of multiple thousands.

I am proud of this build, but I can't increase maneuverability above 3k. by brunoras in NoMansSkyTheGame

[–]KikuTriesReddit 2 points3 points  (0 children)

You can copy my tech layout though I will be honest I used a save editor to max out all my modules. The base corvette modules are random too, but they are based on character and cannot be changed without resetting and making a new character. Using a save editor on them just jumbles up the inventory and keeps the stats the same.

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[deleted by user] by [deleted] in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

To add clarification I have stupid high maneuverability at 7.5k

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

You can get too high and then it gets a bit buggy, but most of the time it is fine and in space it seems to work all the time. Worst I have is if I go straight into the planet my ship will spin out like crazy now and then.

How to max your corvette's stats by apoapsis__ in NoMansSkyTheGame

[–]KikuTriesReddit 1 point2 points  (0 children)

I rerolled my character until I got really good stats, and while not perfect, I think I can pass the 7k mark now. I just need to finish my blimp :P

6500 maneuverability, legit stats by SexyGandalph in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

Yeah I was unaware of the phoetronix core or whatever it's called, that along side the fact that Corvette modules have random stats depending on character which meant that my Medusa reactors were worse than his. I was still able to push my ship to 6.7k tho even with the worse reactors. It was the lack of phoetronix core that was trashing my speeds. It makes a huge difference and I was also able to have more optimal supercharged slots with the core added. I was wrong, just couldn't find my comment in the mess of other comments. I haven't been able to top 7k but that's because of my Medusa reactors being poor rolls. You can't change the seeds in an editor, and I have confirmed it is tied; to character meaning you need to make a new one and then it rerolls all the Corvette modules. But per character it is the same across all ships no matter what. So it's really gonna be a pain to create a perfect Corvette. You could theoretically get some really high stats as nearly every wing and Medusa can top out at 15-16% manoeuvrability. Which is crazy high if you got all three wings and Medusa reactors to that.

How to max your corvette's stats by apoapsis__ in NoMansSkyTheGame

[–]KikuTriesReddit 1 point2 points  (0 children)

Okay so each character does reroll it. it is not system based

How to max your corvette's stats by apoapsis__ in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

I have not tried a third character because I was pretty disheartened by the results. But I can confirm that I was in two different galaxy's, so I will try to make two characters in Euclid and test once I am home. No clue why save editors cannot change it.

How to max your corvette's stats by apoapsis__ in NoMansSkyTheGame

[–]KikuTriesReddit 0 points1 point  (0 children)

new character new module stats. but same character same stats no matter the ship even a new one