I must have missed the original development thread, so I'll take the opportunity to say that I think this looks bloody awesome.It didn't have it's own thread, but you can see the progress in the Diomedes vs. Karuna (http://www.hard-light.net/forums/index.php?topic=79219.0) thread, beginning on page 3 or 4.
I think it's a vast improvement over the original overall, but it makes me think of the UEC Sanctus. I wasn't sure why since this model doesn't look like a Sanctus.Well, it's very good at gutting Sanctuses...
If anyone could do some casual drop-in balance testing on BP2 missions I would be much obliged.
(I was at the time already very familiar with the original appearance of those ships).
i thought stratcomm's ships are already the best looking ones we have in FSO. why do we need to redo them? i know nothing about modding though, are they missing some of the high-tech fancy stuff other models have?
i thought stratcomm's ships are already the best looking ones we have in FSO. why do we need to redo them? i know nothing about modding though, are they missing some of the high-tech fancy stuff other models have?Tilerape isn't tolerated around here. Everything that can help reducing the tilerape rate is good to take. It's basically that simple, more or less.
I like AO renders. Lets me see where I need to add detail.
Can someone test if this ship works in the very first mission of WiH? My Game crashes instantly after i start Mission 1 with the new Diomedes. After deleting the new files everything works fine egain, so it has to be related to the Diomedes.I've had some problems setting it up too, you can have a look at the last post of the first page of this thread.
This is my first attempt at making a direct replacement for an existing ship, so I actually have no idea why the diomedes-shp.tbm has issues (I'm sure someone more experienced could tell me what I screwed up). The simplest fix is to extract the bp2-shp.tbm and paste the new tables over the Diomedes entry in there. That's the way I have it set up, and I understand it fixed issues for others.I don't think there is anything wrong with your table, it's just that if you just dump it in the bp folder, there is some mess up caused by conflicting table entries, or priorities or something like that.
For what stands the S in STerPulse anyway?
smal Terpulse not at all?
I intend to do the Chimera, Bellerophon, Hyperion, Titan, and Raynor. Probably in that order. The Titan's not going to be easy, so it *might* switch places with the Raynor (which in turn might switch places with the Hyperion). The textures will look similar to the Diomedes, including the stripes. I'm not fond of the glowy lights either.
[...]
But I'd like to have _something_ more interesting there than just grey slabs of stuff.So would I, believe me.
Discussion in the other thread reminds me - when you redo the Raynor, please kill those awful mid-hull struts.Oh thank god.
It doesn't make much senseSince when does it have to be ? Have you ever heard about something called Rule of Cool ?
The reason it doesn't bother me on the Chimera and the Belle is that it looks good thereWorks for me.
and it doesn't on the Raynor.Wait what.
It's not cool, it doesn't contribute to its overall impact on the viewer (unlike on the corvettes, which are supposed to give the glass-cannon impression).140k HP and a frontal HBlue/BBlue pair still enter the glass cannon category to me. A Raynor is still Shivan beam fodder, much more than even the Chimera and Bellerophon if you look at volume/HP ratio.
140k HP and a frontal HBlue/BBlue pair still enter the glass cannon category to me. A Raynor is still Shivan beam fodder, much more than even the Chimera and Bellerophon if you look at volume/HP ratio.The HP of corvettes relative to destroyers in FreeSpace has never made a whole lot of sense.
In any case, who cares about all of that. We're all trying to make sense about stuff, which is completely irrelevant here. This gap is a distinctive feature, and there is just no viable reason to remove it out of the blue.There is one and that one you already brought up yourself: "Rule of cool". If someone can come up with something that looks better, while still leaving the ship easily recognizable as the Raynor, wouldn't that be a good thing?
The reason it doesn't bother me on the Chimera and the Belle is that it looks good thereWorks for me.and it doesn't on the Raynor.Wait what.It's not cool, it doesn't contribute to its overall impact on the viewer (unlike on the corvettes, which are supposed to give the glass-cannon impression).140k HP and a frontal HBlue/BBlue pair still enter the glass cannon category to me. A Raynor is still Shivan beam fodder, much more than even the Chimera and Bellerophon if you look at volume/HP ratio.
In any case, who cares about all of that. We're all trying to make sense about stuff, which is completely irrelevant here. This gap is a distinctive feature, and there is just no viable reason to remove it out of the blue.
There is one and that one you already brought up yourself: "Rule of cool". If someone can come up with something that looks better, while still leaving the ship easily recognizable as the Raynor, wouldn't that be a good thing?The problem is that the Raynor has very little distinctive elements aside from this gap. You remove that, the Raynor becomes just Yet Another dull warship. I do not doubt that it is possible to make an awesome-looking ship from the Raynor after removing the gap. It just won't be the Raynor anymore after that, it will be another cool ship.
It looks completely out of place, makes no sense whatsoever from any design standpointAhem. Try to follow the conversation please :
We're all trying to make sense about stuff, which is completely irrelevant here.
If you don't care whether the ship designs make sense or not, that's fine. That's your position. You're entitled to hold it, and you're entitled to defend it. You're not entitled to unilaterally declare discussion of the subject over.It looks completely out of place, makes no sense whatsoever from any design standpointAhem. Try to follow the conversation please :We're all trying to make sense about stuff, which is completely irrelevant here.
A couple points to consider: The front end, with all those black supports, looks a bit weird/almost like lego. Is there a way to add detail in the texture to make it look better?I've resolved the first one quite nicely, I think. Used the same texture that's on the supports of the current model. Looks much better.
There are some very large stretches of flat space with nothing to break up the surface. The back of the four wings (?) are the worst offenders. Again, maybe something in the texture could alleviate this?
The GTEP Hermes escape pod is now standard equipment on every GTVA warship of cruiser size or larger. Each ship has several escape pods magnetically coupled to airlocks scattered around the ship's outer hull. Not intended for whole-crew evacuations, the Hermes has space for up to 20 crew members. Each pod is propelled by a small fusion engine, enough to remove the pod from the immediate vicinity of an exploding warship. It is also capable of subspace jumps.
Yep. That looks better.DA RED WUNZ GO FASTA!
2. Racing stripes. It needs racing stripes. The more you put on it, the faster it'll go. Wait.
That was a joke suggestion until I realized the model is already covered in what essentially amount to transverse racing stripes.
Seeing as Faustus's have hermes pods...i wouldn't see why not.I always figured that was an exception, because they expected a Vasudan attack on the ship and there was a pretty good chance of it being destroyed (apart from being an inconsistant plot device that is...).
Or hatches that are closed over the actual escape-pod. Just having the pods docked externally sounds like it would compromise the armor in that area far more than a "door" would.It seems like it would make more sense for the escape pod hatch to be blown off with explosive charges than moved aside with a mechanism. Less potential to fail, simpler, the ship's probably in dire straits at that point anyway.
That is one point I liked about ME2, that the Normandies escape pods were protected by a massive armor plate that moved aside to allow them to launch, though that wouldn't solve the problem of putting something into a bland area, unlike the hatches.
While I agree with you on that, it really doesn't change how it looks when they are closed, which is the point of the discussion. I doubt we'll ever see them actually used, though that would be very cool, if the engine and model can handle it. I suppose that would also require and empty space and a docking point beneath the disposable armor slab.... and a new escapepod model too.... the Hermes just doesn't seem right for that kind of thing, it's more like a shuttle than an emergency life-boat.Or hatches that are closed over the actual escape-pod. Just having the pods docked externally sounds like it would compromise the armor in that area far more than a "door" would.It seems like it would make more sense for the escape pod hatch to be blown off with explosive charges than moved aside with a mechanism. Less potential to fail, simpler, the ship's probably in dire straits at that point anyway.
That is one point I liked about ME2, that the Normandies escape pods were protected by a massive armor plate that moved aside to allow them to launch, though that wouldn't solve the problem of putting something into a bland area, unlike the hatches.
The way those escape pod things are now... well. Let's just say I had no idea they were escape pod hatches until I read what they were supposed to be. They're not very recognizable as something an escape pod comes out of.
On the topic of the Raynor discussion, I to, for what it's worth think the struts are a bad thing in the design.
Say what you will about a design's 'character' but when a facet of that character makes what is supposedly an impressive and powerful warship seem like a fragile floating stick it detracts from rather then adds to that character.
Does this have visible beams for all of its LOD's?
I dunno if this was mentioend before but its kinda disorentating to see a chimera jump in long distance with no beams, then they just suddenly appear at 6k or so.
Just make sure at least the beam disch texchures is on LOD1 and maybe LOD2 as well.
I'm not sure about fire down normals. It'd be awesome...if it worked reliably.
(http://img805.imageshack.us/img805/5281/gtcvchimera11t.png) (http://img442.imageshack.us/img442/5347/gtcvchimera11.png)
GTCv Pilum and GTCv Hydra, part of the Serkr Hunter-Killer group. (click image for larger)
Looks pretty good to me. I have no idea what fire-down-normals is, but I'd be fine with the nameplate if the background wasn't a random rectangle of dark grey.
That did it. Thanks.
I think I'm just gonna wait till these get rolled into an official update. I haven't even played with the latest update yet. I was about to, but then the impossible to save frigate reports started coming in and I figured I'd wait for 3.6.14 final.
I think I'm just gonna wait till these get rolled into an official update. I haven't even played with the latest update yet. I was about to, but then the impossible to save frigate reports started coming in and I figured I'd wait for 3.6.14 final.
Holy ****, you may be a lifesaver. You have the pre-update version of BP2. If you have a minute, could you grab 3.6.14 RC6, then create a second blueplanet2 folder (call it blueplanet2new), install the UPDATED version of BP2 there, and compare the difficulty of Delenda Est between the two installs?
RL takes priority over FS modding. Take your time.
If people really want the Hyperion first, I'll do it, but ATM I plan to do the Hyperion after the Titan. While we don't see the destroyers as often, they're a lot more important to the story. The curvy Titan will be quite interesting to do in this style. A little nervous about them too, since they're the best looking ships in the Stratcomm fleet, and people love them.
I've also been seeing serious texture distortion on the Titan. I don't know if it's just me, but I find it annoying enough to bump the Hyperion back.
1) What's the deal with the "drones" version of the Diomedes?There have been (a little more than) rumours of Tevs deploying old bombers such as Zeus and/or Medusa as drones in the future. The drone version made by Aesaar would just be a way to deploy them morer quickly, there is not indication yet that the BP team plan to use this version at all, or even if drone bombers are still on the plate at all. Still, it's a good thing to have there for other campaigns !
2) Why do the Diomedes torpedo launchers shoot Piranhas instead of torpedoes (like the Eos, Supernova, etc)? Especially if the Diomedes has a good-sized fighter complement, it really shouldn't sacrifice some much-needed anti-ship firepower for a small and rather unneeded AA capability. And correct me if I'm wrong, but if Piranhas don't have tracking/homing, and they're fired vertically from the VLS launchers, won't that limit them to hitting targets directly above or below those launchers? There's already a bunch of STerPulse's there.Torpedoes are more expensive than Piranhas, and the Dio already has more anticap firepower than a Chimera as it is. You'll notice though that TBI's Dio has Supernova launchers instead of Piranha, hinting at the launchers accepting different types of missiles.
3) On the tables--some of the turrets are filled with "SterPulse" instead of "STerPulse"; no idea if this actually makes a difference, but I've noticed that tables can be a tad picky sometimes.I do not think it is case-sensitive. If it is, debug (and even release IIRC) will yell at you pretty quickly anyway.
4) Why not replace the Terran Turret 2's with STerPulse's? The higher RoF and longer range (IIRC) makes it pretty decent at warhead interception (especially when dealing with Warhammer and Apocalypse spam), and it also doubles as good AA firepower and modest secondary anti-ship firepower as well. And with a good fighter complement, it could just leave the warhead interception duties to its own fighter cover if there are really that many warheads in the air.Again, Pulse weapons are more expensive, and likely draw more energy than TT2s. And don't forget Pulse weapons have a FoF, making them utterly terrible at warhead interception. Always better to keep a few TT2s there.
8) Erm...why not replace a few of the AAAf's with anti-ship beams? For a huge corvette that has an impressively large fighter complement, it shouldn't need that much in the way of redundant point defenses. I tinkered around a bit, and found an interesting change might be to replace turrets 6 and 7 with TerSlashBlue's, to give the ship more fitting firepower for its size and expense. Turrets 4 and 5 are a bit too solitary over a large area for replacing them with anti-ship beams to be viable (the top-rear portion of the ship is actually surprisingly barren of turrets, come to think of it). I also swapped out the VLS launchers' munitions from Piranhas to Eos's, as it seemed more fitting and true to its description (IIRC, didn't it mention using torpedo launchers? Might be confusing it with something else).wtf am I reading
I can see why it's not meant to replace the Deimos--it's too large and different to fit the same role and cost--but it does beg the question as to why Deimos corvettes still use the same weaponry and armor in WiH as they did in the NTF Rebellion in FS2. Okay, maybe I just want to see more VSlash and TerSlashBlue beams in use, and the TerSlash is something like 20+ years old at this point...As discussed about 875643289 times around here, you can't replace the beams of a Capella-era warship with newer beams. And no, they don't use the same armor, Deimos have active armor now just like every other warship, just not at the level of newer ships. And there have been Deimos deployed in Sol that were using some TT2s or Pulse weaponry, which are much easier to swap around and make work on old power grids than blue beams.
Though I wonder...why not replace the turrets on the dorsal portion of the Deimos with STerPulse's--or replace half of them with flak? Wasn't that the Deimos' one major weakness in AA coverage?
A few questions, though:
1) What's the deal with the "drones" version of the Diomedes?
There have been (a little more than) rumours of Tevs deploying old bombers such as Zeus and/or Medusa as drones in the future. The drone version made by Aesaar would just be a way to deploy them morer quickly, there is not indication yet that the BP team plan to use this version at all, or even if drone bombers are still on the plate at all. Still, it's a good thing to have there for other campaigns !
Oh, ****, yes. Please maintain all the dockpoints from the original Diomedes, those are very important to some capabilities in R2 (external drone racks)
2) Why do the Diomedes torpedo launchers shoot Piranhas instead of torpedoes (like the Eos, Supernova, etc)? Especially if the Diomedes has a good-sized fighter complement, it really shouldn't sacrifice some much-needed anti-ship firepower for a small and rather unneeded AA capability. And correct me if I'm wrong, but if Piranhas don't have tracking/homing, and they're fired vertically from the VLS launchers, won't that limit them to hitting targets directly above or below those launchers? There's already a bunch of STerPulse's there.Like Matt said, they can load Supernovas. The Triteia in TBI has them loaded, for instance. Honestly, I'd have preferred to make a whole new Piranha-like missile instead of the Piranha, but that wouldn't make this model drop-in. The main reason it's loaded with Piranhas by default is that the original model was. V1.0 had Supernovas, but they screwed up balance in Darkest Hour and Aristeia.
3) On the tables--some of the turrets are filled with "SterPulse" instead of "STerPulse"; no idea if this actually makes a difference, but I've noticed that tables can be a tad picky sometimes.Tables aren't case-sensitive, fortunately. HW2 would have probably crashed. Temperamental, that game.
4) Why not replace the Terran Turret 2's with STerPulse's? The higher RoF and longer range (IIRC) makes it pretty decent at warhead interception (especially when dealing with Warhammer and Apocalypse spam), and it also doubles as good AA firepower and modest secondary anti-ship firepower as well. And with a good fighter complement, it could just leave the warhead interception duties to its own fighter cover if there are really that many warheads in the air.The $FOF flag in the STerPulse entry makes it too innaccurate for torpedo interception at anything but really close range. The TT2 doesn't have this problem. They'll still try to do it, and they'll sometimes get lucky, but the TT2 is much more reliable.
5) Most of the applicable turrets are not set to fire in salvo mode, and the VLS launchers are only assigned weapons to two of their four firing points (unless I'm not understanding that tabling bit correctly).Consistency. The Titan's torpedo batteries have four banks for 8 tubes. This launcher has half the tubes, so half the banks. Honestly, I have no idea if it even makes a difference if both banks have the same weapon on infinite ammo capships.
6) Why is the turret rotation speed so slow? Maybe I've just never noticed what is actually the norm for turret rotation speeds, but 20 seconds for a 360-degree turn--when we're talking about a small turret designed for both point defense and supplamental anti-ship firepower--seems surprisingly sluggish.Not changed from Sparta Diomedes table, but I confess I hadn't noticed.
7) Some of the turrets randomly have less health than others of the same type. There might be reasons behind this, but I couldn't see any at first glance.
8) Erm...why not replace a few of the AAAf's with anti-ship beams? For a huge corvette that has an impressively large fighter complement, it shouldn't need that much in the way of redundant point defenses. I tinkered around a bit, and found an interesting change might be to replace turrets 6 and 7 with TerSlashBlue's, to give the ship more fitting firepower for its size and expense. Turrets 4 and 5 are a bit too solitary over a large area for replacing them with anti-ship beams to be viable (the top-rear portion of the ship is actually surprisingly barren of turrets, come to think of it). I also swapped out the VLS launchers' munitions from Piranhas to Eos's, as it seemed more fitting and true to its description (IIRC, didn't it mention using torpedo launchers? Might be confusing it with something else).Compare the size of the slashers to the size of the AAAfs. Also, the Diomedes is probably the most formidable non-destroyer ship in Sol. Giving it beam firepower to rival the Raynor's broadside really isn't needed. The torpedo launchers can already fire Supernovas. I have no doubt they can fire Eos' as well. When the team (or anyone else) wants that, they can change it in FRED.
I can see why it's not meant to replace the Deimos--it's too large and different to fit the same role and cost--but it does beg the question as to why Deimos corvettes still use the same weaponry and armor in WiH as they did in the NTF Rebellion in FS2. Okay, maybe I just want to see more VSlash and TerSlashBlue beams in use, and the TerSlash is something like 20+ years old at this point...The reason Capella-era ships can't mount blue beams is because they draw more power than the reactors can practically support. Maybe the Deimos could mount SBlues, but that's hardly an improvement over TerSlashes. They do mount pulse cannons on occasion.
Though I wonder...why not replace the turrets on the dorsal portion of the Deimos with STerPulse's--or replace half of them with flak? Wasn't that the Deimos' one major weakness in AA coverage?
Actually, having one, two, or three weapons specified does nothing at all. Only the first specified weapon is used and it cycles through all the available firepoints.Quote5) Most of the applicable turrets are not set to fire in salvo mode, and the VLS launchers are only assigned weapons to two of their four firing points (unless I'm not understanding that tabling bit correctly).Consistency. The Titan's torpedo batteries have four banks for 8 tubes. This launcher has half the tubes, so half the banks. Honestly, I have no idea if it even makes a difference if both banks have the same weapon on infinite ammo capships.
Actually, having one, two, or three weapons specified does nothing at all. Only the first specified weapon is used and it cycles through all the available firepoints.I'm pretty sure that if you have 3 identical weapons in a turret, they'll fire in quick succession, similar to a swarm launch. I know they used to do that some time ago (3 TerSlashes on an Orion turret were often mentioned as a very cool looking example of this).
You'll yet learn to fear the Diomedes in WiH2.Yeah, I know that tri-terslash thing, it was pretty awesome when I figured it out making my 2nd mission in FRED, fooling around with the weapons editor. I think that only happens with beams, as I've stared at regular ones without "use multiple guns" and didn't see anything different from a single mount. With "use multiple guns" it definitely fires all the weapons in quick succession similar to burst fire mode w/ random delay due to random turret refire delay.Actually, having one, two, or three weapons specified does nothing at all. Only the first specified weapon is used and it cycles through all the available firepoints.I'm pretty sure that if you have 3 identical weapons in a turret, they'll fire in quick succession, similar to a swarm launch. I know they used to do that some time ago (3 TerSlashes on an Orion turret were often mentioned as a very cool looking example of this).
Yeah the only time we see a Diomedes survive is I think in Artemis Station, where it IS carving up the Cormorant, but it's doing so alongside Steele's battlegroup so it's not that impressive a feat.
Yeah the only time we see a Diomedes survive is I think in Artemis Station, where it IS carving up the Cormorant, but it's doing so alongside Steele's battlegroup so it's not that impressive a feat.
Salty, try to set up a Diomedes versus a Karuna, with both ships in optimal position.
The Diomedes rips the Karuna to shreds in about a minute, and finishes with over 50% health.
Now try it with the Diomedes coming in under the Karuna, which can't bring its main guns to bear.
The Diomedes tears the Karuna a new in about a minute, again, except this time it finishes with over 80% health.
The Diomedes is a scary ship. They just suffer from consistent bad luck (and being on the wrong side of the fight from the protagonist).
I'm not sure what seems more pointlessly suicidal---the Renjian's Leeroy Jeeeeeenkiiiiins into the 14th BG (even against a UEF equivalent, it would have been a quick and pointless suicide) or the Comorant's dashing (sideways?) charge into a state-of-the-art GTVA battlegroup in formation and in optimal firing position and range.Don't be ridiculous, the Cormorant didn't charge alone. It was already engaged for a while when the cutscene starts. There was at least a Sanctus with it, and probably more ships already reduced to scrap metal before you get to see it.
Okay, I'm a tad confused here---Aesar, a Diomedes has more anti-ship firepower than a Chimera?Yes, really. You might want to have a look at my comments (http://www.hard-light.net/wiki/index.php/GTCv_Diomedes) (the last ones) which lists the hard numbers.
Really?
Okay, I'm a tad confused here---Aesar, a Diomedes has more anti-ship firepower than a Chimera?
Really?
Slash beams rarely do full damage, and it's a pretty narrow angle for a Diomedes to get all four of its slash beams even capable of firing on the same ship at all (at angles like this, they tend to be more inaccurate regardless).
A Chimera's 3 MBlue's do ~59,400 damage per salvo, which can fire once every 35 seconds. A TerSlashBlue has a refire time of 10 seconds. A Chimera has a much easier time of bringing maximum beam firepower to bear, as it just has to place the target vaguely forward of the ship.
And, of course, a Diomedes is larger than a Chimera by (IIRC) a big margin. And it's a newer design. And apparently significantly more expensive. Though come to think of it, a Chimera might actually be a better fit for eventually replacing the Deimos, as it has incredible AA capability, sufficiently flexible and quite powerful anti-ship firepower, and enough speed and durability to at least be on par with the Deimos. Though being smaller and cheaper, they're still kind of distinct in terms of role and usage.
Anyway: the Diomedes is a big ship, and seemingly expensive. I would hope that its collective firepower would be more than an average Chimera's, given that said firepower can rarely be brought to bear on the same target. The ship feels more like a pocket destroyer or a battlecruiser than a typical corvette, though it still has a puzzlingly small anti-ship armament for its size, era, and cost.
I've flown a Diomedes against a pair of Karunas and a Narayana and come out on top with ~20% health left, starting from 10km away, on insane with everyone running bp2-colonel AI. Really, it's as simple as getting underneath.Player vs. AI isn't really a fair way of judging a ship's effectiveness, as the AI is too stupid to bring its own fire arcs to bear, let alone maneuver to stop you from doing the same.
Player vs. AI isn't really a fair way of judging a ship's effectiveness, as the AI is too stupid to bring its own fire arcs to bear, let alone maneuver to stop you from doing the same.I was under the impression that Fury's AI got rid of difficulty-based rate of fire, which is why Standard Flak is so OP now.
EDIT: Also, insane difficulty grants a huge advantage to the Diomedes, as the difficulty setting affects the fire rate of point defenses, but not anti-ship weapons. The UEF ships are far more dependent on their torpedoes than the Diomedes is.
I was under the impression that Fury's AI got rid of difficulty-based rate of fire, which is why Standard Flak is so OP now.No, it gave more control over said rates of fire and removed the fact that turrets with the same weapons fired awfully slower than fighters. Nothing prevents you to make all the values the same on all difficulties, but it is not what BP's AI does.
I would prefer to run these tests with other people.
The Diomedes is funny because it consistently suffers from the Worf Effect yet is still terrifying. I'd really like to see one smacking a couple of Karunas around without getting destroyed in the process.You are welcome to try out my coop version of Post Meridian, I'm sure you'd love it :p
I know what you mean. I don't really mind it, otherwise I wouldn't have built it this way, but I definitely know what you mean.I understand. I wasn't around when the Chimera was being made and only saw it after it had been finished, sadly. :(
If you'd brought it up while I was on the Chimera, I'd have seriously considered doing something about it, but now, well... The Bellerophon is the Chimera's big brother, sharing a clear design history, and as such, I don't want to make its appearance diverge to that degree without changing the Chimera too. And I'm really sick of looking at the Chimera in Wings3d. I'd say that Stratcomm's original Bellerophon also had a squarish back, but I haven't been shy about changing the original designs before, so that's a thin defense. The best I can offer is that the Titan and Raynor won't do this.
I really, really hate dismissing valid criticism.
Insane is also the only difficulty that doesn't give the player magical cheat buffs, so it is actually the most adapted for those kind of tests.Good point. AI vs. AI is the best way to do it, although there's a lot this doesn't take into account.
You manage to kill the Triteia (consistently) in TBI?If you allow the GTVA marines to capture the station, the Triteia will fight to the death trying to defend it.
I know it's possible, but its hard.
Notice I've added a small utility hangar to the top, right behind the bridge. This isn't meant to have any gameplay purpose whatsoever. It is not a fighterbay, but rather where I'd expect shuttles and such to dock. I'm not sure about it, so I thought I'd ask you guys what you think.
Notice I've added a small utility hangar to the top, right behind the bridge. This isn't meant to have any gameplay purpose whatsoever. It is not a fighterbay, but rather where I'd expect shuttles and such to dock. I'm not sure about it, so I thought I'd ask you guys what you think.I think you should scale it for this (http://www.hard-light.net/forums/index.php?topic=81207.0) and make it functional within the pof, but I may be slightly biased there. ;) NB: Those of us on mobiles and netbooks can't access p3d - can someone post some pictures?
I guess...after redownloading the Diomedes, I'm the only one who has only the Diomedes with drones in Fred? -.-
Sry, but the only Diomedes I have in Fred is Diomedes#Drones...that's odd...I guess...after redownloading the Diomedes, I'm the only one who has only the Diomedes with drones in Fred? -.-
IIRC the newest downloads replace the old Diomedes entirely, including the name, and relegate the old Diomedes to Diomedes#Old.
Notice I've added a small utility hangar to the top, right behind the bridge. This isn't meant to have any gameplay purpose whatsoever. It is not a fighterbay, but rather where I'd expect shuttles and such to dock. I'm not sure about it, so I thought I'd ask you guys what you think.I think you should scale it for this (http://www.hard-light.net/forums/index.php?topic=81207.0) and make it functional within the pof, but I may be slightly biased there. ;) NB: Those of us on mobiles and netbooks can't access p3d - can someone post some pictures?
Is there a Perseus modelled into the hangar? :wtf:Yes, only for scale purposes.
Sry, but the only Diomedes I have in Fred is Diomedes#Drones...that's odd...That is odd. Do you get errors if you open up TBI, Darkest Hour, or Aristeia?
I think you should scale it for this (http://www.hard-light.net/forums/index.php?topic=81207.0) and make it functional within the pof, but I may be slightly biased there. ;)Absolutely. I've already replaced the Hermes with your shuttle in What Binds Us and Ceremony. I'll also take a few pictures when I get back to my other computer, since this one doesn't have Kerkythea on it.
Perhaps shorten the projections a bit? They just look weird to me at their current size.I could try it. I'll put what I've got now and a shorter-winged version and put it up for a vote.
Wat.
1) The only thing that has a HBlue is the Raynor, and currently is beam dish is exactly similar to all the other beam dishes.
2) The Chimera's beams are all MBlues. The centre beam is exactly the same as the two others.
I think you've been mixing up all the names.
I downloaded the whole thing just yesterday....
I have a ship table in the table folder, but don't lnow why I added this...
It's got a bigger blind spot below it. Not that much of an issue, since the Diomedes turns very quickly for a ship of its size. Twice as fast as a Karuna or a Deimos. Faster than a Sanctus, even.
Screenshots for Black Wolf and others who can't access p3d:
http://imageshack.us/a/img688/7972/bellerophon01.png
http://imageshack.us/a/img17/561/bellerophon02.png
http://imageshack.us/a/img52/6497/bellerophon03.png
http://imageshack.us/a/img705/6853/bellerophon04.png
http://imageshack.us/a/img854/4010/bellerophon05.png
The model has not changed from the p3d link.
Here are some real examples listed by size largest to smallest. Gun:6"/47DP (15.2 cm) Mark 16 Elevation: -5 / +78 degrees Gun: 130 mm/70 (5.1") AK-130 Elevation: -12 / +80 degrees Gun: 5"/54 (12.7 cm) Mark 42 Elevation: -15 / +85 degrees Gun: 5"/38 (12.7 cm) Mark 12 Elevation: -15 / +85 degrees Gun:100 mm/70 (3.9") AK-100 Elevation: -10 / +85 degrees Gun: 100 mm/55 (3.9") Model 1968-II Elevation:-5 / +80 degrees Gun: 76 mm/62 (3") Compact Elevation: -15 / +85 degrees Gun: 57 mm/70 (2.25") SAK Marks 1, 2 and 3 Elevation: Mark 1: -10 / +78 degrees, Mark 2: -10 / +75 degrees, Mark 3: -10 / +77 degrees Gun: Bofors 40 mm/70 Elevation: Model 1948: -5 / +90 degrees, Sea Trinity and Mark 3: -20 / +80 degrees Gun: 30 mm/54 (1.2") AO-18 Gun Elevation: AK-630: -12 / +88 degrees, AK-306: -12 / +85 degrees, AK-630M1-2: -25 / +90 degrees Gun: 30 mm/77 (1.2") Goalkeeper SGE-30 Elevation: -25 / +85 degrees Gun: 20 mm Phalanx Close-in Weapon System (CIWS) Elevation: Block 0: -10 / +80 degrees, Block 1: -20 / +80 degrees, Block 1B: -25 / +85 degrees |
I figured that the most suicidal would be head on with the Bellerophon firing at a target directly behind you...
Naw, it's not suicidal you'd just have to avoid the beams to not get hit.
Naw, it's not suicidal you'd just have to avoid the beams to not get hit.
...so you're pretty safe in dead center between those beams.
I hadn't noticed this in my playtests, but that's probably because I set a wing of Uriels to spawn before the Indus arrives with orders to disarm the ship. I really need to do these on a vanilla version of the campaign.
why now, just one wing of uriels would NEVER affect balance of a mission. :rolleyes:
This might be way too late to mention, but now that I've upgraded to the new Diomedes, the Valarie now reliably creams the Indus during Darkest Hour. Literally the only way I've found of preventing this is by cheating the Indus to be invulnerable.
And I get mad every time I get in and not see an update by Aesaar :doubt::7 u mad
Looks a little bit like a child of an F-14(got to play AC - fires of liberation again...) and an hiigarian interceptor. :yes:
The Wyvern...uh...I only have fires of liberation, dunno if theres a Wyvern included...so...Looks a little bit like a child of an F-14(got to play AC - fires of liberation again...) and an hiigarian interceptor. :yes:
I was actually thinking that the sweep forward thing is exactly what the Wyvern from the AC series does....
But yeah this new Draco is pretty badass :D
Holy lolmonkeys dat Draco. Radical departure from the current Draco, looks totally badass.Yes they are. Because the thrusters you made look awesome, and because it gives the two something in common. Also, the guns and most of the internal cockpit. I hope that's alright. :)
Also, are those Atalanta thrusters I spy on the rear there?
Pssst! you probably should know this buuut... 32k polys for the BBlue is really... overkill.It's because I'll need to bake a new normal map for the BBlue, as the MBlue's won't work.
So is the hitbox going to be larger? Never liked the Draco due to its frailness, I imagine a larger size won't help that. The new models look real sharp though.No. Because the wings are swing-wings, I've decided the shield mesh won't cover them. They'll be untargetable subsystems with the "Carry no damage" flag to ensure that hitting them deals no damage. Or the whole fighter will have surface shields.
Yes IT IS. Because the thrusters you made look awesome, and because it gives the two something in common. Also, the guns and most of the internal cockpit. I hope that's alright. :)
IDK if anything drastic or permanent really needs to be done. If the Valarie was set to fly in a straighter line, I don't think the cannons could engage. What's happening (from what I can see) is that the fore section of the ship turns up when the Indus arrives, so the Indus ends up being at a relatively high angle compared to the Valarie (roughly 20 degrees or so)
"Bad helmsmanship" is a bit of an understatement when apparently nobody on board thought to bring their guns to bear on the frigate that was ripping them to shreds.
"But sir, if you'd just roll the ship slightly we could save the lives of the entire crew and deal a serious blow to the UEF!" "Dammit Lieutenant, that's not my call! Command ordered us to attack in this orientation and I'm damned if I'm going to disobey them!"
Honestly I see this as the reason for why Tables are worthless as cannon clues, they are swapped around every mission, so how do they relay any useful info?
I spent a while trying to finesse the Valerie's waypoints to have her fight 'smarter', but it turns out the deck was already enormously stacked in her favor - she had 20x engine toughness and more than double hull toughness, whereas the Indus got nothing - so I left her with a bit of bad helmsmanship while evening some of the other factors in the fight.
(http://i.qkme.me/3odki3.jpg)
Well I think it's been made clear that the issue is not 'the Valerie's waypoints can't be improved' (they obviously can, and it would have clear benefits for 'immersion' and all that ****), but that the labor involved would be pretty sanity-stretching given that it's a mission we've already spent more time on than nearly any other.
I can't stand working on Darkest Hour any more.
Also I'd like to point out that the Diomedes 'sweetspot' is pretty narrow, and that when we designed DH with the original Dio model, two beams on target was considered pretty much the optimal. By this standard the Valerie doesn't do half bad.
is there any chance that what you did to these ships will happen to the Raynor and Titan?
Yes, the Raynor is being worked on. But it will be a surprise. It'll be released with the last part of WiH, and you wont see it until then.You bastard. :D
Yes, the Raynor is being worked on. But it will be a surprise. It'll be released with the last part of WiH, and you wont see it until then.
The Draco, on the other hand, is currently being textured by Esarai. Depending on how fast he works, release should happen this month or early Feb.
I'm so looking forward to the new Raynor. Allthough your diomedes is still my all up favorite FS Ship ever. Very sleek. Shark like.
So the Bel is finished :D What's going next Aesaar ...? Please tell me it will be the Raynor. Knowing your skills and style I can almost imagine right now how awesome it would be. :D You are (in my opinion) the only modeller who should re-make this destroyer.
I was astonished when I saw what You did with Chimera and Bel, two the most ugly ships in my opinion. Now I like them :) Thank You once again for your great work
If you were hanging out on BP's IRC channel you would know Aesaar is already working on the Raynor. It simply looks awesome.Does this channel have a history section I can look at, or are those images gone forever? I've never used an IRC channel until today. :ick:
Wait, he finished the Bellerophon? When and where was this announced?
there's a p3d link he posts periodically, your best bet is to lurk until he does so
So the Bel is finished :D What's going next Aesaar ...? Please tell me it will be the Raynor. Knowing your skills and style I can almost imagine right now how awesome it would be. :D You are (in my opinion) the only modeller who should re-make this destroyer.
I was astonished when I saw what You did with Chimera and Bel, two the most ugly ships in my opinion. Now I like them :) Thank You once again for your great work
Wait, he finished the Bellerophon? When and where was this announced?
Do not ask yourself if it is a good idea. Instead ask yourself what you would want someone else to do with the link if they had it.Spoiler:that means you should totally post it bro
If Aessar wanted it public, he would have posted it here. He's welcome to at any time
I'd just remove the raynor from p3d and I wouldn't post it again outside of dev channels.
And then everyone would blame you! :p
-snip-
Do not ask yourself if it is a good idea. Instead ask yourself what you would want someone else to do with the link if they had it.Spoiler:that means you should totally post it bro
How are we supposed to
I told all of you moving it there was a bad idea. Nobody listened...
And thank non-existent god for that.
And thank non-existent god for that.
I resent that!
I told all of you moving it there was a bad idea. Nobody listened...In spite of the fact that you can't read it all that well with a cockpit, I far prefer the text there.
Ðat cockpit.No, it's not fully functional. I don't think it'd be hard to do though. It's mostly there because I like flying with cockpits on ships that have good ones.
Can we get some kind of blurry/glassy background for the text? that way we could actually read the bloody thing.
And is that cabin actually functional? (Like Diaspora?)
No need to mention the ship. Would not post otherwise. It's that great.
$Glowpoint overrides: ( "blue_glow4_small_20:1" "red_glow_20:2" "green_glow_20:3" "red_glow_20:4" )
I hesitate to say this, because I still think it's a great model...:nervous:...but it looks more phallic than ever now. :wtf::p
I hesitate to say this, because I still think it's a great model...:nervous:...but it looks more phallic than ever now. :wtf::p
hey hey i've got a nice idea for you there
it's called shut the **** up and stop deliberately seeing everything as a phallus
Completely unrelated : any news about 3D printed FS2 ships ?
I hesitate to say this, because I still think it's a great model...:nervous:...but it looks more phallic than ever now. :wtf::p
hey hey i've got a nice idea for you there
it's called shut the **** up and stop deliberately seeing everything as a phallus
I hesitate to say this, because I still think it's a great model...:nervous:...but it looks more phallic than ever now. :wtf::p
hey hey i've got a nice idea for you there
it's called shut the **** up and stop deliberately seeing everything as a phallus
I also have an idea. Stop writing things like this. It won't help anyone. if any of you guys want to help Aesaar with this model, have objections on some parts of the design, just point it and post a proposal for corrections.
It's not about seeing an anatomy in this ship. You Valiran are not the first one who had such thoughts ;P So did I some time ago (but I don't care anymore). Also, when my friend saw the titan for the first time on the screen, she automatically said "- Hey it's look like a "put a proper word here".." and started to laugh. :D
#Edit. grammar
If anything, it has been greatly depenilized.:confused: You really think so? :blah: I'll have to look at the original model when I get home, I always saw it as resembling a giant whale or something.
Was that necessary?
Completely unrelated : any news about 3D printed FS2 ships ?
TBH I will miss original main beams configuration. It was signature feature of the whole ship, and current triangle setup makes the Titan too much like Bellorophon. One ship with three beams in triangular configuration is enough for entire fleet. At the other hand I like secondary heavy cannons and other changes You have made.Well, the original Titan has the beams in a triangel configuartion if you're honest. Not that tightly together like on Aesaars, but still...
Indeed, but in totaly different configuration, and not in one surface. Titan is known for it's unique beam configuration. It will never be the same with any other setup.TBH I will miss original main beams configuration. It was signature feature of the whole ship, and current triangle setup makes the Titan too much like Bellorophon. One ship with three beams in triangular configuration is enough for entire fleet. At the other hand I like secondary heavy cannons and other changes You have made.Well, the original Titan has the beams in a triangel configuartion if you're honest. Not that tightly together like on Aesaars, but still...
Completely unrelated : any news about 3D printed FS2 ships ?
Apart from the visuals, doesn't this closeness of the beams make it all the more vulnerable against the UEF's torpedo swarm attacks? If one torpedo hits, the shockwave will strike all three main beams and as a result they'd be taken out a lot faster than on the old Titan model.
Im interested.... what other ships you're planning to remake?After the Titan and the Hyperion? I don't know. I wouldn't mind giving the Diomedes another pass, since it'll be a good three years old by the time I finish these two and a lot annoys me about the model.
Apart from the visuals, doesn't this closeness of the beams make it all the more vulnerable against the UEF's torpedo swarm attacks? If one torpedo hits, the shockwave will strike all three main beams and as a result they'd be taken out a lot faster than on the old Titan model.
Do shockwaves even damage subsystems in BP?
$shockwaves damage small ship subsystems: NO
They don't damage fighter subsystems, but shockwaves can't be made to not damage large ships' subsystems.
Keep up the great work Aesaar!
The more angular nose definitely gives the Titan a more menacing look. While I was initially skeptical, the new triangle face does much to that effect as well.Completely unrelated : any news about 3D printed FS2 ships ?
I believe someone printed out an Orion at one point. Maybe a Sathanas as well.
Bah, not fond of the beam cluster at all. I complained about this when it was first showcased, but of course nobody listened. The original arrangement was better, now they look like they could all be taken out with a single torpedo. I guess we can now count the Titan amongst ships that got all their distinctive features stripped over the course of remaking them. Not fond of circular intakes, either. The overall result is not really a bad model (except for the beam cluster, that thing's awful and would be better replaced with a single beam, if anything), but just looks generic, much like the Erebus.same but i too am gay
same but i too am gay
Bah, not fond of the beam cluster at all. I complained about this when it was first showcased, but of course nobody listened. The original arrangement was better, now they look like they could all be taken out with a single torpedo. I guess we can now count the Titan amongst ships that got all their distinctive features stripped over the course of remaking them. Not fond of circular intakes, either. The overall result is not really a bad model (except for the beam cluster, that thing's awful and would be better replaced with a single beam, if anything), but just looks generic, much like the Erebus.Yes, I too consider awkwardness and googly eyes a distinctive feature. Unlike you, however, I don't think that "distinctive" means "good". I'm glad they're gone and I wouldn't make a model that had them. I kept the things that I thought looked good.
The only thing I miss from the old model is the more irregular, dynamic shape of the spine - with the swell along the front and the fin at the back. But I ain't complaining if we get a gorgeous new model.I agree. I'm quite dissatisfied with the spine.
I don't really like the cluster either, I think the front looked more interesting with the beams spread out.Couldn't make it work without having a really obvious face on the front of the ship. Faces annoy the **** out of me. You get Shivan-y triangle instead.
And you like Wing Commander. You have no ground to stand on calling anything generic as a negative. Or is generic just a catch-all term for **** you don't like?TBH, the last sentence wasn't really negative, just kind of "meh". Yes, Wing Commander fleets all play the "generic Terran ship design" to the hilt. Scooby Doo took this aesthetic and ran with it, resulting in a large number of good, multipurpose models (they don't look out of place even in the animesque Dimensional Eclipse).
Couldn't make it work without having a really obvious face on the front of the ship. Faces annoy the **** out of me. You get Shivan-y triangle instead.Eh, it'd have been better off with a face. Now that you mentioned it, the triangle does look Shivan and rather out of place on an otherwise very Terran ship. What you could do would be to kick two of those beams off to the outriggers and have the third centrally between them (maybe slightly above or below, but not too far above or you'll get a face again). Indeed, there are two flat surfaces on the outriggers which look like a perfect location for two of the beams.
Aesaar are you sure you aren't just unusually prone to pareidolia? Because this is not the first time you've redone the front of a ship because you couldn't stop seeing faces in it.I honestly think the guy's a bit nutters, aside from the chronic pie kleptomania
That said, the original Titan was a very unique and interesting ship, which was a good thing. It lost that in the remake. That said, now that I've looked at it in PCS2, it's not all bad. I'm not really fond of the reverse thruster idea (especially since it's the only ship that has them and FSO isn't all that good at making them work), but if you replaced them with Erebus-style intakes and changed that horrible beam cluster, I could warm up to it. It kind of reminds me of Argon warships from X2 and X3. I suppose the spine could be more "dynamic" like Battuta said, but you could also go further away from the original and make it completely flat, like on Erebus.I disagree. It was unique, but it was not interesting. In Caiaphas' words, it looked like "a disturbingly dildo-shaped shiny space liner". I just think it looked awkward, bulgy, and googly-eyed, much like the Hyperion.
Eh, it'd have been better off with a face. Now that you mentioned it, the triangle does look Shivan and rather out of place on an otherwise very Terran ship. What you could do would be to kick two of those beams off to the outriggers and have the third centrally between them (maybe slightly above or below, but not too far above or you'll get a face again). Indeed, there are two flat surfaces on the outriggers which look like a perfect location for two of the beams.I had versions with a face on them. I preferred to start from scratch than keep them. No, it would not have been better off with a face. The Shivan comparison was very deliberate, and was intended to fit with BP's own narrative comparisons between the Shivans and the GTVA. I like to think it works.
TBH, the last sentence wasn't really negative, just kind of "meh". Yes, Wing Commander fleets all play the "generic Terran ship design" to the hilt. Scooby Doo took this aesthetic and ran with it, resulting in a large number of good, multipurpose models (they don't look out of place even in the animesque Dimensional Eclipse).I really mean no disrespect to Scooby Doo when I say this, but this is exactly what I mean. I don't like Scooby's ships at all. Not even a little. The models are technically good, but that exemplifies how terrible WC ship designs are (his HD Bearcat is a stronger indictment of WC ship designs than I could ever make). They're incredibly boring to me. Knowing that he and I are never going to agree, I try to stay away from his threads. His art style and mine are incompatible.
+1 to Makhpella request to make a new screenshot of Erebus and Titan jumping to Saturn :)I'll see what I can do.
If you like like his ships and dislike mine, you and I have nothing to discuss. I'm never going to make a ship you like.Well, to be fair it's not like you never made a ship that I liked. The corvettes were an awesome upgrade (bet you're contemplating remaking those now... :) ). TBH, I often wonder how your style would work on other Stratcomm's ships. You'd have probably liked the GTVA command station, at least (Phoenix and heavy AWACS are likely bizzare enough to end up in "remake from ground up" category).
I like FS and Wing Commander ships.They're better protected than the old beams were, both in terms of point-defenses and because only the dishes themselves are vulnerable. The housings count as hull. They're also still pretty widely spaced, in absolute terms.
In any case, this is a visually awesome upgrade Aesaar, I like your work. Out of curiosity though, what do you think of the complaint some have that having the beams closer together like that would make them easier to destroy?
I'm planning on remodeling the Diomedes, since it was the first model I fully completed and textured, and there's a thousand things I hate about it. Chimera and Bellerophon are still ok though.If you like like his ships and dislike mine, you and I have nothing to discuss. I'm never going to make a ship you like.Well, to be fair it's not like you never made a ship that I liked. The corvettes were an awesome upgrade (bet you're contemplating remaking those now... :) ). TBH, I often wonder how your style would work on other Stratcomm's ships. You'd have probably liked the GTVA command station, at least (Phoenix and heavy AWACS are likely bizzare enough to end up in "remake from ground up" category).
I like FS and Wing Commander ships.They're better protected than the old beams were, both in terms of point-defenses and because only the dishes themselves are vulnerable. The housings count as hull. They're also still pretty widely spaced, in absolute terms.
In any case, this is a visually awesome upgrade Aesaar, I like your work. Out of curiosity though, what do you think of the complaint some have that having the beams closer together like that would make them easier to destroy?I'm planning on remodeling the Diomedes, since it was the first model I fully completed and textured, and there's a thousand things I hate about it. Chimera and Bellerophon are still ok though.If you like like his ships and dislike mine, you and I have nothing to discuss. I'm never going to make a ship you like.Well, to be fair it's not like you never made a ship that I liked. The corvettes were an awesome upgrade (bet you're contemplating remaking those now... :) ). TBH, I often wonder how your style would work on other Stratcomm's ships. You'd have probably liked the GTVA command station, at least (Phoenix and heavy AWACS are likely bizzare enough to end up in "remake from ground up" category).
Holy ****, that Titan looks gorgeous. I had to get used to the Erebus, but this...This is brilliant.
If you could also update this photo whenever you have the time, that would be perfect.
(http://media.moddb.com/images/mods/1/16/15109/AlliancePride.png)
I'd like it a lot more if it wasn't too dark
I just noticed, from this angle, that the front of the Titan looks like a helmet with raised visor. Unrelated, felt like sharing. Or a shark lacking a lower jaw. Stil unrelated. Or a Collector. I'm stopping.
as i recall battuta's first comment was that it looked like a clitoral hood
Are there any pictures out there of Vasudan TEI (BP era) ships?Not that I know of. Unless I'm completely misremembering, the Vasudans don't have a TEI-equivalent; instead, they focused more on incremental upgrades to their existing fleet (that being said, there are some new ship classes, but we haven't seen them; if you read the techroom entries for Vasudan warships, you can find references on some of them to either modernized variants of FS2-era ships, or brand-new ship classes). It seems unlikely, in my personal opinion, that we'll see shiny new Zod warships before BP3.
I just noticed, from this angle, that the front of the Titan looks like a helmet with raised visor. Unrelated, felt like sharing. Or a shark lacking a lower jaw. Stil unrelated. Or a Collector. I'm stopping.
as i recall battuta's first comment was that it looked like a clitoral hood
You've made me see something I can't unsee.I just noticed, from this angle, that the front of the Titan looks like a helmet with raised visor. Unrelated, felt like sharing. Or a shark lacking a lower jaw. Stil unrelated. Or a Collector. I'm stopping.as i recall battuta's first comment was that it looked like a clitoral hood
And it doesn't reinforce the narrative metaphor of the nurturing maternal Temeraire and the distant paternal Orestes at all!
TEI is Tev only. The Zods have new toys (for which the game assets haven't been selected/completed yet, which is why we have nothing to show), but the fleet organization is vastly different and doesn't follow the same tiers as the Tevs and their TEI.
TEI is Tev only. The Zods have new toys (for which the game assets haven't been selected/completed yet, which is why we have nothing to show), but the fleet organization is vastly different and doesn't follow the same tiers as the Tevs and their TEI.I was just going about the point, that Zods use another organisation thiny, not more or less
In terms of the Vasudans upgrading old designs rather than creating new ones...didn't Freespace 2 say the upgraded Typhon class was kind of a mess?
Terrans would have a fleet comprised of aging win7 machines and newer win10 machines. They've ditched all the winXP machines.
The Zods would have a haphazard fleet composed of very old (they still have late 90s and early 2000s machines running) to very new machines, sporting various flavours of (mostly) recent linux kernels, and try to keep driver compatibility all around. This may seem suboptimal to a Terran, but they still manage to keep all their software running and can gather more processing power than the Terrans can.
And then there's the Medjai server farm hidden somewhere in the corner.
In this metaphor the hardware represents the age of the ship design and the software the tech level used in the ship.