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Hosted Projects - Standalone => Diaspora => Topic started by: Kyle_K_ski on October 25, 2008, 07:56:52 am

Title: About the Colonial warheads...
Post by: Kyle_K_ski on October 25, 2008, 07:56:52 am
Beautiful render at your main website of the Colonial warheads, and I thank you for them.

I noticed that one looks distinctly like a bomb.  Am I correct on this, and if so, are we going to have battles over the surfaces of planets?  And if there are surface battles, will the bomb behave according to gravity and be influenced by wind and whatnot? 

That would be pretty mind blowing!   

Keep up the great looking work.

Yours,
Kyle
 :)
Title: Re: About the Colonial warheads...
Post by: Lt.Cannonfodder on October 25, 2008, 08:59:25 am
That bomb is the Colonial nuke we saw in S1 finale, or a close approximation of it. Yea, it looks kinda WW2 but that's pretty much how it was in the show too.
Title: Re: About the Colonial warheads...
Post by: Kyle_K_ski on October 25, 2008, 09:07:56 am
Ahh, so that's what it is.  Thanks for the clarification. 

 :yes:
Title: Re: About the Colonial warheads...
Post by: Thaeris on October 27, 2008, 11:53:15 pm
It actually looks much like a contemporary iron (dumb) bomb, apart from having somewhat swept-forward wings. Modern real nuclear weapons have a distinctive shape to them (at least American weapons such as the rather archaic B57 or the newer B61).

Here's a good question though, as seen on the Tyllium processing plant raid in the first season, Adama uses conventional weapons in a "tossing" manner to blow the facility-a maneuver which requires some degree of gravity. Would it be possible for large objects, such as asteroids/small moons (something large but not so large that FreeSpace can't simulate it) or even some vessels to have gravitational affects? These affects might not neccessarily affect the spacecraft as its artificial stability system might appear to make that gravity negligable... unless you want a full-blown semi-Newtonian gravity model. Which in most cases is unlikely. But then again, you never can tell...

As far as OTHER weapons go (not to move too far from topic), I've noted that there has been some discussion in the past pertaining to what possible weapons the "Blackbird" could carry without straying too far from canon. As seen in show (I've not seen that episode), the ship does not seem to have a gun/cannon of sorts. Would it be possible for the vessel to carry a single/twin MEC-A6 gunpod in place of a heavy weapon missile?

-Thaeris
Title: Re: About the Colonial warheads...
Post by: Lt.Cannonfodder on October 28, 2008, 01:07:37 am
I dont think such gravity effects are possible, at least not on asteroids and such. A coder/scripter could answer that question better though.

As for Blackbird's armament, the only weapons we've seen here carry were the missile Lee used in taking out the Resurrection ship's ftl. Since the ship's unique, and we ever only saw her being flown three times (I think), I dont think there's much room for us to make such armament changes. It doesn't even make much sense, the Blackbird clearly isn't a dogfighter and would have little use for guns.
Title: Re: About the Colonial warheads...
Post by: FraktuRe on October 28, 2008, 04:56:37 am
The blackbird does have some gunlike things on the front sides which could be a basis for KEWs.

http://en.battlestarwiki.org/wiki/Image:Blackbird_FotP.JPG? (http://en.battlestarwiki.org/wiki/Image:Blackbird_FotP.JPG?)
Title: Re: About the Colonial warheads...
Post by: Fish on October 28, 2008, 07:25:58 am
Check back over the episode, and see if you can spot any gun parts in the chief's workshop as he's putting it together ;)

Also, nice work on the weapons, Lt. C! Can't wait to see the Cylon selection too. Mmm, glowing...
Title: Re: About the Colonial warheads...
Post by: FraktuRe on October 28, 2008, 07:35:54 am
I'm not saying they are guns, just that the model itself has points which can easily be converted to guns if the team wants to.
Title: Re: About the Colonial warheads...
Post by: Fish on October 28, 2008, 07:39:31 am
Fair enough. I thought Lt. C's reservation was due to canonical concerns, and presumed the models weren't so much a limitation, as the team makes them how they like.
Title: Re: About the Colonial warheads...
Post by: Angelus on October 28, 2008, 07:42:27 am
I dont think such gravity effects are possible, at least not on asteroids and such. A coder/scripter could answer that question better though.

As for Blackbird's armament, the only weapons we've seen here carry were the missile Lee used in taking out the Resurrection ship's ftl. Since the ship's unique, and we ever only saw her being flown three times (I think), I dont think there's much room for us to make such armament changes. It doesn't even make much sense, the Blackbird clearly isn't a dogfighter and would have little use for guns.


What happened to the Gravity code LuaPineapple worked on ( some 6 months ago ) for BtRL??
Title: Re: About the Colonial warheads...
Post by: Lt.Cannonfodder on October 28, 2008, 07:55:13 am
Fair enough. I thought Lt. C's reservation was due to canonical concerns, and presumed the models weren't so much a limitation, as the team makes them how they like.
Yep, canonical problems are my biggest concern on giving guns to the Blackbird. I'm fairly sure most of the team agrees with me there.

What happened to the Gravity code LuaPineapple worked on ( some 6 months ago ) for BtRL??
I'm not sure how well that stuff was working. Though as I said, I'm not the one to answer code/scripting questions :)
Title: Re: About the Colonial warheads...
Post by: Enki on October 28, 2008, 04:03:02 pm
I think gravity should be addable.  I remember reading some of Lua's stuff a long time ago but don't remember much about it. 

The physics file looks a little less intimidating than some of the others.  I have some rough ideas of the kinds of things that can be done, but how to implement in this engine will be the issue.  I have ideas for both selectable asteroids (CofMass point sources) and flight decks (field related).  I think the field version would probably even be adaptable to magnetics.

@kara and team  Would this be a better thing to attempt rather than sticking my nose into Taylor's pilot file update process?

Title: Re: About the Colonial warheads...
Post by: karajorma on October 28, 2008, 04:47:45 pm
Yeah. I think it probably would be.
Title: Re: About the Colonial warheads...
Post by: Thaeris on October 30, 2008, 04:58:45 pm
Hmmm...

I have a question about deploying the "conventional Colonial nuke" (aka the bomb). Seeing as gravity is only a consideration, how are we supposed to deploy it? At this point, the only practical way of launching it I precieve that exists is to fly in a straight line (or as soon as the fighter has no "slip") as fast as possible, launch it, and then pull up to avoid hitting the weapon with your own ship (to make sure you don't blow up in a firey blast when it's armed OR knock it off course in general). I envision this way of operation as this particular nuke has no visible powerplant/motor/engine/etc. Thus, the nuke could only go as fast as the top speed of your fighter (by the way, will you have afterburners or "boost" in Diaspora?).

-Thaeris
Title: Re: About the Colonial warheads...
Post by: Enki on October 30, 2008, 10:01:19 pm
Slip in space is a non-issue.  No weird airflow to cause separation problems. So as long as the ejector ejects the bomb off the rack it will fly straight, even if it is flying cockeyed!

And AB is part of the Freespace engine, as well as canon in BSG, so yes it will be in there.
Title: Re: About the Colonial warheads...
Post by: Thaeris on October 31, 2008, 12:53:29 am
Pardon the terminology.

What I meant by "slip" is the drift after a maneuver before whatever control system can put the space ship back in a linear flight path. Seeing as Diaspora/BtRL uses "semi-Newtonian" physics, there is indeed a small-to-medium amout of drift after a hard maneuver. This means that if you're shooting a projectile with no powerplant, it will continue to go in the direction the ship was last moving; if you're drifting, the projectile will NOT go where it was aimed in the sights.

-Thaeris
Title: Re: About the Colonial warheads...
Post by: Enki on October 31, 2008, 11:26:33 am
Yup.  Always a problem with dumb bombs.  At least in-game you also don't have to worry about collimination and eye position causing aim error as well.  But then we are talking about nucs and in general. close is good enough.  :lol:
Title: Re: About the Colonial warheads...
Post by: Snagger on November 01, 2008, 04:43:12 am
Yup.  Always a problem with dumb bombs.  At least in-game you also don't have to worry about collimination and eye position causing aim error as well.  But then we are talking about nucs and in general. close is good enough.  :lol:
Probably not in space - no blast wave, remember - you'd need a direct hit to achieve much against the cap ships.
Title: Re: About the Colonial warheads...
Post by: Master_Drow on November 01, 2008, 09:24:53 am
I'm not saying they are guns, just that the model itself has points which can easily be converted to guns if the team wants to.

About the blackbird, if you read wikipedia it says that the blackbird has no armaments, but it does have a hard point to which a missile could be attached.
http://en.wikipedia.org/wiki/Colonial_Blackbird#Armament (http://en.wikipedia.org/wiki/Colonial_Blackbird#Armament)


Title: Re: About the Colonial warheads...
Post by: Snagger on November 01, 2008, 10:03:44 am
I'm not saying they are guns, just that the model itself has points which can easily be converted to guns if the team wants to.

About the blackbird, if you read wikipedia it says that the blackbird has no armaments, but it does have a hard point to which a missile could be attached.
http://en.wikipedia.org/wiki/Colonial_Blackbird#Armament (http://en.wikipedia.org/wiki/Colonial_Blackbird#Armament)



Remember that Wikipedia is not a quality controlled resource- anyone can write any old drivel on there, and it would only be removed (eventually) if proven inaccurate.  Don't treat it as an accurate information site.
Title: Re: About the Colonial warheads...
Post by: Enki on November 01, 2008, 01:11:59 pm
Yup.  Always a problem with dumb bombs.  At least in-game you also don't have to worry about collimination and eye position causing aim error as well.  But then we are talking about nucs and in general. close is good enough.  :lol:
Probably not in space - no blast wave, remember - you'd need a direct hit to achieve much against the cap ships.
The heat and radiation release will cause some "virtual blast" as hull/armor plating materials vaporize testing hull integrity, and if hull plating is breached(melted) from that anywhere within a half a klick or so of detonation it's crispy critter coffin for all but the largest ships. The blast heat can then superheat the internal atmosphere causing a superhot internal over-pressure situation, which is exactly how anti-submarine torpedos are designed to work today.  Sure that's nowhere near as bad shockwave-wise as in atmosphere, but it turns out atmospheric effects blunt the heat and radiation effects compared to a totally unshielded space blast.  And I'd say half a click is a pretty large margin when the "close enough" conversation started with small sideslip effects on delivery accuracy. I would compare it to shooting at a barn with a rifle from 30 meters, everything you do which could cause a small error in aim will still result in a "hit".  Sure it's still possible to miss by releasing beyond the recommended release range, but even that is somewhat mitigated if you have a continuously computed impact point pipper that is smart enough to compensate for sideslip.
Title: Re: About the Colonial warheads...
Post by: Thaeris on November 01, 2008, 10:37:10 pm
The thing with sideslip is... at least with the BtRL demo... that once a maneuver is completed the ship settles into a linear flightpath quite quickly. It's how the ship's stabilization system works. The only problem would be having to deal with that WHILE BEING SHOT AT! Which might make launches tricky. The only other scenario is when the ship is in glide, which might make a release suicide from some positions. Seeing as you can change the flight path of the ship with thrusters, launching the bomb in glide might be plausible from some angles. This would, more than anything else, require a CCIP/CCRP system. Otherwise, hand-bombing ("eyesighting") a capship shouldn't be a problem (unless you're at extreme ranges... in which the weapon may get shot down).

-Thaeris
Title: Re: About the Colonial warheads...
Post by: General Battuta on November 02, 2008, 12:05:08 am
I'm not saying they are guns, just that the model itself has points which can easily be converted to guns if the team wants to.

About the blackbird, if you read wikipedia it says that the blackbird has no armaments, but it does have a hard point to which a missile could be attached.
http://en.wikipedia.org/wiki/Colonial_Blackbird#Armament (http://en.wikipedia.org/wiki/Colonial_Blackbird#Armament)

Remember that Wikipedia is not a quality controlled resource- anyone can write any old drivel on there, and it would only be removed (eventually) if proven inaccurate.  Don't treat it as an accurate information site.

And yet, oddly, it has an average error rate lower than the Encyclopedia Britannica. Funny how well crowdsourcing works!

If it's got a citation, you can probably trust it. No harm in double-checking, but Wikipedia's a great resource.