Hard Light Productions Forums

Off-Topic Discussion => Arts & Talents => Topic started by: Martinus on November 22, 2003, 03:10:05 pm

Title: Design a destroyer
Post by: Martinus on November 22, 2003, 03:10:05 pm
[color=66ff00]The FSUpgrade project needs a destroyer, the destroyer will be the main focus of the campaign. As the FSUpgrade is a community project we're looking you guys to submit drawings, meshes, models, whatever... of something you think both looks asthetically pleasing and looks like it can kick a bit of ass. :nod:

The destroyer should have the following characteristics so try to make your design reflect this:

1. It's about 2 km long (aprox. orion length).
2. It's fast (sleek? Large engines? You decide).
3. It carries anti capship torpedos.
4. It should reflect a mixture of Vasudan and terran design.
5. It's a prototype with ablative armour of sorts, this can be conveyed in textures or in geometry but since we're working with HT&L in mind your poly count can be quite high.

So submit your designs, the more detailed the better but everything is welcome, you might just see that destroyer you had been imagining in Freespace in high poly glory. :)

UPDATE: due to much confusion (partially my fault) I must stress that beam weapons are still the main FS capship weapons type in the upgrade, they will not be replaced by torpedos which are intended as an additional weapons system.
[/color]
Title: Design a destroyer
Post by: Shrike on November 22, 2003, 03:51:05 pm
Torpedoes?  Heresy.
Title: Design a destroyer
Post by: Martinus on November 22, 2003, 04:29:46 pm
[color=66ff00]Remember that heretics were often those that defied the norm and made progress where those ruled by dogma could not. ;)
[/color]
Title: Design a destroyer
Post by: Ashrak on November 22, 2003, 04:36:32 pm
uhm do you mean.....star trek torpedoes (OH YEAH BABY!) or starlancer torpedos (THOSE SUCK!!!)
Title: Design a destroyer
Post by: Kamikaze on November 22, 2003, 04:41:53 pm
*suggests this be stickified*

EDIT: Nevermind. I need to RTFP.
Title: Re: Design a destroyer
Post by: Sheepy on November 22, 2003, 04:45:25 pm
Quote
Originally posted by Maeglamor
[color=66ff00]As the FSUpgrade is a community project we're looking you guys to submit drawings, meshes, models, whatever... of something you think both looks asthetically pleasing and looks like it can kick a bit of ass. :nod:[/color]
Title: Design a destroyer
Post by: Baron MacDoblin on November 22, 2003, 06:59:53 pm
http://bobmcdob.homestead.com/files/battlewagon.jpg

The things sticking out of the side are broadside torpedo mounts :p
Title: Design a destroyer
Post by: Singh on November 22, 2003, 08:11:07 pm
whoa.....now THAT is a ship a navy ought to be proud of!
Title: Design a destroyer
Post by: Shrike on November 22, 2003, 09:26:22 pm
Quote
Originally posted by Maeglamor
[color=66ff00]Remember that heretics were often those that defied the norm and made progress where those ruled by dogma could not. ;)
[/color]
Here's a hint.

Freespace warships have beam cannons.
Freespace warships lack torpedo launchers.

Which do you think is more appropriate for an upgrade to Freespace?
Title: Design a destroyer
Post by: Singh on November 22, 2003, 10:16:27 pm
The Colossus had better beam cannons and see how well it did.....
I think Torps would be a better option, if they moved much faster or had greater range than the ones currently in use.
Title: Design a destroyer
Post by: Baron MacDoblin on November 22, 2003, 10:57:18 pm
The problem with torpedoes or missiles of any kind is that, no matter how fast they are, they can be shot down. (If they couldn't they would be called railguns :p)
Title: Design a destroyer
Post by: Shrike on November 22, 2003, 11:06:11 pm
Quote
Originally posted by Singh
The Colossus had better beam cannons and see how well it did.....
I think Torps would be a better option, if they moved much faster or had greater range than the ones currently in use.
Yes, against the warship with the giant-ass beam cannons of ultimate death that can blow up Orions in a couple seconds.  :rolleyes:

Torpedoes are not Freespace.  So why are you putting them on the main ship of the Freespace upgrade project?
Title: Design a destroyer
Post by: TheCelestialOne on November 22, 2003, 11:42:49 pm
Maybe they changed their minds? Maybe they found a way to effectively utilize torpedoes. I mean if you can create something similar to Photon/Quantum torpedoes it'd be a helluva lot better then the missiles the ships are currently armed with or even certain laser turrets. The increase in speed would be incredible ;)
Title: Design a destroyer
Post by: mikhael on November 22, 2003, 11:54:31 pm
Didn't we have a few torpedo intercept missions?

Seriously though, I have to agree with Shrike on this one, and you lot should know how much I hate to agree with him on anything. The future of Freespace would assuredly be with beams. If capships used any self propelled ordinance of any sort, it would be large volleys of standard missiles (and even that I don't really see, though I think we should ;))
Title: Design a destroyer
Post by: Bobboau on November 23, 2003, 12:01:02 am
freespace == beams
freespace == no_torpedos

the type of munition is not in the general stile of FS

and what about the big distroyer I made (http://freespace.volitionwatch.com/blackwater/PS-T-dest01.zip) and put in that one thread
Title: Design a destroyer
Post by: Carl on November 23, 2003, 12:07:32 am
Quote
Originally posted by Bobboau
no_torpedos


dude, seriously, you need to take a break from unix.


and be careful how fast you make it. when i was making the borg cube, I wanted it to go nice and fast like on Star Trek, but they wouldn't fight because they zoomed by too quickly.
Title: Design a destroyer
Post by: Kamikaze on November 23, 2003, 12:12:14 am
Nah, it's just that he's a C coder.

Of course, similarly you know a person is a Java coder if they keep TalkingInWierdCapitalization or LISP if they use-absurdly-long-and-descriptive-hyphen-linked-thingers. Perl coder if they keep talking about their $home and $dog and their $wife then suddenly lapse into wierd symbolic speech, "$%/$%#@)&$)&@%#(*&@#%&_".
Title: Design a destroyer
Post by: Shrike on November 23, 2003, 12:36:40 am
Quote
Originally posted by TheCelestialOne
Maybe they changed their minds? Maybe they found a way to effectively utilize torpedoes. I mean if you can create something similar to Photon/Quantum torpedoes it'd be a helluva lot better then the missiles the ships are currently armed with or even certain laser turrets. The increase in speed would be incredible ;)
If you want to do that for your own private campaign, more power to you.  But presumably the FS upgrade project is supposed to follow the lead set by Volition as much as possible and using a minimum of creative liscence in doing so - which means warships are armed with beams, not torpedoes for their antiship firepower.

I have to ask, why torpedoes?  Why are you making such a drastic shift in armaments?

Mik, you're probably thinking of Piranhas, which are handy for short-range defense.
Title: Design a destroyer
Post by: Knight Templar on November 23, 2003, 12:42:39 am
*points to Golgotha for inspiration
Title: Design a destroyer
Post by: Black Wolf on November 23, 2003, 12:46:58 am
There were no beams in FS1. If we'd been having this discussion 4 years ago, people would probably be saying "No. The Shivans use beams. The GTVA uses Plasma Cannons."

Just a thought...

[EDIT] Keep in mind also, that the Collossuses big beams had massive heat dissipation problems - perhaps the GTVA couldn;t counter this in massive weapons and turned to torpedoes?

Out of curiosity, is there any reason the destroyer can't have both? It fires BFGreens (or an appropriately upgraded variant) until heat dissipation becomes a problem, and then switches over to its torpedoes?
Title: Design a destroyer
Post by: Kamikaze on November 23, 2003, 01:16:41 am
My idea #1, kinda boring maybe. *will probably do another after a good night's sleep + thinking*

(http://www.cyberberry.com/kamikaze/images/protodestroyer.jpg)
Title: Design a destroyer
Post by: Shrike on November 23, 2003, 01:29:48 am
Quote
Originally posted by Black Wolf
There were no beams in FS1. If we'd been having this discussion 4 years ago, people would probably be saying "No. The Shivans use beams. The GTVA uses Plasma Cannons."

Just a thought...
And those people would be right.  Because FS1 canon had the GTVA using crappy turrets and rockets for their warship armament.  Were you to expand from FS1 you would be able to go further afield because the GTVA didn't have any heavy antship weapons except bombs - so torpedoes might have been the logical extension.  But FS2 canon has the main heavy weapon of the GTVA being beam cannons.  Hey, if you want to change that, fine.  Just don't expect much credit for Freespace upgrade if you start making unecessary changes.

Quote
[EDIT] Keep in mind also, that the Collossuses big beams had massive heat dissipation problems - perhaps the GTVA couldn;t counter this in massive weapons and turned to torpedoes?
That was firing on overcharge mode - during normal firing beam cannons don't seem to have any problems like that.  Furthermore, that's hardly a valid reason to explain why the GTVA changed to torpedoes, it's simply an after-the-fact rationalization of going to torpedoes.

Quote
Out of curiosity, is there any reason the destroyer can't have both? It fires BFGreens (or an appropriately upgraded variant) until heat dissipation becomes a problem, and then switches over to its torpedoes?
Seriously, you're probably just better off building bigger heat sinks instead of adding an entire new weapons system.  

What I want to know is why the FS upgrade team feels the need to abandon the definative weapon system of Freespace 2 for something that is very much nonexistent in FS canon.  I can understand if you were making longer-ranged bombs for fightercraft, but I simply don't understand why you'd move away from beams on warships.
Title: Design a destroyer
Post by: Kamikaze on November 23, 2003, 01:36:38 am
Personally I think beams look a lot cooler than most projectile weapons and should be kept. It doesn't necessarily hurt to use torpedos though, just don't abandon beams as the major weapon.

The only projectile weapon that can beat the look of a nice, solid beam weapon is a ton of swarm missles shooting out from long range with huge shockwaves. :p
Title: Design a destroyer
Post by: Devils_Hitman on November 23, 2003, 01:50:40 am
awww, no shivan destroyers
Title: Design a destroyer
Post by: Knight Templar on November 23, 2003, 02:11:53 am
Quote
Originally posted by Shrike


What I want to know is why the FS upgrade team feels the need to abandon the definative weapon system of Freespace 2 for something that is very much nonexistent in FS canon.  I can understand if you were making longer-ranged bombs for fightercraft, but I simply don't understand why you'd move away from beams on warships.


 Maeg did. :p
Title: Design a destroyer
Post by: Raptor on November 23, 2003, 04:08:02 am
I would post my Saturn/Hera Destroyer, but

a) it's mapping is not yet complete (though I suppose that dosn't really matter)
b) it's very Terran, alomst no Vasudan infulance
c) it's mainly armed with beams

Besides, I have no up to date pics...:nervous:

But on the + side.

1) 2.5km long (bit big, but damm imposing)
2) it's sleek, and with an equalitat(sp?) nine engine units, is fast
3) it carries VERY big torpedos (Scripted weapons, though)

And when I say big, I'm not talk Helios, I'm talking bigger than Ursa here;7....

Oh and I agree with other peoples posts, beams are the main armament of FS2 ships, and so on after that, except under very certain circustances.
Title: Design a destroyer
Post by: Sigma on November 23, 2003, 07:05:38 am
I have made this destroyer for my campaign:

(http://www.swooh.com/peon/Sigma/FS2-files/Thanatos-pimp.JPG)

I think it looks a little bit like a mixture of terran and vasudan designs.
I don't want to release it at the moment and it still needs some work but if the FS Upgrade wants it you can have it!
Title: Design a destroyer
Post by: Bobboau on November 23, 2003, 07:43:02 am
no one looked at my destroyer again
Title: Design a destroyer
Post by: Gloriano on November 23, 2003, 07:48:06 am
i think Bob's destroyer would fit to FSup because it's desing
Title: Design a destroyer
Post by: Flaser on November 23, 2003, 09:14:33 am
I don't know the reason behind the huge upheaval.

No one beside the critisising bunch said that the GTVA will abandon beams IIRC!

What's wrong with having both beams and torpedos?

Beams are short/medium range heavy firepower while torpedos are long/medium range precision weapons.

The torpedos in this era would be more likely automatic ships similar to the Tomahawk of 21'th century designs.
It is a robot weapon designed to safely deliver a big payload to the right spot. It turns, glides evades to keep the valnurable and very expensive warhead safe, it even has control over it's engine.

It's more like a special kamikaze ship from designer's point of view than huge lame bombs.

Of course using them at short range would be risky to the deployer too.

So I simply don't see the problem.

Beside the usual warships, you have a dedicated ships/some additional weaponry on current desings that enable to lauch torpedos.

As for the reason why they weren't used: a pilot was a much better instrument for getting the job done.
Before they had strong enough engines (late Zod designs) and a higly advanced Ai bombers were superior to any torpedo design (the stealth program, the Mjorlnir - these all made breaktrhough in AI programing).

It can be even a good plot part to have a prototype torpedo warship between FS1 and FS2 armed with torpedos and beams. The torpedos fail - the beams don't. So the idea is scraped for the time. You could make a plot with two ships with 2 different weaponry competing. A powerful, but blunt torpedo system and a crips, but not so dependable beam system.

Anyway these torps would add a lot to the game gameplay wise, for they wouldn't act like ordinary ships, and hunting them down would be a dedicated interceptor role. Unlike bombs they would need long range dogfigt to counter them, for they should awade whatever risks them.
Title: Design a destroyer
Post by: Zeronet on November 23, 2003, 09:34:30 am
Freespace 2= Big Beams
Starlancer= Torpedoes

Now, which game is this an upgrade for again? hmm?
Title: Design a destroyer
Post by: Flaser on November 23, 2003, 09:39:54 am
Freespace=fun++

FS UPG.=fun+++++++++++++++++

Now:
Beams=fun
Torpedos=fun

Beams+Torpedos=Fun+fun
 
Khmm??
Title: Design a destroyer
Post by: an0n on November 23, 2003, 09:58:11 am
Quote
Originally posted by Sigma
I have made this destroyer for my campaign:

http://www.swooh.com/peon/Sigma/FS2-files/Thanatos-pimp.JPG

I think it looks a little bit like a mixture of terran and vasudan designs.
I don't want to release it at the moment and it still needs some work but if the FS Upgrade wants it you can have it!

Hehe. Chris Colorado kicks ass.
Title: Design a destroyer
Post by: Raptor on November 23, 2003, 02:00:09 pm
Quote
Originally posted by Flaser


Thats kinda what I'm doing with the Saturn/Hera.  Beams are the main weapons, but there are the missiles for ultra long range attack....
Title: Design a destroyer
Post by: Zeronet on November 23, 2003, 02:04:36 pm
Quote
Originally posted by Flaser

Torpedos=fun

 




:blah:
Title: Design a destroyer
Post by: Baron MacDoblin on November 23, 2003, 03:14:56 pm
I'll fun you, bizotch!
Title: Design a destroyer
Post by: Knight Templar on November 23, 2003, 04:32:05 pm
Quote
Originally posted by Raptor


Thats kinda what I'm doing with the Saturn/Hera.  Beams are the main weapons, but there are the missiles for ultra long range attack....


Funny thing is, 'ultra long range' = longer than 5km.. :blah:

What we need is beams that actually go the distance.
Title: Design a destroyer
Post by: StratComm on November 23, 2003, 05:13:23 pm
I guess it makes sense that beams are not effective at long range, since the light dissipation will eventually spread it out enough to not significantly damage the hull where it impacts.  Missiles wouldn't have the dispersion problem.  The trouble is, the range at which that occurs should be at absolute minimum about 100 times what it is now.  Oh well, it's freespace.

And I'll nominate the Raynor, although she could do with some revamping for HT&L
Title: Design a destroyer
Post by: Beowulf on November 23, 2003, 05:45:32 pm
Upgrade=>Next Installment=>Evolution of Technology=>Upgraded Technology=>Evolution of Theory=>New Battle Theory=>New Technology=>TORPEDOES

Go for it! :D

~Beowulf

Edit: Don't forget, torpedoes can be aimed... beams can't do this effectively. All in all, torpedoes :yes:
Title: Design a destroyer
Post by: Liberator on November 23, 2003, 06:27:25 pm
Use the Raynor as the basis, but retouch it for HTL and give it some Vasudan touches like maybe an ablative sheath on the top side of to give the fighters cover while they launch.
Title: Design a destroyer
Post by: Shrike on November 23, 2003, 06:27:29 pm
Quote
Originally posted by Knight Templar
Funny thing is, 'ultra long range' = longer than 5km.. :blah:

What we need is beams that actually go the distance.
Actually the standard beams on the Colossus go to 8km IIRC.

Quote
Originally posted by Beowulf
Upgrade=>Next Installment=>Evolution of Technology=>Upgraded Technology=>Evolution of Theory=>New Battle Theory=>New Technology=>TORPEDOES

Go for it! :D

~Beowulf

Edit: Don't forget, torpedoes can be aimed... beams can't do this effectively. All in all, torpedoes :yes:
Evidently the fact that this is Freespace upgrade not Freespace reimagined passed you by.  :rolleyes:

If you're going to start postulating significant changes to the Freespace combat paradigm you had better have some damn good reasons for them.  And as far as I can tell, there's simply no good reason to trade out beams for torpedoes.

I have still not heard a good argument for changing the main heavy weapons from beams to torpedoes.  Not in the game universe, but why people feel the need to alter one of the basic weapons of FS2 enough that the centrepiece warship of the campaign, your home base, is armed with them.  There's some nifty unexplored concepts in FS2 that you can explore, such as SSM strikes, but why is such a root change being made?

As an aside, you guys in the FS upgrade project should expect this.  Because you're attempting to upgrade/continue FS2 instead of making your own campaign your design process will be in a much more critical light.
Title: Design a destroyer
Post by: StratComm on November 23, 2003, 06:39:21 pm
Shrike, I'm sorry, but I still haven't seen anything even suggesting dropping beams for torpedoes or even switching which armament is considered primary.  Keeping beams is a must.  Adding another offensive weapon to your fleet's arsenal is even better.  I say put on the torps, just don't make them the primary armament.
Title: Design a destroyer
Post by: Shrike on November 23, 2003, 07:11:43 pm
So if that's the case why was one of Maeglamor's requirements be that the destroyer carry anticapital torpedoes?  Sure you could put a dozen torpedo launchers on top of an Orion's load of beams, but is that realistic?

Wouldn't it have just been better to say 'make it look advanced' and then go from there?
Title: Design a destroyer
Post by: Taristin on November 23, 2003, 07:17:02 pm
The Bastion was initially designed to have torpedoes as well. It may still.
Title: Design a destroyer
Post by: StratComm on November 23, 2003, 07:30:34 pm
Perhaps Shrike, Meag wants a mission in which this ship needs to use torpedo attacks on some ship, because its beams are broken or said ship is out of beam range.  I don't know if you'd be covering the ship as it launched her torpedos, or escorting those torpedos on the last leg of their flight, or fighting against her and trying to destroy the torpedos as they approached.  I can think of all kinds of reasons to want them.  But having those requirements for a ship to feature prominantly in the campaign seems like he wants those requirements to be part of it.  I don't have access to the Upgrade project, so I don't know how he wants to use them, but I have to put my confidence in him using them to the betterment of the game.

And the Orion has a ton of extra space in its hull by the looks of it (this assuming that veam cannons can be slung into one of its multipart turrets) so why not add missiles.  Look at how much ordinance a support ship can carry; is it any stretch of the imagination for a destroyer to hav similar capabilities on a larger scale?  Now it would be volatile, but that's not something we're considering here (to my knowledge).
Title: Design a destroyer
Post by: Beowulf on November 23, 2003, 07:40:05 pm
Quote
Originally posted by Shrike

Evidently the fact that this is Freespace upgrade not Freespace reimagined passed you by.  :rolleyes:


Hrm... perhaps you are right...

Mayhap my reasoning applies a little too far into the future? ;7

I still dont see why some torpedoes cant be done.... :nervous:
Title: Design a destroyer
Post by: Baron MacDoblin on November 23, 2003, 08:27:20 pm
I suggest that Super-Hecate that one guy posted a while back. Was it Raven? I don't remember.
Title: Design a destroyer
Post by: DragonClaw on November 23, 2003, 08:51:09 pm
Torpedoes can be used to carry certain things that will infect the enemy on impact.

Torpedoes with viruses. (Alpha Red from StarWars anyone?)
Torpedoes with enzymes that break apart the shivan hull
Torpedoes with uber leet stuff that destroys everything™

Etc.

Anyway, I think its pretty obvious what the plotline is now, with what Maeglamor gave away. But yeah.
Title: Design a destroyer
Post by: Bobboau on November 23, 2003, 09:01:01 pm
ok, so we want the things that can be shot down to be the thing that we will use to hit things far away, wich will take longer to reach there target, wich means there will be more time to shoot them down.

I can just see it..
"a Bealz'bub class ubber jugernaught has just jumped in!"
"Fire the torpedos!!!"
...
...
"the Bealz'bub is chargeing its massive cannons of beamy DOOM!!!!"
...
/*torpedos continue on there way*/
...
"OH MY GOD WERE GOING TO DIE"
...
...
"AAAAHHHHHRRRGGGggg!!!!!!!!!"
"wait, the torpedos are almost there"
...
...
...
/*Bealz'bub shoots a small lazer turret blowing up the torpedos*/
...
"crap"
"who's frik'n idea was it to use torpedos as long range weapons"
"I don't know but... is it just me or is it getting hot in here?"
/*looks out side window to see 7 kilomiter wide beam of HIDEOUS SCREAMING DOOM inveloping the ship*/
"hmm, this is bad"
Title: Design a destroyer
Post by: Bobboau on November 23, 2003, 09:05:35 pm
you know torpedos arn't a bad idea just not in the line of the GTVA's weapons systems, so far FS has gone more and more to the kaZAP! type weapons, this is more of a POOFssssssshhhhhrrrraaaaaBANG! type weapon, energy weapons are allways the way in FS, unless you are too small to cary decent energy weapons, or the thing you're trying to hit is moving to fast and needs something that will trak,
beams are instantainius, so the traking issue is noexsistant
Title: Design a destroyer
Post by: Turnsky on November 23, 2003, 11:24:16 pm
Torps = Bombers
Beams = Capships...
Title: Design a destroyer
Post by: Black Wolf on November 23, 2003, 11:25:29 pm
Quote
Originally posted by DragonClaw

Anyway, I think its pretty obvious what the plotline is now, with what Maeglamor gave away. But yeah.


I very much doubt it. One of the reasons Maegs plot was chosen was because it was very... unique. The questiuon of course will be whether it's too unique, but, well, I suppose time will tell.
Title: Design a destroyer
Post by: Knight Templar on November 24, 2003, 01:30:43 am
:lol:

How little they know..



:nervous:
Title: Design a destroyer
Post by: Raptor on November 24, 2003, 04:29:20 am
Quote
Originally posted by Knight Templar


Funny thing is, 'ultra long range' = longer than 5km.. :blah:

What we need is beams that actually go the distance.


Er, Try ~50km for THESE missiles....(10km would be the miniuim range, not because of tracking issuses, but more not wanting to get caught in the explosion (5km blast radius!:eek:!)!)
Title: Design a destroyer
Post by: Gloriano on November 24, 2003, 04:36:04 am
what about something like long range energy missile
Title: Design a destroyer
Post by: beatspete on November 24, 2003, 07:38:58 am
Nah.  As everyone has said, torpedoes are a bad idea.  Imagine an intercept mission where instead of protecting -say, a transport - from a few wings of bombers, you were protecting it from a whole destroyers barrage of helios.  Its stupid, and it won't look as good as colourful beam wars.

On a side note, i might model something, make the mesh, but thats about as much as i can do.
Title: I don't know about that...
Post by: Star Dragon on November 24, 2003, 09:01:38 am
In the event you have an intercept missile capable of reaching the target successfuly in time to detonate it while you are a sfae distance away. If not order your wingmen to get it... LOL like in B5 when the minbari or the Drazi tookteh hit for the command whitestar... The cruiser moved to block the nuclear torpedo!

  I'd like to see some self sacrifice n extreame situations people!!!  ;7
Title: Design a destroyer
Post by: phreak on November 24, 2003, 09:20:30 am
INF uses torpedos as more of a support weapon for beams and such.  just wait until we unvail our new weapons
Title: Design a destroyer
Post by: Gloriano on November 24, 2003, 10:16:35 am
or something like OTT did have that doomhammer i liked that concept (long range missiles) but of course diffrent
Title: Design a destroyer
Post by: Martinus on November 24, 2003, 10:59:51 am
[color=66ff00]Damn, I'm sick for a few days and this happens. It's obviously my fault but I would have assumed that people would take it for granted that the destroyer would have beam cannons as well as torpedoes, the torpedos are not meant as a replacement weapons system, they're intended as an additional weapons system.

I think it's obvious in any case that humanity and vasudans, having used projectile weapons for so long would be making significant advances with the technology in the absence of access to a new weapons type to study.
[/color]
Title: Design a destroyer
Post by: Woolie Wool on November 24, 2003, 01:56:49 pm
I've come up with a destroyer armed with BGreens and VSlashes as its primary armament, and four batteries of six torpedo launchers each as its secondary armament. I'll probably scan it tomorrow.
Title: Design a destroyer
Post by: StratComm on November 24, 2003, 02:14:20 pm
I have a real submission for the design.  Tenatively called the Avalon class, but that can change if the class is already locked in.  Here's some pics:
(http://www.geocities.com/cek_83/supersdestroyer1.txt)
(http://www.geocities.com/cek_83/supersdestroyer2.txt)
(http://www.geocities.com/cek_83/supersdestroyer3.txt)
(http://www.geocities.com/cek_83/supersdestroyer4.txt)
(http://www.geocities.com/cek_83/supersdestroyer5.txt)
(http://www.geocities.com/cek_83/supersdestroyer6.txt)
(http://www.geocities.com/cek_83/supersdestroyer7.txt)

I can modify it to have a forward or broadside missile battery, in a style similar to my Ajax Missile Frigate (http://www.geocities.com/cek_83/ajax_download.html).  It's currently slated a superdestroyer because it's rather long and thin, and it admittedly doens't have much Vasudan influence.  However, it failed to meet design criteria for both mods I submit stuff to due to lack of demand, so I figured I'd offer it here.

Maeglamor said it looked like it has Sobek influences, so that's it's Vasudan base.  Erm, yeah... :nervous:
Title: Design a destroyer
Post by: StratComm on November 24, 2003, 02:14:57 pm
Stupid image limits...
(http://www.geocities.com/cek_83/textured1.txt)
(http://www.geocities.com/cek_83/textured2.txt)
(http://www.geocities.com/cek_83/textured3.txt)
(http://www.geocities.com/cek_83/textured4.txt)
(http://www.geocities.com/cek_83/texture_update.txt)
Title: Design a destroyer
Post by: Ashrak on November 24, 2003, 02:43:16 pm
COOOOL!


how about make 2 ports on the bottom of the front thingie for droplaunching torps :)
Title: Beams vs. Torpedoes
Post by: Baron MacDoblin on November 24, 2003, 03:14:14 pm
All things being equal, beams are superior to torpedoes, for the simple reason that beams cannot be shot down, where as torpedoes can. In addition, beams are generally faster than torpedoes (unless you have some sort of warp-speed photon torpedoes like in Star Trek). Which brings me to my point - all things are not equal. In real life, missiles displaced guns because of their inequality - missiles are just as fast as guns and much, much more accurate. And they can be carried on tiny torpedo boats and even fighter craft. In FreeSpace, beams are superior to missiles - at least, the ones we've seen. It might be something that the only capship-destroying weapons on fighters are bombs, not missiles, and slow and easy to shoot down.

And then there's the whole ECM thing ... and CIWS ... Nothing is black and white, and in science fiction, weapons are only as effective as you want them to be. Look at WC capships vs. FS ones, for example. Or SW's hundreds of turbolaser batteries vs. ST's few, large ones. I'm not trying to create a vs. debate, just showing the inequality of it all. Because in combat, inequality - called superiority - is what wins battles.
Title: Design a destroyer
Post by: Raven2001 on November 24, 2003, 03:17:48 pm
Nice work Stratt!!! Juice it up with details and you have a winner IMO :)
Title: Design a destroyer
Post by: StratComm on November 24, 2003, 04:18:48 pm
GAH!  Let Beams vs Torps die, please.  It was a misguided argument to begin with.  No one is proposing ditching beams, not even remotely.  Maeg has said this, and he's the one running the development.  Lets back down and look at this as what it needs to be, a ship competition for a community project.

And details for that ship is a natural extension of me submitting it here to begin with.  It's currently pre-HT&L compatable.  I will remind everyone that the torpedo launchers will have to point in the direction that we want the missiles to launch for them to actually fire.
Title: Design a destroyer
Post by: Lightspeed on November 24, 2003, 05:44:44 pm
@strat: nice, but looks like a perfect Aeolus Mk II to me, though :)
Title: Design a destroyer
Post by: mikhael on November 24, 2003, 10:28:46 pm
Strat, you know I wanna tweak that right? ;)
Title: Design a destroyer
Post by: StratComm on November 24, 2003, 10:31:13 pm
Hey, it's a community project, what better way to illustrate that than having it feature a community destroyer.  If you're serious, what format would you like it in?
Title: Design a destroyer
Post by: Stunaep on November 25, 2003, 01:03:36 am
There's something about dildo-ships that disturbs me. Can't put  my finger on it though.
Title: Design a destroyer
Post by: Singh on November 25, 2003, 01:19:34 am
pfffft...why not just make giant Maxims :D
Title: Design a destroyer
Post by: StratComm on November 25, 2003, 07:35:46 am
Oh great, I can see the cronies coming already :rolleyes:
Mik, if you want to tweak it let me know before I head out for thanksgiving.
Title: Design a destroyer
Post by: mikhael on November 25, 2003, 11:49:31 am
Hook me up with an LWO or a 3ds file. I don't need textures or anything, since I'm only going ot work with the mesh itself. Email it to me at [email protected] (hold the SPAM please).
Title: Design a destroyer
Post by: StratComm on November 25, 2003, 03:24:24 pm
Done.  Can't wait to see where this goes :nod:
Title: Design a destroyer
Post by: Kamikaze on November 26, 2003, 12:07:32 am
;7
Title: Design a destroyer
Post by: Nico on November 26, 2003, 04:35:46 am
I like your ship, stratcom, but bear in mind it's supposed to show up the SCP stuff, so you need wayyyyyyyyyyyyy more details ;)
Title: Design a destroyer
Post by: StratComm on November 26, 2003, 09:06:29 am
That's why Mik's detailing it out some more.  I've said repeatedly that it was supposed to be for non-HT&L when it was built, so there's no reason not to add in tons of detail.
Title: Design a destroyer
Post by: Woolie Wool on November 26, 2003, 02:15:36 pm
The torpedoes really compensate for the main weakness of GTVA beams: their loooooooong recharge times. There are four batteries of six torpedo tubes each on my design and each torpedo launcher fires once every five seconds. Enemy ships are pounded by a constant hail of torpedoes. This way, the thing can dish out at least a little firepower while it's beams recharge.
Title: Design a destroyer
Post by: Knight Templar on November 26, 2003, 02:20:11 pm
Until it runs out of torpedoes.
Title: Design a destroyer
Post by: Woolie Wool on November 26, 2003, 02:28:37 pm
The torpedo racks are pretty big, but...:nervous:
Title: Design a destroyer
Post by: Nico on November 26, 2003, 03:18:59 pm
Quote
Originally posted by Knight Templar
Until it runs out of torpedoes.


then command calls for a very large support ship.
heh :p
Title: Design a destroyer
Post by: Woolie Wool on November 26, 2003, 03:38:50 pm
Think of how long it must take for the thing to be rearmed with all those thousands of torpedoes...:shaking:

Not to mention the ship will have to dock four times to fill each torpedo bank.
Title: Design a destroyer
Post by: Flaser on November 26, 2003, 04:18:47 pm
No.

They would call for a whole torpedo storage section.
The whole compartment would be replaced in a single operation and the empty container could be towed back home.

Still even if they do in smaller packages, they would most likely use big badass containers filled to the brim.
Title: Design a destroyer
Post by: Woolie Wool on November 26, 2003, 04:26:27 pm
I was thinking of long racks full of torpedoes that would be inserted into the torpedo compartment. The things are so large and the support ship is so slow that it would take about 30 seconds to fill one compartment and a bit longer for the support ship to reach the destination. 30 seconds in FS can be the difference between life and being beam fodder.
Title: Design a destroyer
Post by: Knight Templar on November 26, 2003, 05:31:00 pm
Thus making your idea retarded and flaser's smart.

Of course, I would stop playing the moment you had to escort the refill ship anyway.
Title: Design a destroyer
Post by: Flaser on November 26, 2003, 06:52:24 pm
If theship being serviced is in destroyer size, the support ship would have to be around 1/8 - 1/4 of the ship, so almost as big as a cruiser. Actually this ship could carry enough conventional arnament for a whole regiment, so it would probably have a protection of its own.

The actual transfer could take place by opening up a part of the destroyer. The old container would be expelled on its own thrusters or with the help of construction/service craft (think of the crafts building the Colossus).
All what the service craft would have to do is drop the container, take the old one and jump out.
No prolonged transfer of cargo.

If you want smaller containers, then you could just carry them like another cargo container - with ordinary transports.
Loading is the same, with a smaller open partition and actual transports droping their weight.

The process could take several minutes, but at any given time only one transport and a single container are in danger - not to mention, that following the first transfer the destroyer already has a limited, but fearce battlepotential.

The whole open compartment thing would also help to protect the ship if an explosion takes place in the compartment, it can be dropped, so the ship can escape before it goes BOOM!
They would be a heavly armored, on their own, so the necessary armor is already there - in this case it's cheaper to go around with that much waste weight when the it's filled with extremely explosive stuff.

You can even go further, and make the whole changable compartment integrated with the laucher systen - you can change it whole.

Although I think this later system would work better with smaller craft, like bombers, where there's little space.
Title: Design a destroyer
Post by: Gloriano on November 28, 2003, 08:16:53 am
what about this using Torpedos against non moving target's(Station,disapled ships) and using beam's against moving target's
Title: Design a destroyer
Post by: Nico on November 28, 2003, 08:29:25 am
what about noticing it was a joke, for Pete's sake? :D
Title: Design a destroyer
Post by: Knight Templar on November 28, 2003, 11:45:27 am
You mean Maeg's sake. ;)
Title: Design a destroyer
Post by: Gloriano on November 28, 2003, 12:15:21 pm
okay that idea was not that bad but whatever:)

StratComm's ship look's good
Title: Design a destroyer
Post by: Martinus on November 28, 2003, 12:58:49 pm
[color=66ff00]Will you guys stop the banter and draw a destroyer? :)
[/color]
Title: Design a destroyer
Post by: Turnsky on November 28, 2003, 07:46:18 pm
i can draw a 'fighter' but that doesn't count :p
Title: Design a destroyer
Post by: Martinus on November 29, 2003, 08:22:59 am
Quote
Originally posted by Turnsky
i can draw a 'fighter' but that doesn't count :p

[color=66ff00]Just make it bigger, add more guns and you're golden.

How difficult is that? :p
[/color]
Title: Design a destroyer
Post by: Ashrak on November 29, 2003, 08:55:19 am
i like torpedoes :nervous:
Title: Design a destroyer
Post by: Stryke 9 on November 29, 2003, 09:00:17 am
Do you really want one of the sort of destroyers I make? :p
Title: Design a destroyer
Post by: Martinus on November 29, 2003, 09:05:50 am
[color=66ff00]Actually I'm quite unfamiliar with your design style so I'd have to say... 'possibly'.

Anyhow it all comes down to a community vote in the end so it will not matter what I like. :)
[/color]
Title: Design a destroyer
Post by: Stryke 9 on November 29, 2003, 09:11:19 am
Suffice it to say a significant amount is inspired from the stuff I make in my garage. Rust and rivets aren't very Freespacey, last I checked.
Title: Design a destroyer
Post by: Grey Wolf on December 02, 2003, 07:45:59 pm
I nominate your Mars-class, Maeg :p
Title: Design a destroyer
Post by: Starfury on December 02, 2003, 07:47:57 pm
Here's the logic to torps, in my opinion anyway.

FS1: Harbinger bombs - Takes a few to kill the larger ships.  Slow, easily shot down.

FS2: Meson bombs - Only deployable by Triton-class freighters.  Incredibly huge, so no real tactical (fighter / bomber) application.
Massive firepower, but takes a while to "prime" (seems like about a small wait in there when we first see 'em on used on the Knossos, maybe it's just me.) And, as they have no defense systems of any kind, incredibly vulnerable to fire, both friendly and enemy.  Which leads to....

FSUP: Torpedos - Smaller package, less damage, but still kind of on par with meson bombs, much more than the Cyclops torps.  Not as manueverable, but for a capship / station, they don't have to be.  2 versions: Short and Extreme ranges. Short = Less Armor, Extreme = Largly armored.  Damage slightly less on Extreme range because of all the armor, but good for opening salvos in a firefight.  Short range... well, something jumps in close ( say, 300 gu or less )... open the tubes, prime the beams, and watch it explode.  

Seems fairly logical to me.  And I can't wait to see what design you pick for the dessy.  May even submit one of my own... seemed to have a pretty decent one in my head a few months back. :)

Edit:  Slight rewording.
Title: Design a destroyer
Post by: Martinus on December 03, 2003, 12:16:53 pm
Quote
Originally posted by Grey Wolf 2009
I nominate your Mars-class, Maeg :p

[color=66ff00]We want something that has the possibility of being finished GW. ;)

Anyhow if I ever get time I'm going to try and throw a few new designs together. :nod:
[/color]
Title: Design a destroyer
Post by: Raptor on December 03, 2003, 02:11:38 pm
Quote
Originally posted by Maeglamor

[color=66ff00]We want something that has the possibility of being finished GW. ;)
[/color]


Well, in that case...

(http://www.angelfire.com/space2/raptorsnest/Saturn-newlook.jpg)

As I said, very Terran.
NOTE: It will look only vaguely like this when done.  I'm currently in the process of texturing lith maps for it....

Quote
Originally posted by Grey Wolf 2009

I nominate your Mars-class, Maeg:p


there's already a Mars Class vessel????
NNNOOOOO!!!!:hopping:
Title: Design a destroyer
Post by: Sigma on December 04, 2003, 06:37:56 am
Quote
Originally posted by Raptor

there's already a Mars Class vessel????
NNNOOOOO!!!!:hopping:


I know what you mean.
Today its very hard to find unused greek names for ships, isn't it? :D ;)
Title: Design a destroyer
Post by: Unknown Target on December 04, 2003, 01:19:38 pm
Raptor, that thing is really, really blocky. (no offense)
Title: Design a destroyer
Post by: karajorma on December 04, 2003, 02:03:07 pm
Quote
Originally posted by Sigma
I know what you mean.
Today its very hard to find unused greek names for ships, isn't it? :D ;)


Yep it is. but Mars and Saturn are Roman. :) Only Uranus is Greek.
Title: Design a destroyer
Post by: Fineus on December 04, 2003, 02:05:17 pm
That said - who cares? Nobody has copyright on ship names... unless it's already part of FS2 (it'd be kinda weird of the GTVA to have two Hecate class destroyers... both entirely different). I imagine the only problem with naming is keeping tabs on who did what.
Title: Design a destroyer
Post by: karajorma on December 04, 2003, 02:11:59 pm
Most of us like to be original :D
Title: Design a destroyer
Post by: Lightspeed on December 04, 2003, 03:22:20 pm
GTD Whastup :p :lol:
Title: Design a destroyer
Post by: Ryx on December 05, 2003, 07:24:42 am
WIP

(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau01.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau02.jpg)

~1500 polys.

Nothings final, just playin'.
Title: Design a destroyer
Post by: Windrunner on December 05, 2003, 07:46:38 am
nice and slim design there ryx. snygg
Title: Design a destroyer
Post by: TrashMan on December 05, 2003, 09:32:09 am
Quote
Originally posted by Unknown Target
Raptor, that thing is really, really blocky. (no offense)


So?
Terran ships = mostly blocky.

I'm sick and tired of sleek, alien-like ships.
Title: Design a destroyer
Post by: StratComm on December 06, 2003, 04:54:09 pm
Actually in FS the trend is obviously away from blocky designs.  The Orion was blocky, but detailed.  The Hecate, the Deimos, and the Aeolus are not at all blocky, although they have edges and a more industrial feel than the Vasudan equivalents.  "Sleek" and "alien" are not synonimous, nor are they in any way linked.

And Raptor, it looks like a reproportioned Hades with no detail and super-repeating textures.  The design isn't bad, but break up those surfaces somehow.
Title: Design a destroyer
Post by: ĂĽbermetroid on December 06, 2003, 05:52:59 pm
anti capship torpedos could be good, if they were fitted with subspace drives!

Then you could just jump the torpedo in to the bad guys ship.

Kinda cheep if you ask me.
Title: Design a destroyer
Post by: Ryx on December 11, 2003, 01:10:26 pm
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau03.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau04.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau05.jpg)

Those er.. "rib things" (the small pipe-like bits) are a little experimental. I'm not sure they justify the polys. As they appear in the pics, they haven't been booleaned onto the mesh - pushing the polycount up to ~9500 polys. Booelaned it'll be less. Not sure how much, though.
Title: Design a destroyer
Post by: Gloriano on December 11, 2003, 03:27:30 pm
that is nice desing:) :yes:
Title: Design a destroyer
Post by: Nico on December 11, 2003, 04:29:28 pm
Quote
Originally posted by Ryx

Those er.. "rib things" (the small pipe-like bits) are a little experimental. I'm not sure they justify the polys.  


They don't. Bump map for that.
Title: Design a destroyer
Post by: Ace on December 11, 2003, 05:34:44 pm
I like your design Ryx, except I'd replace the submarine style bridge, with a setup like the Fenris' radar dish. (It is FSUP, so most capships might have their own AWACs systems?)
Title: Design a destroyer
Post by: Falcon on December 11, 2003, 06:08:24 pm
Torpedos wouldn't last against flak-cannons. :lol:

Shivan: "Oh look the GTVA is sending us a present" Boom Boom Boom! "We have a present for you to!" a juggernaught jumps in, "Merry Christmas!" :devil:  [Wheres Santa with that sleigh of his? :devil:]

Hey can somebody tell me why the LRGB Beam cannon does the same damge as the BF? :confused:
Title: Design a destroyer
Post by: Flaser on December 11, 2003, 06:28:26 pm
Torpedos are so heavy firepower that they would have the armor of an asssaault bomber - if not even their own shields.
Title: Design a destroyer
Post by: Falcon on December 11, 2003, 06:48:26 pm
I would not think the GTVA could afford making heavily armored torpedos with shielding just to see their investments go just like that. Even the Helios is rarely seen and is only deployed in situations where it is most needed becuase of its high cost to produce. Plus if this is after the Capellan Wars then it turns from rare to impossible. More money will be spent on repairing damages and getting the economy back in order than worrying about massive armnents [spelled correctly?).

Thats my opinion.
Title: Design a destroyer
Post by: Bobboau on December 11, 2003, 11:20:44 pm
I just plain don't like torpedos, not for GTVA, they are a lower tech solution, so unless the GTVA has fallen greatly and is just scrapeng together whatever they can, to the point that the current fleet would be more than a match for them.
the future of the GTVA lies in bigger badder beams, beams are practicly the FS trademark!

and that ship looks prety good, but get rid of the thing on the back it just looks wrong with it like that currently, and it needs something on the underside, and maybe make the lower front part protrude a bit
Title: Design a destroyer
Post by: Nico on December 12, 2003, 02:32:04 am
Quote
Originally posted by Flaser
Torpedos are so heavy firepower that they would have the armor of an asssaault bomber - if not even their own shields.


yea, I can imagine them bounce on their target w/o detonating because they have too much armour :p
Title: Design a destroyer
Post by: Stryke 9 on December 12, 2003, 02:59:14 am
Nah, be sorta like a fragmentation grenade.
Title: Design a destroyer
Post by: Flaser on December 12, 2003, 11:06:41 am
Two words, two expressions:
-depleted uranium

-reactive armor
Title: Design a destroyer
Post by: mikhael on December 12, 2003, 11:19:52 am
Nice ship, Ryx. Best I've seen proposed for this so far.
Title: Design a destroyer
Post by: aldo_14 on December 12, 2003, 11:35:11 am
(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/htlCarrier1.jpg)
(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/htlCarrier2.jpg)
(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/htlCarrier3.jpg)
(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/htlCarrier4.jpg)

WIP.
Title: Design a destroyer
Post by: Shrike on December 12, 2003, 11:38:13 am
Reminds me somewhat of the Vagyr frigates from HW2 actually.  Other than that, the bridge bit might look better ventrally instead of dorsally and would better bridge with FS2 terran designs which often had downdropped sections - Deimos, Hecate, Colossus.
Title: Design a destroyer
Post by: Ryx on December 12, 2003, 01:38:33 pm
Quote
Originally posted by mikhael
Nice ship, Ryx. Best I've seen proposed for this so far.


Thanks. :)



Cool ship Aldo. More pics plz. :)
Title: Design a destroyer
Post by: Ashrak on December 12, 2003, 02:06:43 pm
wohoa that purple ship is....wohoa
Title: Design a destroyer
Post by: karajorma on December 12, 2003, 02:23:34 pm
Quote
Originally posted by mikhael
Nice ship, Ryx. Best I've seen proposed for this so far.


Evidently that comment annoyed Aldo cause that purple ship looks pretty nice too :lol:
Title: Design a destroyer
Post by: Ace on December 12, 2003, 02:40:55 pm
Aldo's is very nice too.

I'd add some more mass to the top and bottom connecting parts at the middle of the ship, but those would be great to house torpedo racks.
Title: Design a destroyer
Post by: Ashrak on December 12, 2003, 02:58:35 pm
too bad torpedoe racks cant come out from sides or whatever...like opening dors ingame etc :) would be cool
Title: Design a destroyer
Post by: Taristin on December 12, 2003, 06:21:22 pm
...meep.

I want Aldo's mesh! I wanna put it in game with the Nero Meshes I have... :D
Title: Design a destroyer
Post by: Woolie Wool on December 12, 2003, 07:32:24 pm
Aldo's ship looks too much like some big-ass gun.
Title: Design a destroyer
Post by: Stryke 9 on December 12, 2003, 07:35:13 pm
I say we put all of 'em in, or at least Stratt's, Aldo's, and Ryx's. It'd suck way too much to have to say only one can go ingame, and now.
Title: Design a destroyer
Post by: 01010 on December 12, 2003, 08:03:46 pm
Why doesn't everybody that has the talent (and the time) chip in to design an entire fleet because there are some incredibly good designs floating about and it would be an absolute tragedy to waste them.
Title: Design a destroyer
Post by: DragonClaw on December 12, 2003, 08:14:57 pm
Hot damn. I love Aldo's ship. /me wants.
Title: Design a destroyer
Post by: Culando on December 12, 2003, 08:52:23 pm
Beams are overrated IMO. :nervous:

I liked in Inferno how the torps complimented beams. Gave the ships a little extra punch. It would make sense that capships, at least the bigger ones, would have a secondary anti-capship weapon system. What if something blew out their beam power martixes or something. =P The ship would have nothing to defend itself. Those big plasma blobs fire and fly too slow to be adequate.

"But flak would just shoot down the torpedos!" Flak is also overrated. >>

If they added flak and beams between FS1 and FS2, I think the GTVA would find another new weapon system for their capships between FS2 and this upgrade. =P And I think that torps, better turrets or both would be the most likely step up.
Title: Design a destroyer
Post by: Knight Templar on December 12, 2003, 10:16:56 pm
Aldo's ship would r0)(0r without the open aread mid-section. :nod:
Title: Design a destroyer
Post by: Baron MacDoblin on December 13, 2003, 12:20:50 am
It should have beams that cause flak!!!!!!!! :p :p
Title: Design a destroyer
Post by: Stryke 9 on December 13, 2003, 12:27:13 am
No, beams that cause torpedos! The torpedos each have a flak turret on 'em.
Title: Design a destroyer
Post by: karajorma on December 13, 2003, 04:25:16 am
The big problem I see with torpedos is that you have to have a large part of the ship filled with highly explosive devices if you want a torpedo firing ship.

I don't know about you but if I was the captain of the enemy ship the first thing I'd target would be the torpedo launchers because if I can get a beam in there I could do more damage than the beam could on its own.

You may not even need to get through the hull. If you can get in a lucky shot and hit a torpedo just as its exiting the launcher you can probably take out the entire magazine with one shot.
Title: Design a destroyer
Post by: Stryke 9 on December 13, 2003, 04:36:09 am
Um... and the infinite supplies of missiles capships have on board already are any different? Hell, nail a fighterbay, you're likely to take out a couple bombers loaded up with Cyclopses, damage those'd do from inside the ship's one can't think of.
Title: Design a destroyer
Post by: Nico on December 13, 2003, 05:20:37 am
Quote
Originally posted by karajorma
The big problem I see with torpedos is that you have to have a large part of the ship filled with highly explosive devices if you want a torpedo firing ship.

I don't know about you but if I was the captain of the enemy ship the first thing I'd target would be the torpedo launchers because if I can get a beam in there I could do more damage than the beam could on its own.


No, coz as fas as I know,  those torpedos wouldn't be armed. You know, a nuclear submarine that would be destroyed wouldn't end up up a hundred nuclear explosions at the same time :p
Title: Design a destroyer
Post by: karajorma on December 13, 2003, 05:30:41 am
Torpedos would probably be even nastier than helios bombs so there is a slight difference.

Besides even if capships don't do it there is still a good chance of a ship being damaged by it's own torpedos if enemy interceptors are fling about. How many times have you damaged an enemy bomber by taking out the bombs it just fired? That would be even easier to do with torpedos since the ship would most likely fire them at regular intervals.
Title: Design a destroyer
Post by: aldo_14 on December 13, 2003, 05:38:56 am
Quote
Originally posted by Knight Templar
Aldo's ship would r0)(0r without the open aread mid-section. :nod:


Dropship launch bays.

And it is actually suppossed to look like a gun (Colossus example)
Title: Design a destroyer
Post by: Bobboau on December 13, 2003, 09:25:42 am
I like your ship
Title: Design a destroyer
Post by: Knight Templar on December 13, 2003, 11:41:55 am
Quote
Originally posted by aldo_14


Dropship launch bays.

And it is actually suppossed to look like a gun (Colossus example)


I was more thinking of the long beams you hasv going across the mid hull.
Title: Design a destroyer
Post by: 2FB on December 13, 2003, 11:55:27 am
Just a Question, Im planing to Start a Mod for FS", I have seen a lot of Ships here that look interesting, so the quetios are

Can I use the ships that you will not setec, 2 what do I have to do to make a team fr the mod and the guide lines i need to follow?
Title: Design a destroyer
Post by: mikhael on December 13, 2003, 12:08:43 pm
Not bad, Aldo. It's not to my taste (too many hexagons. Narol is rubbing off on me), but damned good. Change the color though. ;)
Title: Design a destroyer
Post by: karajorma on December 13, 2003, 12:28:42 pm
2FB. A word or two of friendly advice.

 I'm really trying to walk the line carefully and not discourage you if you would end up making a great mod but consider a few things first.

1) The FS2 community is very heavily committed to mods. There are very few of us who aren't working on something. Quite simply most of us have very little free time. So if you start a new mod you'll probably only get people already heavily committed elsewhere.
2) Mods take a lot of time. Even a mod which is nothing more than missions using the original FS2 ships is a couple of months work at least (and that's if you give up much of your free time).
3) Not to be nasty or anything but you haven't shown us any reason why we should want to be part of your team. A good storyline although needed isn't enough. We have more good storylines than teams able to work on them. If you want to get a team you need to be able to do something well. If you can make beautiful models or excellent playable missions that would help.
4) You're rather new to the community and we've had tons of people join up start a new mod, get discouraged and then vanish taking all their work with them. We have no way of knowing if you're one of these sorts of people.

My advice is learn on your own how to FRED or Mod and then try to get a job on one of the major campaigns. That way you'll make a name for yourself and make friends who will be willing to help you out with your own mod.
Title: Design a destroyer
Post by: Deepblue on December 13, 2003, 02:25:30 pm
What are u doing Aldo? I thought that was for Reci!?
Title: Design a destroyer
Post by: aldo_14 on December 13, 2003, 03:17:23 pm
'tis.  But I have to post something every once in awhile
Title: Design a destroyer
Post by: Ryx on December 13, 2003, 04:18:30 pm
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau06.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau07.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau08.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau09.jpg)

Now 3000 < x < 5000 polys.

That finn structure-thing will be remodeled (or something).
Title: Design a destroyer
Post by: Ashrak on December 13, 2003, 04:38:25 pm
are those holes TORP BAYS? if they are i LOVE IT!!
Title: Design a destroyer
Post by: Flaser on December 13, 2003, 04:43:27 pm
I loved that huge fin on the back - gave it some real character.

You said you're gona remodel it - IMHO the very first plain vertical version was the best, the lack of horizontal elemets let the shape convey its flow, the cross thing was nice but I think the original plain fin is better.
Title: Design a destroyer
Post by: Knight Templar on December 13, 2003, 05:20:49 pm
I like it now. The fin dealie looked like a submarine to me..
Title: Design a destroyer
Post by: Bobboau on December 13, 2003, 07:44:14 pm
it might look good on the bottom
Title: Design a destroyer
Post by: Odyssey on December 13, 2003, 07:51:07 pm
[color=cc9900]I like it. The first view reminds me of a whale somewhat, with a mouth, then an eye, then some cartillage of some description...
I liked the vertical fin too, though. As Flaser said, it gave it character. We've already got loads of long thin ships, but none of them have fins on their backs.[/color]
Title: Design a destroyer
Post by: mikhael on December 13, 2003, 08:31:07 pm
Bring back the fin, Ryx. It loses all its character without the fin.
Title: Design a destroyer
Post by: Ace on December 14, 2003, 12:24:39 am
I actually like it better without the fin. If you absolutely have to have the fin, having it on the bottom of the ship would work best.

As it is, the design is a nice V-T hybrid.
Title: Design a destroyer
Post by: Singh on December 14, 2003, 12:46:16 am
Why not put the fin like a shark's? Make it look like Jaws then.
Heck- putting some jaws paint markins will make it look even scarier :)
Title: Design a destroyer
Post by: Stryke 9 on December 14, 2003, 01:14:11 am
Hey, it's ribbed for her pleasure now!
Title: Design a destroyer
Post by: Nico on December 14, 2003, 05:57:57 am
I don't like something abou that design... it's difficult to explain, but to me, it's either too short or too thin in the middle section, or an unbalanced combination of the two. And I didn't like the submarine fin either, coz it was so obviously "submarine". Doesn't mean the whole idea had to be scrapped, tho ;)
Title: Design a destroyer
Post by: aldo_14 on December 14, 2003, 07:32:11 am
Looks quite small IMO.
Title: Design a destroyer
Post by: DragonClaw on December 14, 2003, 10:11:49 am
Yeah Ryx's looks like a futuristic corvette. And do I see polygon intersections on the middle section?
Title: Design a destroyer
Post by: Martinus on December 14, 2003, 02:22:59 pm
[color=66ff00]Newest revision looks pretty damn great thinks me! :nod:
Perhaps the corvette whispers are due to it's looking vaguely Demios-ish (Do I know how to butcher a language or do I know how to butcher a language. ;) ).

BTW Aldo stop teasing us. :p :lol:

Fantastic work all around guys. :nod:
[/color]
Title: Design a destroyer
Post by: Ryx on December 14, 2003, 03:43:27 pm
Re: Fins. I will make another fin structure. I didn't really like the way it looked, which is why it's gone.

I'll look into making a fin both on top and beneath. As for size... We'll see. It's supposed to be more vertical than horizontal.

Those holes are not supposed to be torp bays.
When I modeled them, I thought "Hey this would look cool in air-intake-sort-of-way". As I rendered these images, it occured to me that, in space, these would be pointless. I'm playing with the idea, that the ship has a very limited nebula-gas processing facility.
Title: Design a destroyer
Post by: Lightspeed on December 14, 2003, 04:51:17 pm
It looks like a great cruiser... but not really like a destroyer.
Title: Design a destroyer
Post by: boewolf on December 14, 2003, 05:41:36 pm
Are u people still taking entries??

(http://users.ncable.com.au/gtbernaldo/pics/destroyer/des01.jpg)
(http://users.ncable.com.au/gtbernaldo/pics/destroyer/des02.jpg)
(http://users.ncable.com.au/gtbernaldo/pics/destroyer/des03.jpg)
(http://users.ncable.com.au/gtbernaldo/pics/destroyer/des04.jpg)
(http://users.ncable.com.au/gtbernaldo/pics/destroyer/des05.jpg)

It doesn't have a name yet.
Title: Design a destroyer
Post by: Grey Wolf on December 14, 2003, 09:10:00 pm
I rather like Aldo's design myself....
Title: Design a destroyer
Post by: Bobboau on December 15, 2003, 11:53:20 pm
uh,pf...mehaaa... ahhugh...
I'm not sure what to say about that model...
is that a serius atempt?

anyway, I made some improvements to my model.

(http://freespace.volitionwatch.com/blackwater/Onuris.jpg) (http://freespace.volitionwatch.com/blackwater/Onuris.pof)

I was going for sort of a cross between a Hecate and a golgotha, that retains the old clasical designs of the orion while at the same time blends perfictly with a futuristic blending with vasudan designe, the little cusp on the chest of it (in the middle on the bottom were the three things come together just in front of the fin) is going to be the main beam cannon, it will have a 160 degree fireing arch, anything in front or under this is dead, in front in particular as it will have most of its waponry angled to fire forward, if you MUST torpedos could be easily mounted on the wingtips (what I was calling them, they actualy look nothing like wings, on the side veiw look about half way down the body, there is a faceted section, the front of that could have two-four torpedo tubes, but I still don't like the general idea). the shape is suposed to present an imposeing massive presence, while still retaining a sence of agility. the idea was to have a ship that could slice a demon in half in about half a minute, a ship wich by the end of the campain would be hopelessly out mached by Shivans that were after hundreds of years of knowing of our exsistance finaly got pissed.
Title: Design a destroyer
Post by: aldo_14 on December 16, 2003, 04:19:11 am
The overall shape looks nice Bob, but it's kinda of hard to make out any specific details.  Kinda looks 'fat' IMO because of the rounded shape, rather than sleek.
Title: Design a destroyer
Post by: Nico on December 16, 2003, 04:26:56 am
I like it, that's how I should have done my Geb vasudan corvette.
Title: Design a destroyer
Post by: Lightspeed on December 16, 2003, 05:37:57 am
oh yeah, make it primarily vasudan :)

i really like bob's design.
Title: Design a destroyer
Post by: DragonClaw on December 16, 2003, 06:00:27 am
Definately like Bob's. Niiiiice... :thepimp:
Title: Design a destroyer
Post by: Baron MacDoblin on December 16, 2003, 06:12:09 am
I rather like the GTD Phaeton, that Raven posted a while back:

(http://nodewar.penguinbomb.com/aotd/Raven/CIMShipPics/Phaeton%201.jpg)
Title: Design a destroyer
Post by: Bobboau on December 16, 2003, 10:18:25 am
and, you can click on the pic and dl the pof, so you can look at all of the details better, it does need more work, but it's defenantly getting there
(my model)

the Phaeton is a nice design, but I think it's far too blocky for a futuristic tarren-vasudan hybyrd. blocky is good, generalt speaking, for a tarren desiign, but the future of the GTVA is in more integration, so it looks more like a advance of the GTA than the GTVA (wich I beleve is what it was designed as)

what we realy need is more texture artists
Title: Design a destroyer
Post by: Martinus on December 16, 2003, 10:31:31 am
[color=66ff00]Bob your design looks like the kind of ship that could attack anything and laugh about it.
A real heavyweight, beautifully organic lines to it though which makes it all the more impressive. :nod:
[/color]
Title: Design a destroyer
Post by: Nico on December 16, 2003, 10:36:03 am
Sadly, looks like it can beheaded quite easily.
Title: Design a destroyer
Post by: Ryx on December 16, 2003, 10:54:49 am
Looks a bit too much like the old one, but...

(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau10.jpg)


Nice one Bob. You need to smooth it out a bit, though.
Title: Design a destroyer
Post by: DragonClaw on December 16, 2003, 10:58:52 am
Quote
Originally posted by Nico
Sadly, looks like it can beheaded quite easily.


I suppose you'd say the same for the Hetshepsut, eh... :doubt:
Title: Design a destroyer
Post by: mikhael on December 16, 2003, 11:04:10 am
Ryx, the new fins rock.

Bob, you show yet again why I believe you missed your calling by focusing on programming instead of modelling.
Title: Design a destroyer
Post by: Bobboau on December 16, 2003, 11:09:35 am
I focused on modeling for about four years before I started programing :)
Title: Design a destroyer
Post by: Nico on December 16, 2003, 11:28:34 am
Quote
Originally posted by DragonClaw


I suppose you'd say the same for the Hetshepsut, eh... :doubt:


No, the Hatshabalabala has one big neck :p
Title: Design a destroyer
Post by: Bobboau on December 16, 2003, 12:50:57 pm
I should probly make the central suport thicker, you should have seen it before I put the two side suports on, fortunately that forward section it just sensors and some of the more sinsitive technology, nothing crutal to a combat situation. all it was going to have was a few smallish anti-cruser beams, all the heavy weapons are to be mounted on the central body
Title: Design a destroyer
Post by: Bobboau on December 17, 2003, 01:56:53 am
I made an update to the pof, it isn't quite there yet, but I'm sure you can see were it's going,
I didn't update the image, becase I'm a lasy basturd and yoou can just click on it and get a better perspective on it
Title: Design a destroyer
Post by: Ryx on December 17, 2003, 04:44:30 pm
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau11.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau12.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau13.jpg)
Title: Design a destroyer
Post by: boewolf on December 17, 2003, 05:15:48 pm
i wish i was this good.
Title: Design a destroyer
Post by: Beowulf on December 17, 2003, 05:28:14 pm
Quote
Originally posted by Flaser
Two words, two expressions:
-depleted uranium

-reactive armor


OOOooohhh reactive armour....

*getting aroused... ahem*;7
Title: Design a destroyer
Post by: Beowulf on December 17, 2003, 05:30:33 pm
RYX, that really is looking good. The only thing I think would be an improvement (IMHO, of course) would be to have those con tower things to be in a triangular arangement, one top, two at 120 degrees.
Title: Design a destroyer
Post by: Flaser on December 17, 2003, 05:43:55 pm
....or add some similar horizontal element to the front for balance.

....or both.
Title: Design a destroyer
Post by: Bobboau on December 18, 2003, 12:22:38 am
now that sucker's start'n to look good
Title: Design a destroyer
Post by: Ryx on December 18, 2003, 10:32:44 am
Thanx all :)


(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau14.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau15.jpg)

I discovered that MAX has it's own screenshot utility (of viewports), so I decided to try it.

Pic1 (http://www.swooh.com/peon/Angelo/Images/Nautilus/nau-persp01.jpg)
Pic2 (http://www.swooh.com/peon/Angelo/Images/Nautilus/nau-persp02.jpg)
Title: Design a destroyer
Post by: Unknown Target on December 18, 2003, 10:36:13 am
Majestic yet powerful. Amazing.

Ryx gets my vote!
Title: Design a destroyer
Post by: Ashrak on December 18, 2003, 10:44:39 am
RAWR!
Title: Design a destroyer
Post by: Martinus on December 18, 2003, 12:06:04 pm
[color=66ff00]Kick arse Ryx! :D
[/color]
Title: Design a destroyer
Post by: Fineus on December 18, 2003, 12:25:40 pm
Ryx also gets my vote, stunning work. It has real presence - I can see it sliding through space in my mind, laying the smack down.
Title: Design a destroyer
Post by: BlazeME on December 18, 2003, 01:10:20 pm
Incredable work! :nod:
Title: Design a destroyer
Post by: Deepblue on December 18, 2003, 01:18:05 pm
Now put some guns on it.
Title: Design a destroyer
Post by: Raven2001 on December 18, 2003, 02:53:43 pm
Looking good as usual, Ryx!

How many polys???
Title: Design a destroyer
Post by: Taristin on December 18, 2003, 07:50:36 pm
Wow, Ryx.  Any others you have laying around? I really, really, really liked the Nero (http://freespace.volitionwatch.com/qm/pub/snipes/nero.jpg).
Title: Design a destroyer
Post by: Baron MacDoblin on December 18, 2003, 09:20:00 pm
It's definetly a nice ship, but I can't see it as a destroyer for some reason ... maybe a cruiser, even a corvette, but not a destroyer.
Title: Design a destroyer
Post by: adwight on December 18, 2003, 10:19:18 pm
Damn, that thing is amazing.  It gets my vote.  I too, wish I was that good...
Title: Design a destroyer
Post by: Carl on December 19, 2003, 12:10:22 am
those are some neat looking ships.



...very neat indeed.
Title: Design a destroyer
Post by: ĂĽbermetroid on December 19, 2003, 01:08:37 am
ryx, that thing is sweat!  where do the weapons go?
Title: Design a destroyer
Post by: Zeon on December 19, 2003, 03:40:34 am
I agree with all that Ryx's ship is bad ass. It could be even a super deystroyer. At least I could see it like that.
Title: Design a destroyer
Post by: Ryx on December 19, 2003, 03:44:07 am
Quote
Originally posted by Raven2001
Looking good as usual, Ryx!

How many polys???


Currently says... 6300 polys. Still some stuff to add...

Quote
Originally posted by ubermetroid
ryx, that thing is sweat!  where do the weapons go?


Not sure. The flatter surfaces, ideallly.

------

Was thinking about adding these (The big blue cylinders on top and beneath)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau16.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau17.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau18.jpg)

Yes? No?
Title: Design a destroyer
Post by: Black Wolf on December 19, 2003, 03:52:00 am
That's a definite yes. :yes:.

Course, it already looked damned fine wthout 'em, but still :)
Title: Design a destroyer
Post by: Ashrak on December 19, 2003, 04:56:18 am
the upper one shouldnt be cut down like that front smooth then make end smooth too :)
Title: Design a destroyer
Post by: Sandwich on December 19, 2003, 05:11:55 am
Ryx, I really like that ship, but it doesn't look Freespace-y at all IMO. Bob's does look very Freespace-y - dunno how to pinpoint what the difference is.

Suggestion: perhaps move the bottom fin forward and/or the top fin backwards?
Title: Design a destroyer
Post by: Gloriano on December 19, 2003, 08:14:21 am
i agree with Sandwich

but Ryx's ship is cool
Title: Design a destroyer
Post by: Martinus on December 19, 2003, 04:49:03 pm
[color=66ff00]To be honest I think that if people like it then it should be used. I know I'm being slightly hypocritical considering I gave criteria that asked for terran/vasudan influences, but if the crowd say yes then who am I to argue? :)
[/color]
Title: Design a destroyer
Post by: Taristin on December 19, 2003, 05:35:32 pm
Well, why does every ship have to be made jointly?  Terran companies will still make Terran ships, and Vasudan companies will still make Vasudan ships. Every now and then, they'll do joint-ventures and the like, but not every ship.
Title: Design a destroyer
Post by: Zeronet on December 19, 2003, 07:16:56 pm
That ships has that "will pwnz0r everything in its path" look, it gets my vote.
Title: Design a destroyer
Post by: Knight Templar on December 19, 2003, 07:42:46 pm
Personally, I like it, but the mid-section is starting to get skinny and it looks a bit like a sub again. Or at least it looks like a nautical vessel again.
Title: Design a destroyer
Post by: Singh on December 19, 2003, 10:18:10 pm
It's excellent, except for that middle section. Either making it a bit broader, or perhaps a bit longer will fix that though.
Title: Design a destroyer
Post by: Gloriano on December 20, 2003, 02:41:16 am
what about using both? brcause well both ROCKS!:)
Title: Design a destroyer
Post by: Lightspeed on December 20, 2003, 07:40:57 am
I have an idea for you... Make use of transparent sections!

We can now have freely transparent texture parts, so you can do some pretty cool stuff ;7
Title: Design a destroyer
Post by: Taristin on December 20, 2003, 08:47:12 am
Put a little city under the blue bubbles... :rolleyes:
Title: Design a destroyer
Post by: Bobboau on December 20, 2003, 05:19:57 pm
that would be cool, but would you realy want to have a giant glass dome on a military ship?
think about it.

anyway, new update on my front, I have added some recesed windows, and made some other small changes, the only thing I'm not realy satisfied with is the back around the engines, and the aria around the main beam

(http://freespace.volitionwatch.com/blackwater/Onuris2.jpg) (http://freespace.volitionwatch.com/blackwater/Onuris.pof)
remember that pic is a link.

also something I made a while back, sounds for the main beam cannon and an anti-fighter cannon for this ship
http://freespace.volitionwatch.com/blackwater/PS_beams.zip
Title: Design a destroyer
Post by: Sheepy on December 20, 2003, 05:54:57 pm
well you get my vote so far bob
Title: Design a destroyer
Post by: ĂĽbermetroid on December 20, 2003, 06:38:02 pm
Bob, that thing looks like the Vasudans had more say in the next Big project.

Kinda like how the Big C. looked more terran then Vasudan, that one looks more Vasudan then terran.  It looks great though.  There should be a way to work both of the ships into the mod.



Since this mod requires that the Cap ship has to use torpedos if Ryx's ship was used the torpedos could be launched from those boxes on the nose of the ship.  Just a thought.
Title: Design a destroyer
Post by: Lightspeed on December 20, 2003, 09:18:42 pm
who says transparency can only be used for glass domes :doubt:
Title: Design a destroyer
Post by: mikhael on December 20, 2003, 10:05:05 pm
Quote
Originally posted by Raa Tor'h
Well, why does every ship have to be made jointly?  Terran companies will still make Terran ships, and Vasudan companies will still make Vasudan ships. Every now and then, they'll do joint-ventures and the like, but not every ship.


Actually, I disagree. I think the future of GTVA society would be toward more integration, with Vasudans and Humans working closely together. I think there would be fewer and fewer 'Terran' or 'Vasudan' ships and more and more 'GTVA' ships.
Title: Design a destroyer
Post by: Bobboau on December 20, 2003, 11:23:02 pm
yeah, that would include corperations.

now I need some textures, I don't supose we could get someone to wip up three or four textures with a white/dark grey/dark aqua/lavender sceem, thinking textures with long thin metalic pannles and a few glow capable textures
Title: Design a destroyer
Post by: mikhael on December 20, 2003, 11:25:56 pm
Mug Venom and swipe some of his OtT textures. His Vasudan stuff was incredible.
Title: Design a destroyer
Post by: Baron MacDoblin on December 21, 2003, 04:53:07 am
Quote
Originally posted by Raa Tor'h
Wow, Ryx.  Any others you have laying around? I really, really, really liked the Nero (http://freespace.volitionwatch.com/qm/pub/snipes/nero.jpg).


What are those bluish-green hull textures? Me wanty! ;7 ;7
Title: Design a destroyer
Post by: Taristin on December 21, 2003, 12:21:27 pm
Quote
Originally posted by Baron MacDoblin


What are those bluish-green hull textures? Me wanty! ;7 ;7


Sorry, That's classified level Rho. You are not authorized to know.;)
Title: Design a destroyer
Post by: Lightspeed on December 21, 2003, 12:38:53 pm
only level Rho? ;)
Title: Design a destroyer
Post by: Ryx on December 21, 2003, 12:47:50 pm
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau19.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau20.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau21.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau22.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau23.jpg)
other 1 (http://www.swooh.com/peon/Angelo/Images/Nautilus/size01.jpg)
other 2 (http://www.swooh.com/peon/Angelo/Images/Nautilus/size02.jpg)
other 3 (http://www.swooh.com/peon/Angelo/Images/Nautilus/size03.jpg)
Title: Design a destroyer
Post by: Lightspeed on December 21, 2003, 12:49:35 pm
the dark, rounded things on the front should be about at 50% transparency ;7
Title: Design a destroyer
Post by: Knight Templar on December 21, 2003, 01:55:40 pm
ooh, now that's cool. :yes:
Title: Design a destroyer
Post by: Ashrak on December 21, 2003, 02:20:51 pm
****ING A!
Title: Design a destroyer
Post by: pyro-manic on December 21, 2003, 03:24:26 pm
Ryx: Change the fins back to the original shape - those 'uns just...bleh. Sorry...... The rest is incredible, but those fins....

Bob: F**k me, yes! :cool::yes: It looks hideously overweight, but I love it! It doesn't look Terran (too smooth), it doesn't look Vasudan (too fat), it looks like something else entirely. Dunno what, though.

Aldo: Hmmm - reminds me of the Odin. Which is very, very good.... :nod:
Title: Design a destroyer
Post by: Flaser on December 21, 2003, 06:36:57 pm
Ryx make the fins join the hull more organically, put some structure near the base so it's more integral to the whole design.

BTW I think that ship has the potential to be a "tradmark" of the FS_Open once it makes its way into the game.

As for the "non-FS-ness" I think it would go for all the ships if they were as detailed as Ryx's.

This is the definite way we have to go, since this will finally give a sense of vastness to ships.
Title: Design a destroyer
Post by: Taristin on December 21, 2003, 08:13:58 pm
And as for the "Not-FS-y" compare the Hatshepsut to the Typhon, or the Aeolus to the Fenris. Just generational gaps. This is down the road a bit from them. :) :yes:
Title: Design a destroyer
Post by: Ryx on December 22, 2003, 04:49:39 pm
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau24.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau25.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau26.jpg)
(http://www.swooh.com/peon/Angelo/Images/Nautilus/nau27.jpg)

x < 7000 polys (turrets 'n stuff not included)

Still adding...
Title: Design a destroyer
Post by: Taristin on December 22, 2003, 05:30:32 pm
You know... That is frickin awesome. I'd ask for a copy, but it's for FSUP...  ANyway, I still need to path the Nero so I can send Ryx a copy, along with an application for a life-time membership into his fan club...
Title: Design a destroyer
Post by: Nico on December 22, 2003, 05:33:51 pm
Looks too fat right now, but if you scale down the "body" of your ship, Bob, you'll have a real winner :)
Title: Design a destroyer
Post by: aldo_14 on December 22, 2003, 05:42:04 pm
Where's the fighterbay?
Title: Design a destroyer
Post by: JC Denton on December 22, 2003, 08:21:29 pm
Argh, I'm absent for a few weeks and look what crops up while I'm away!

Oh, well, I guess a few late entries won't matter much, will they?  Gimme about a day and I'll have something....although I'm feeling very intimidated by Ryx's beastie of a battleship.

Btw, you are keeping with the FS tradition of destroyers having hangar bays, correct?
Title: Design a destroyer
Post by: Bobboau on December 22, 2003, 09:26:39 pm
I was going for a bit of a fat look
Title: Design a destroyer
Post by: JC Denton on December 22, 2003, 09:35:27 pm
Well, I've not been drawing in a good while, and unfortunately I can tell, due to some very ugly intersections...of course, this is merely pre-alpha sketchwork, so it isn't expected to look nice....

GTD Parhelion* (~102kb) (http://kadisalpha.port5.com/images/fsup_missiledestroyer.jpg)

* Subject to change as campaign mandates

EDIT::  Main missile battery armament includes- 2x Subspace Missile Tubes (anti-destroyer+), 13x Antimatter Fusion Missile Tubes (supporting anti-destroyer, primary anti-cruiser/corvette), and 36x Anti-Fighter Missile Tubes (Primarily anti-strikecraft, supporting anti-cruiser armament).  Or if you like, the anti-fighter missiles can be cut down to 6x 6-missile swarmers. :D

There are three such main batteries.  Forward underslung BFGreen-equivalent for forward anti-cap fire.  Various AAA beams and flak/laser mounts for point-defense, and a few slashers to give some flanking protection in addition to the broadside anti-cruiser tubes...
Title: Design a destroyer
Post by: Sandwich on December 23, 2003, 01:25:52 am
Quote
Originally posted by JC Denton
Well, I've not been drawing in a good while, and unfortunately I can tell, due to some very ugly intersections...of course, this is merely pre-alpha sketchwork, so it isn't expected to look nice....

GTD Parhelion* (~102kb) (http://kadisalpha.port5.com/images/fsup_missiledestroyer.jpg)

* Subject to change as campaign mandates

EDIT::  Main missile battery armament includes- 2x Subspace Missile Tubes (anti-destroyer+), 13x Antimatter Fusion Missile Tubes (supporting anti-destroyer, primary anti-cruiser/corvette), and 36x Anti-Fighter Missile Tubes (Primarily anti-strikecraft, supporting anti-cruiser armament).  Or if you like, the anti-fighter missiles can be cut down to 6x 6-missile swarmers. :D

There are three such main batteries.  Forward underslung BFGreen-equivalent for forward anti-cap fire.  Various AAA beams and flak/laser mounts for point-defense, and a few slashers to give some flanking protection in addition to the broadside anti-cruiser tubes...

Whoa.... I can't tell which way I like better - that being the side view or the top view. :D
Title: Design a destroyer
Post by: Ryx on December 23, 2003, 04:33:26 am
Quote
Originally posted by JC Denton

...
Btw, you are keeping with the FS tradition of destroyers having hangar bays, correct?


Yes.

How many bays can a ship have in FS2 (in-game)???

If Many, then the bays can be seen here (http://www.swooh.com/peon/Angelo/Images/Nautilus/nau21.jpg). Otherwise some will be fighter bays and some torpedo bays. :blah:

Haven't given the torpedo situation much thought.
Title: Design a destroyer
Post by: boewolf on December 23, 2003, 07:24:15 am
by memory a ship can have as many fighterbays as u wish.  you just name them like turrets.
Title: Design a destroyer
Post by: Taristin on December 23, 2003, 08:35:04 am
I've seen 2 used, but FS should accept as many as you please, right? It is all just table stuff, anyway...
Title: Design a destroyer
Post by: JC Denton on December 23, 2003, 11:03:04 am
Actually, if the SCP had some way of implementing it, I would've preferred the Parhelion's 'missile batteries' to actually be arcing beams ala Vandread (http://quantium40.port5.com/images/lotsa_leet_aaa.jpg), but I can't imagine what horrors they'd have to brave to even figure out how to tag beam effects to a missile flight path...
Title: Design a destroyer
Post by: Nico on December 23, 2003, 12:00:41 pm
You'd want them to avoid friendly ships, too? :D
Title: Design a destroyer
Post by: JC Denton on December 23, 2003, 03:04:31 pm
Would be handy, that. :p
Title: Design a destroyer
Post by: Baron MacDoblin on December 25, 2003, 01:25:38 am
Quote
x < 7000 polys (turrets 'n stuff not included)
[/B]


Define "and stuff" :p
Title: Design a destroyer
Post by: Ryx on December 25, 2003, 04:51:40 am
Fine, just turrets then. :p

I'm playing with the idea of adding antennas also (destroyable).
Title: Design a destroyer
Post by: Bobboau on December 25, 2003, 05:40:12 pm
my atempts at textures so far have been incredable failures, could someone take a shot at something with long relitivly thin metal pannels, with smooth osft flexes along there length, would be nice if you could get them to twist around each other
Title: Design a destroyer
Post by: vyper on December 26, 2003, 04:10:18 pm
You know, some of you are right: Ryx's ship isn't very GTVA-esque per se. however what about as an advanced Destroyer for SOC? (It certainly looks hella-cool enough) Bob's could be a GTVA ship of the line one. :D
Title: Design a destroyer
Post by: Bobboau on December 26, 2003, 10:04:38 pm
I just realised nobody saw the little zip filled with sound effect for beam cannons I was planning on useing for the destroyer in the last post I made with a pic in it, I thought they were prety good, though they are not very freespacey, they have more of a 'oh, my god that thing is pointed at me' feel to them
Title: Design a destroyer
Post by: Sandwich on December 27, 2003, 04:50:45 am
Just tried them... They're a bit too electronic for my tastes, but they are quite cool - how'd you do them?
Title: Design a destroyer
Post by: Bobboau on December 27, 2003, 04:53:35 am
goldwave and some mucking about with the formulie thingy, there mostly composits of several mathmaticaly generated sounds
Title: Design a destroyer
Post by: Sandwich on December 27, 2003, 04:56:46 am
SHHHH!!! CP'll hear you, and we'll never hear the end of it! He'll try to make a beam warmup sound based on Fermat's Theorem or Graham's Number, and then the world will dissolve into chaos when he plays it!
Title: Design a destroyer
Post by: Bobboau on December 27, 2003, 05:01:02 am
now that would be a beam to fear, just the warm up sound alone would cause the fabric of space around it to unravle and undo it's self

the sounds do have perhaps a bit too much of a 'can you hear me now' sound to them (especaly the aaa ones), but there sort of experimental
Title: Design a destroyer
Post by: Ashrak on December 27, 2003, 05:28:02 am
oh you guys :)
Title: Design a destroyer
Post by: Ryx on December 30, 2003, 06:17:00 am
I just wanted to use this background...
(http://www.swooh.com/peon/Angelo/Images/Nautilus/render/naut01-t.jpg) (http://www.swooh.com/peon/Angelo/Images/Nautilus/render/naut01.jpg)
Title: Design a destroyer
Post by: Ashrak on December 30, 2003, 06:29:18 am
uhm gimme model in lightwave and ill make you a render ;)
Title: Design a destroyer
Post by: Sheepy on January 09, 2004, 04:37:37 pm
is this dead?
Title: Design a destroyer
Post by: Taristin on January 09, 2004, 05:13:26 pm
If I ever get my PC up and running again, I'm going to try and be like Ryx... :p
Title: Design a destroyer
Post by: Ryx on January 09, 2004, 06:24:39 pm
Quote
Originally posted by Sheepy
is this dead?


Finished adding turrets. I thought, I'd try to make textures for it. That's the "hold up".

I just love making textures. :rolleyes:
Title: Design a destroyer
Post by: Taristin on January 09, 2004, 09:54:53 pm
We all do. :)  That's why I rip them from others... *glares at KT and the Aotd files*
Title: Design a destroyer
Post by: Bobboau on January 09, 2004, 10:04:07 pm
I stoped work on mine becase I couldn't come up with good textures
Title: Design a destroyer
Post by: JC Denton on January 11, 2004, 05:18:43 pm
There shall be revisions coming sooner or later for mine, and FYI that piccie I posted earlier is a side view.  I generally make a starboard profile, then start filling in details.
Title: Design a destroyer
Post by: aldo_14 on January 11, 2004, 05:24:43 pm
(sorry...thought I'd cancelled this)
Title: Design a destroyer
Post by: aldo_14 on January 11, 2004, 05:29:14 pm
On the subjetc of textures....anyone want these?

I've decide to uv map the ship in places, rather than use tiles.  The amount of detail makes it extremely tough to match the 'seams' otherwise, in the majority case.

i know they're jpegs, but the compression is at minimum, so i hope there's no real loss in detail.  Apologies for the size.

(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/tc1.jpg)
(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/tc2.jpg)
(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/tc3.jpg)

NB:  Probably need work to roughen them up still, also scratch, etc marks.  It's surprisingly tough to design generic textures that actually work and UV properly - that's why I'm changing to templates. I have olderbackups in photoshop format if anyone wants them.
Title: Design a destroyer
Post by: Taristin on January 11, 2004, 05:39:28 pm
I think I can probably use those lights. Please don't take them down for a while... seeing as I can't DL to this PC. pleeeeeez
Title: Design a destroyer
Post by: aldo_14 on January 11, 2004, 05:41:53 pm
No reason to take 'em down.

Although i could have sworn those lights were meant to have more 'glare blur' around them..............NB - should add that they're all suppossed to tile fine- even the second one.
Title: Design a destroyer
Post by: Bobboau on January 11, 2004, 05:57:34 pm
that second one looks great, do you have a version of the third one without the lights?
Title: Design a destroyer
Post by: aldo_14 on January 11, 2004, 06:00:34 pm
Think so.  Needs mirrored, though.  Gimme a sec.
(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/tc3_b.jpg)

i have a layered photoshop version as well - IIRC the 3 different areas of shading and the backgrouhnd are seperate on it.
Title: Design a destroyer
Post by: Taristin on January 11, 2004, 06:03:18 pm
I would just use the flamingpear effects on it anyway, for the glares... :)

Thanks, I wanted a diferent light map for some ships.
Title: Design a destroyer
Post by: aldo_14 on January 11, 2004, 06:09:29 pm
The glares need a lot of work,regardless... i kinda bodged it, just copied the lights onto a lower layer and blurred it.  Should have done each one with the airbrush seperately, but I was tired.

Meh.
Title: Design a destroyer
Post by: Sandwich on January 12, 2004, 01:15:25 am
Quote
Originally posted by aldo_14
The glares need a lot of work,regardless... i kinda bodged it, just copied the lights onto a lower layer and blurred it.  Should have done each one with the airbrush seperately, but I was tired.

Meh.


Why not just add a layer glow effect to the lights layer?

Also, randomness is good; what're the chances that all those rooms would have their lights on at the same time? ;)
Title: Design a destroyer
Post by: aldo_14 on January 12, 2004, 03:19:30 pm
Quote
Originally posted by Sandwich


Why not just add a layer glow effect to the lights layer?

Also, randomness is good; what're the chances that all those rooms would have their lights on at the same time? ;)


Er...didn't think of it?

Said I didn't put much effort into the lights, anyways.
Title: Design a destroyer
Post by: Knight Templar on January 12, 2004, 06:54:16 pm
Aldo: Did you find or make those?
Title: Design a destroyer
Post by: aldo_14 on January 13, 2004, 04:07:34 am
Made them, of course.
Title: Design a destroyer
Post by: Unknown Target on January 21, 2004, 06:19:44 pm
EDIT: Never mind.
Title: Design a destroyer
Post by: JC Denton on January 22, 2004, 12:43:35 pm
I said I'd do a bit more work on my destroyer design...

...and here's what I found myself doing whilst being bored as hell in Economics:

Parhelion front end and 'turret dome' details (~115kb) (http://quantium40.port5.com/images/fsup_missiledestroyer2.jpg)

As you can see, there's a bit left to do, but it does give a general idea of the front end of the ship, as well as those cannon domes on the engine pylons.  The ship's symmetrical somewhat along the y-axis, so there's my excuse for not putting the starboard drive on :p
Title: Design a destroyer
Post by: KARMA on January 23, 2004, 06:26:42 am
you guys should post this kind of threads in the modding forum too, I missed it completely (my fault btw, since I check regulary only the modding and the SW one).
I worked recently on a ship that may loosely fit your requests, thought I think bob's (love it) and aldo's are much better.
I was thinking at the colossus: you know, she costed to the gtva a lot in resources and time, wich could have been spent better on dozens of smaller but more useful ships, like the deimos.
The necessity of building a ship like colossus was a psychological necessity after the loose of both the homeplanets, rather than a strategic one.
I imagined what the first reaction at the first sight of a sathanas could be. The discover that the shivans have a ship that can stand, in term of power, a direct confrontation with the colossus.
The point is that if you loose a deimos, it's a big loss but not a tragic one.
If you loose a colossus, instead, you loose your most powerful ship but also all the resources spent to build that ships. A ship like a colossus is more powerful but is also more dangerous.
I imagined the gtva to start developing new strategies, as soon as they realize how much vulnerable they are, and the impossibility to directly facing shivans in a confrontation of powers.
The new strategies will require speed, to make sneak attacks and outmaneuvre the slower shivans ship.
Will require more resistance, to survive enough to get to the weak spots of the shivans ships  (the back)
Will require enough power to severely damage the enemy once you get in position.
As soon as those new strategies are developed, they also need, as soon as possible, new ships that can play those roles.
The discover of an entire fleet of Sathanas, force GTVA to build those new ships in an hurry.
For this resons they used a prototype of a new beam super cannon, originally designed for planetary defenses.
This cannon is huge, and require an incredible amount of energy.
There aren't unfourtunately power cores with the desired energy and size, a new power core will require time and resources that they don't have, for this reasons they decided to use more power cores, taken from existing ships.
To avoid cooling problems they placed those powercores partially outside the main hull, with the possibility to remove and substitute them easily.
The result is "a big gun with big engines", with the bridges, the decks, depots etc etc attached later and externally.
The main cannon should be able to destroy a Sathanas in three blasts, causing severe damages at any shot.
Depending by the power cores (the first prototype of this ship will use power cores taken from other ships, later versions will use more efficent cores designed for this purpose) this ship should be able to to fire from 1 to 2 shots without recharging, almost depleting all the power. To recharge the power enough for another blast takes from 5 to 10 minutes.
The ship will be almost defenseless to attacks of smaller capships, for obvious reasons, but will be relatively well defended against fighter attacks.

As I said it's not designed as a torp-ship, but...
Also this is only a WIP, I was adding all the superstructures, and there are some things I'd like to change, expecially the beginning of the engine sections.
I stopped working at this model one week ago due to a partial creative crisis (and a complete lazyness crisis), so suggestions are welcome.

 (http://www.3dap.com/hlp/hosted/swfs2/wips/beam.jpg)
 (http://www.3dap.com/hlp/hosted/swfs2/wips/beam1.jpg)
 (http://www.3dap.com/hlp/hosted/swfs2/wips/beam2.jpg)
Title: Design a destroyer
Post by: DragonClaw on January 23, 2004, 06:49:58 am
Wow, that's nice. :cool:

*praises KARMA* You didn't use any smoothing when posting your model, THANK YOU! I thought I was the only one that didn't do it. :thepimp:
Title: Design a destroyer
Post by: pyro-manic on January 23, 2004, 06:51:06 am
Karma - that's pretty cool! hard to tell which end's the front, but yeah - I like. :)

Bobboau: Finish that ship or I'll come round your house and shout nasty things at you! :D Seriously, it's bloody good - it'd be a crime to let it go to waste. Get somebody else to texture it if you can't do it yourself...
Title: Design a destroyer
Post by: Flaser on January 24, 2004, 03:31:55 pm
It could be a magnetic accelerator assisted beam canon.

I thought of some explanations:

To achieve the raw power to cut down a Sathanes you'd need firepower that's virtually impossible to mount on a warship (even the Collosus barely had power to operate its beams canons at peak power levels).

Therefore instead going for greater power the GTVA accepted a weapon design with a different aproach - an armor piercing weapon.

The Accelerated Photon Beam Canon (APBC) or Acel Canon as the testers called it uses an elongated acceleration chamber to give the charged particles in the plasma a higher speed and greater penetration.

This actually lowers the damage potential of the gun since the particles pass through the target too fast to create heat - but they will damage internal components.

A Sathanes may have tough hide - but if it's internals hemmorage than it won't save it.

To give a high enough damage potential as well as to power the huge acceleration array the energy requirement are almost 3 times what an ordinary Beam Canon needs.

However this is still nothing compared to the 100 times another jugernaut canon would need that would grant a Collosus type behemot the punch in a battle.

Unfortunately Acel Canons can't be mounted on existing ships - the immense field of the canon would tear apart the warships frame.

This field is actually the best defence of the Canon from fighters - any bomber daring an attack will be caught and smashed by the field when the canon goes off.

Therefore Acel Canons have to have the ship built around them. A new ship class is being designed as of the moment - the Frigate Class, that will have a frame designed with magnetic dampeners around a spinal Acel Canon.

Until the mandate of the Frigate Class, Acel Canons are already built and tailored to be "Canon Ships".
Title: Design a destroyer
Post by: Taristin on January 24, 2004, 10:42:18 pm
Whatever it is, it's fecking cool.  Soon I'll be that good. Soon. Soon. [/keeps telling self]
Title: Design a destroyer
Post by: comic on January 27, 2004, 10:58:32 am
Dear god!!!!! Ryx that is one of the best and most original FS2 designs ive seen. Posibly the engines could be less bulbous but thats only IMO, otherwise amazing!!!

hope we can expect to see that released as a mod when its done.
Title: Design a destroyer
Post by: comic on January 27, 2004, 11:01:32 am
Bobboau that is a cool ship, not shure about the front comand pod thing, bit to samll and exposed compared to the rest of the ship. Other wise great love to see that in FS2, how many polys is it just out of interest?

Cool ship keep it up!
Title: Design a destroyer
Post by: Ryx on January 27, 2004, 12:47:39 pm
Quote
Originally posted by comic
Dear god!!!!! Ryx that is one of the best and most original FS2 designs ive seen. Posibly the engines could be less bulbous but thats only IMO, otherwise amazing!!!

hope we can expect to see that released as a mod when its done.


thanx!

As for when it's done... That might take a while. I'm learning C, right now and want to focus on that for a bit.

I could release the model file, though.
Title: Design a destroyer
Post by: Taristin on January 27, 2004, 04:00:58 pm
...meh. If you do, I won't be able to work for TVWP for a little while. ;7
Title: Design a destroyer
Post by: Johnmike on February 10, 2004, 06:23:30 am
Reminds me of the Behemoth from WCIII.
Title: Design a destroyer
Post by: StratComm on February 13, 2004, 11:45:28 pm
*brings thread up from the dead*

Ok, so I've been fiddling about with the mesh I posted in here WAY long ago.  I've been adding details and such, and though I am nowhere near done I though I'd show it off.  Right now the hull is a measly 1500 polys.

The main body, not that different from before but you can tell things have been rounded out a bit and some of the little detail shows up.  The windowed section under the nose is still there, but now it's covered with a shielded panel.  Still trying to decide how to attach it.
(http://www.duke.edu/~cek6/detail1.jpg)
(http://www.duke.edu/~cek6/detail2.jpg)

A close up shot of the side, showing, well, some paneling.  Details, details...
(http://www.duke.edu/~cek6/detail4.jpg)

The hanger, along with the new "control tower" under the launch ramp, and two towers.  Those things will be platforms for defensive turrets.
(http://www.duke.edu/~cek6/detail5.jpg)

And here is a tower by the bridge, with a turret in place.  The turrets themselves are in the neighborhood of 850 polys, detailed enough for the HT&L engine.
(http://www.duke.edu/~cek6/detail3.jpg)
Title: Design a destroyer
Post by: Black Wolf on February 14, 2004, 01:34:49 am
Looks very Starwarsish...Nice :yes:
Title: Design a destroyer
Post by: Ashrak on February 14, 2004, 03:55:02 am
coooooooooooooooooool
Title: Design a destroyer
Post by: Sandwich on February 14, 2004, 04:45:01 am
Hubba hubba
Title: Design a destroyer
Post by: Knight Templar on February 14, 2004, 11:41:18 am
*waits for woolie to come

Owch.

It's come along way since the last time I saw it. :yes:
Title: Design a destroyer
Post by: aldo_14 on February 14, 2004, 12:13:48 pm
I have a feeling those turrets will look like crap when converted because of the smoothing problem, natch.
Title: Design a destroyer
Post by: StratComm on February 14, 2004, 09:29:42 pm
Then I'll make them unsmoothed 12-sided cylinders.  It won't be the end of the world.  The rest of the ship os fairly geometric anyway.
Title: Design a destroyer
Post by: JC Denton on February 15, 2004, 12:17:02 am
Nice, Strat, but something about the turret shape itself doesn't seem right.  Too many of those fins around the barrel, IMO.  And is it possible to get a size comparison of a few fighters and bombers with respect to that fighterbay?  It looks like it might be a bit cramped if you're launching 5 or 6 Ursa-sized ships...

And as an aside, but from my point of view, it seems there's a significant preference towards the submissions that already are in 3d form.  While I agree that this means that the release of such ships is muchly hastened, it kinda demoralizes those of us with a design stuck in our heads that we can't realize in a 3d format, due to either lack of software, or experience on said software.

Yeah, never mind my subjective ranting.  Your design shows promise, Stratt. :)
Title: Design a destroyer
Post by: StratComm on February 19, 2004, 11:56:14 pm
I'd say yes and no on that one, if you give us a picture that looks cool someone may well try to make it.  (And another little teaser)...

(http://www.duke.edu/~cek6/progress1.jpg)
Title: Design a destroyer
Post by: Stryke 9 on February 20, 2004, 01:00:37 am
Purty. I wanna fly it! And blow things up! Yeah yeah!
Title: Design a destroyer
Post by: Nico on February 20, 2004, 01:55:29 am
Mmh, the "head" is really naked...
Title: Design a destroyer
Post by: Setekh on February 20, 2004, 05:22:28 am
Indeed, it's comparatively unadorned... :nervous:
Title: Design a destroyer
Post by: Raven2001 on February 21, 2004, 11:58:58 am
Yeah, Stratt you are getting better!! Now add some more details to it and you have a winner :)
Title: Design a destroyer
Post by: Ryx on February 22, 2004, 07:13:52 am
Exellent! :)
Title: Design a destroyer
Post by: Taristin on February 22, 2004, 08:58:46 am
Aeolus from hell! :D
Title: Design a destroyer
Post by: T-Man on February 22, 2004, 09:21:12 am
Hey, Aldo's and Stratcom's ships look quite similar. I think they could go together into FSUP. They could both be destroyers, or one a corvette and the other a destroyer.
Title: Design a destroyer
Post by: StratComm on February 23, 2004, 06:55:32 pm
Wow, start adding in detail and Max starts to croak... every time I work on a part of this thing, it takes me longer to add even simple detail.  Anyway, I added the rest of the missile racks (now up to ten total, four forward and three on each side) and a main cannon, as well as starting to detail out the engine section.

(http://www.duke.edu/~cek6/progress2.jpg)
(http://www.duke.edu/~cek6/progress3.jpg)
Title: Design a destroyer
Post by: Knight Templar on February 23, 2004, 07:05:20 pm
It almost looks like a live sea creature of sorts. :yes:
Title: Design a destroyer
Post by: Bobboau on February 23, 2004, 08:25:44 pm
oouuw, don't like the back engine section (not the engines them selves the flat feceted stuff around it) try makeing it less quads and more triangles.

other than that great
Title: Design a destroyer
Post by: Flaser on February 24, 2004, 01:31:56 am
Actually I think this ship would benefit from a tail-fin. It would balance the general shape, as the "head" is quite big.
Title: Design a destroyer
Post by: Raven2001 on February 25, 2004, 08:20:55 am
Wow! Im dare to ask: how many polys now???
Title: Design a destroyer
Post by: KARMA on February 26, 2004, 05:04:51 am
wonderful. It reminds me the raynor. The rear half seem undertedailed compared to the rest (the wings, the polys below the bridge...)
give she a yamato/arcadia style bridge and I'll love she even more
I don't like the pylons for the turretts on the side of the bridge. I know they're necessary but they just suck
the vertical extrusions are pretty nice, but they probably are a bit redundant?
well btw it kick ass;)
Title: Design a destroyer
Post by: Nico on February 26, 2004, 05:15:08 am
Quote
Originally posted by Flaser
Actually I think this ship would benefit from a tail-fin. It would balance the general shape, as the "head" is quite big.


Huh, please no.
Title: Design a destroyer
Post by: StratComm on February 26, 2004, 07:48:09 am
Raven: Of course you may ask.  That pic was around 3500 polies for the hull.  All of the missile pods are turrets and so are seperate from the main hull count.  I've added a lot of greebling in the depression around the engines, so it's up to about 4300 now; I intend to take the main hull up to 5000 before it's all said and done.  The scene, however, is already in excess of 10k polys, with all of the high-poly turrets.
Title: Design a destroyer
Post by: RoachKoach on February 26, 2004, 11:32:50 pm
i say, must u have those 2 vertical things near that protrusion above the engine area? u know, the 2 towers. they look pretty odd. the rest of it is brilliant :yes:
Title: Design a destroyer
Post by: Setekh on February 26, 2004, 11:37:18 pm
The detailing on the head's a great improvement. Nice one. :)
Title: Design a destroyer
Post by: aldo_14 on February 28, 2004, 01:25:31 pm
Quote
Originally posted by T-Man
Hey, Aldo's and Stratcom's ships look quite similar. I think they could go together into FSUP. They could both be destroyers, or one a corvette and the other a destroyer.


eh?

If you're referring to the hip I posted about 4 pages  back, I don't see it.  Plus that mesh (well,  finished version) is going to be left untextured and shoved in a modeldump anyways.  Just didn't look good enough, y'see.
Title: Design a destroyer
Post by: Unknown Target on February 28, 2004, 02:40:07 pm
methinks u should ditch the towers on the rear.
Title: Design a destroyer
Post by: Havock on February 28, 2004, 03:42:05 pm
hmmm, lemme get that drawing of mine i made a while ago, doubt it will be a winner, but it might "inspire" someone...

since i can't link up the scanner, i have to take a picture of the drawing with my digicam, not the best thing you can do for quality though :(

(http://members.lycos.nl/durandalarw/schip.JPG)

I *think* the design looks fairly cool, it's sleek, it has big gun turrets, and the rounder shapes could pass for vasudan :p

the "shape" that stretches from the front to just before the bridge is actually a thicker piece of the hull, say, armor, designed to protect the energy supply for the big gun turrets and their command centers.
as you can see, it is also "laid" over the hull.
below the front piece of that armor are the 2 BIG torp launchers, consisting of multiple smaller ones, a cluster on each side.

the rectangular shape in the middle of the armor "skirt" are it's fighterbays, nicely tucked away in that "cavity", protected by flak cannons and 2 AAAF beams to keep any baddie-bomber away.

the broadside torp launchers are not visible, since they are located just below the armor "skirt".

It has 3 big turrets on the top, 2 below:
1st is located "behind" the front thruster, so you can't see it :p
2nd is located on the lower part of the engines on about the same place as the upper-engine gun.

the guns facing forward on the engine pods are.... big guns that can cover anything in front of the ship, and an arc that i have not yet determined, they are not "fixed".
the upper guns are the hard-hitters, the lower guns are more rapid-fire-area-suppression though...
perhaps put beam cannons in place of em?

ps.someone might think that I overdid the engines though... i could agree :p

pps. it was not designed for this competition, but i thought: "what the hell, perhaps someone can make something out of it."
Title: Design a destroyer
Post by: Fineus on February 28, 2004, 03:46:30 pm
(http://www.nuckel.net/3ds/old/images/Robotech_sun2.jpg)? :)
Title: Design a destroyer
Post by: Corhellion on February 28, 2004, 04:04:14 pm
Hey Ryx...you still have that battleship model you built for my campaign awhile ago? The one with the forked front.

If you do, post it and see what they think. It's got beams and torps.

Cor
Title: Design a destroyer
Post by: Nico on February 28, 2004, 04:05:26 pm
That's exatly what I was thinking about, thunder :p
Tho more in the lines of:
(http://www.steelfalcon.com/Macross/Images/ASS1side.gif)
( pre "terran touch-up" era macross )
Title: Design a destroyer
Post by: Raven2001 on February 28, 2004, 04:38:17 pm
Quote
Originally posted by Havock
hmmm, lemme get that drawing of mine i made a while ago, doubt it will be a winner, but it might "inspire" someone...

since i can't link up the scanner, i have to take a picture of the drawing with my digicam, not the best thing you can do for quality though :(

(http://members.lycos.nl/durandalarw/schip.JPG)

I *think* the design looks fairly cool, it's sleek, it has big gun turrets, and the rounder shapes could pass for vasudan :p

the "shape" that stretches from the front to just before the bridge is actually a thicker piece of the hull, say, armor, designed to protect the energy supply for the big gun turrets and their command centers.
as you can see, it is also "laid" over the hull.
below the front piece of that armor are the 2 BIG torp launchers, consisting of multiple smaller ones, a cluster on each side.

the rectangular shape in the middle of the armor "skirt" are it's fighterbays, nicely tucked away in that "cavity", protected by flak cannons and 2 AAAF beams to keep any baddie-bomber away.

the broadside torp launchers are not visible, since they are located just below the armor "skirt".

It has 3 big turrets on the top, 2 below:
1st is located "behind" the front thruster, so you can't see it :p
2nd is located on the lower part of the engines on about the same place as the upper-engine gun.

the guns facing forward on the engine pods are.... big guns that can cover anything in front of the ship, and an arc that i have not yet determined, they are not "fixed".
the upper guns are the hard-hitters, the lower guns are more rapid-fire-area-suppression though...
perhaps put beam cannons in place of em?

ps.someone might think that I overdid the engines though... i could agree :p

pps. it was not designed for this competition, but i thought: "what the hell, perhaps someone can make something out of it."


Well, from what I CAN see (most of it I can't..) it looks like a cool design... Could you please repost the picture but with better quality?? Also, a side and top/down draw would be nice :)

If you do it, maybe I'll have a go at it :)
Title: Design a destroyer
Post by: karajorma on February 28, 2004, 05:06:45 pm
Yeah. I agree with Raven. It's pretty cool :)
Title: Design a destroyer
Post by: Stryke 9 on February 28, 2004, 06:38:33 pm
Contrast is your friend.

This is the best I can do without going in there manually to enhance itor actually working hard.

(http://www.swooh.com/peon/Stryke/1temp-dest.jpg)
Title: Design a destroyer
Post by: Taristin on February 28, 2004, 10:43:07 pm
Don't like the split engines.
Title: Design a destroyer
Post by: Havock on February 29, 2004, 06:37:22 am
Quote
Originally posted by Stryke 9
Contrast is your friend.

This is the best I can do without going in there manually to enhance itor actually working hard.

(http://www.swooh.com/peon/Stryke/1temp-dest.jpg)


thanks, a lot clearer now :)

i'm going for the side and top/down views now.

it's been a while since i drawn it, so there might be some things that don't match exactly, but i'll do my best :)
Title: Design a destroyer
Post by: Ryx on February 29, 2004, 08:42:51 am
Quote
Originally posted by Corhellion
Hey Ryx...you still have that battleship model you built for my campaign awhile ago? The one with the forked front.

If you do, post it and see what they think. It's got beams and torps.

Cor


I'll check.
Title: Design a destroyer
Post by: Unknown Target on February 29, 2004, 08:59:46 am
so THAT'S where ASS-1 came from :D Alien StarShip, lol.
Title: Design a destroyer
Post by: TheCelestialOne on February 29, 2004, 09:10:03 am
(http://membres.lycos.fr/sgenerator1/GS_4d41264eddc4d3a36c03ae2a672c90f2.png)
Title: Design a destroyer
Post by: Havock on February 29, 2004, 12:53:06 pm
sideview done, but a little "stubby", well, long live the "stretch" function :p

no pic availbalt, have to make piccy of it.
Title: Design a destroyer
Post by: Unknown Target on February 29, 2004, 01:43:00 pm
One thing about that drawing...the rear engines are ugly. Make them tilted slits, instead of big boxes.
Edit: Like this, if you were looking at it from behind or in front:  
/   \
Title: Design a destroyer
Post by: Havock on February 29, 2004, 03:30:13 pm
the drawing is not likely going to be changed anymore, but it's just for the basic shape.

should someone decide to model it, it would get some more tinker toys and all that.
Title: Design a destroyer
Post by: Raven2001 on March 02, 2004, 04:03:28 pm
Still, try to get the perspective draw better... too blurry yet...

I WILL model it sooner or later :)
Title: Design a destroyer
Post by: Havock on March 04, 2004, 09:22:30 am
i'm busy with the side/up/down drawings.

though that isn't easy since I wrecked my right hand/wrist whith martial arts training :p
and i got tons of stuff to do for school.

btw.
i still need a name :p
Title: Design a destroyer
Post by: an0n on March 04, 2004, 10:10:26 am
Levels are your friend:

(http://www.penguinbomb.com/images/1temp-dest.jpg)
Title: Design a destroyer
Post by: Havock on March 04, 2004, 12:38:31 pm
and i need a working scanner.
Title: Design a destroyer
Post by: Ryx on March 05, 2004, 06:51:58 am
@ Cor:

This one?
(http://www.swooh.com/peon/Angelo/Images/legoshop01.jpg)
(http://www.swooh.com/peon/Angelo/Images/legoshop02.jpg)
Title: Design a destroyer
Post by: Corhellion on March 06, 2004, 12:23:55 am
That'd be it!

Also...as a heads up, my lego cadding skills have improved greatly...and also I've decided to go back and rebuild/improve alot of my older models.

Just uploading pics of the new lego model of the Draco 2.

(Beams, missiles, torps, big ass cannons, lotsa greebling)

*sorry bout the poor image quality, I'll have renders in a few weeks...probably*

Ship Overview: She be alot better looking than the old one
(http://www.brickshelf.com/gallery/Corhellion/ITA-Ships/New/Draco2/draco_2_rebuilt_finished.jpg)

Broadside missile battery and just behind it a recieving hanger.
(http://www.brickshelf.com/gallery/Corhellion/ITA-Ships/New/Draco2/draco_2_missiles_hanger.jpg)

Really blury, but you can see the engines, and there are 4 turrets there.
(http://www.brickshelf.com/gallery/Corhellion/ITA-Ships/New/Draco2/draco_2_engines_turrets.jpg)

anyways, regarding the old Draco 2 model Ryx thankfully modelled (for a my now dead campaign), anyone who thinks they can use it, ask Ryx, but you have my permission to use it as whatever you want to use it as. That is if Ryx allows you to use it.

Or, if people like it, bump up the polys, add greebles here and there, go nuts. the lego model was crap anyways compared to the new stuff, add more turrets, more missiles/torps make it a real battleship/FS2 Destroyer! Or just leave it as it is.

Cor
Title: Design a destroyer
Post by: Ryx on April 04, 2004, 09:15:52 am
Due to a somewhat-recent reformat, I've lost my destroyer. :(
Title: Design a destroyer
Post by: Setekh on April 05, 2004, 05:35:29 am
:no::eek2:

Sorry to hear that dude, it was really showing promise. :( Man, that happened to me once, one of my partitions went screwy and I lost half a dozen almost-completed renders. But I went back and made them even better than before. I hope you're still modelling. :nod:
Title: Design a destroyer
Post by: Ryx on April 05, 2004, 11:04:00 am
Quote
Originally posted by Setekh
....
I hope you're still modelling. :nod:


Haven't really had the urge to model for past few months, but I started on a new model yesterday to get back into it.
Title: Design a destroyer
Post by: Setekh on April 06, 2004, 04:48:01 am
Great, good on you for getting back up. That's the hardest part. :yes:
Title: Design a destroyer
Post by: Taristin on April 06, 2004, 09:50:19 am
Indeed it is. I've been in the same situation as Ryx, although none of my meshes were really worth keeping. Still painful, though.
Title: Design a destroyer
Post by: Unidan on June 03, 2004, 10:20:33 pm
Remember when threads like these didn't die? (at least until the work was done) 'Comon guys! :ick:
Title: Design a destroyer
Post by: Jetmech Jr. on June 03, 2004, 10:26:39 pm
Ah, the Good 'ol Days.

Let's see some new badass ships, people, just for the sake of it :)
Title: Design a destroyer
Post by: Martinus on June 22, 2004, 05:23:13 pm
[color=66ff00]Well there's a lot going on behind the scenes at the minute at FSU and I'm hoping Ryx will make another submission. How about yourself Unidan?
[/color]
Title: Design a destroyer
Post by: Flipside on June 23, 2004, 03:03:00 am
Quote
Originally posted by Ryx


Haven't really had the urge to model for past few months, but I started on a new model yesterday to get back into it.


I go through stages like that as well, that's usually when I decide to boot up Cubase or the like and try music for a week or so. I'm convinced it doesn't do the human brain good to be thinking in 3 dimensions all the time ;)
Title: Design a destroyer
Post by: pyro-manic on June 23, 2004, 01:04:56 pm
Off-topic, but if anybody gets partitions messed up, I found this recently: ftp://ftp2.convar.com/pcinspector/pci_filerecovery.exe

Great file-recovery proggy, and it's free! Saved all my stuff a few weeks back. :)

Anyway, let's see some more destroyers, people!
Title: Design a destroyer
Post by: Ryx on June 27, 2004, 10:05:57 am
(http://www.swooh.com/peon/Angelo/Images/aminta/amin01-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amin01.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amin02-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amin02.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amin03-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amin03.jpg)

New try... Not really sure, where this is going, though.

@Pyro: that progy actually found one file of the model, but couldn't recover. :(
Title: Design a destroyer
Post by: Moonsword on June 27, 2004, 10:07:54 am
That looks like someone took a Deimos corvette and crossed it with a Loronar Strike-class medium cruiser from Star Wars.

Looks pretty good, though.
Title: Design a destroyer
Post by: Taristin on June 27, 2004, 10:15:54 am
Ryx... that looks a little like my Kurruk model, that Inferno is using (AFAIK).  And the original model, before I messed it up, and then lost it in a HDD crash, looked even closer to that than the INF one.

So in short, I really, really like it. :)
Title: Design a destroyer
Post by: Sandwich on June 29, 2004, 06:01:23 pm
Quote
Originally posted by Ryx
(http://www.swooh.com/peon/Angelo/Images/aminta/amin01-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amin01.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amin02-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amin02.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amin03-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amin03.jpg)

New try... Not really sure, where this is going, though.

@Pyro: that progy actually found one file of the model, but couldn't recover. :(


*kidnaps Ryx*
Title: Design a destroyer
Post by: Sheepy on June 30, 2004, 03:23:27 pm
Quote
Originally posted by Ryx
(http://www.swooh.com/peon/Angelo/Images/aminta/amin01-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amin01.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amin02-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amin02.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amin03-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amin03.jpg)

New try... Not really sure, where this is going, though.

@Pyro: that progy actually found one file of the model, but couldn't recover. :(


looks like a half naked deimos to me
Title: Design a destroyer
Post by: Ryx on July 11, 2004, 11:41:28 am
Slow going, due to lack of creativity. (that and the loss of Nautilus haunts me. Weird... )

(http://www.swooh.com/peon/Angelo/Images/aminta/amita04-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amita04.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amita05-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amita05.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amita06-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amita06.jpg)
Title: Design a destroyer
Post by: Taristin on July 11, 2004, 12:07:00 pm
Interesting. Not sure how I like it. I'll have to see how this progresses. :)

But as usual, top quality work. :yes:
Title: Design a destroyer
Post by: pyro-manic on July 11, 2004, 04:06:25 pm
Quote
Originally posted by Ryx
*snip*

@Pyro: that progy actually found one file of the model, but couldn't recover. :(


Bad luck. :( 'tis useful though, innit? :)

New model looking interesting. Front section is good, if a little too similar to Deimos/Hecate nose (though it' good if you're going for design evolution rather than completely new :)), and that back section is cool. Perhaps have it less....flat though. Give it a slight downward angle on the outer parts of it. It looks a bit odd with the scale compared to the nose as well. Looking good, though. :yes:
Title: Design a destroyer
Post by: stithe2000 on July 12, 2004, 04:01:46 pm
I have a battleship that is fully operational... I call it the GTVA Wachabe... Interested? It is more of a cap though... It fires meson bullets, and it has anti-matter beams for offensive capabilities... Defensive it has Maxim CIWS, and AAAF... A fighterbay.... It has destroyable geometry for full gaming experience.... All LODs are done.... I used the Orion class ships textures to give it that FS2 Terran feel... Want pix... Let me know...
Title: Design a destroyer
Post by: karajorma on July 12, 2004, 05:05:46 pm
Put up pix. Let's take a look :)
Title: GTVA Wachabe Battleship
Post by: stithe2000 on July 12, 2004, 09:48:18 pm
(http://members.cox.net/raurther/Wachabe00.jpg)
(http://members.cox.net/raurther/Wachabe01.jpg)
(http://members.cox.net/raurther/Glscreen00.jpg)
(http://members.cox.net/raurther/Glscreen05.jpg)
:cool: This is v1.2, and is very stable... Playable as you see in the FS2 SCP... I am currently adding more detail to her, so that I can take advantage of the full capabilities of the SCP...
It is 2.1 km which is a little smaller than the Hecate, but still packs a wallop!
;7
Title: Design a destroyer
Post by: Sandwich on July 13, 2004, 12:17:01 am
In my honest opinion, those textures could be improved greatly. But I like the design of the model, from what I can see... a bit hard to tell from the pics though.
Title: Design a destroyer
Post by: karajorma on July 13, 2004, 05:03:41 am
Yeah. Orion textures do not do that ship justice :)
Title: Design a destroyer
Post by: aldo_14 on July 13, 2004, 05:15:31 am
I'm not sure Orion textures can do any ship justice.
Title: Design a destroyer
Post by: stithe2000 on July 13, 2004, 06:16:49 am
Well... I made her about a year and a half ago... I am redoing LOD0, and modifying textures down to one texture... uving is going to be fun.... I orignally made her to take the place of the Orion.... I had a bit of a battle to decide on the fly of what textures I would use... Currently drawing my own textures, and then after have to bake them... Not sure on color scheme though.... So other than the harmonious rejection of the textures(LOL) ... Suggestion on textures (Before I get too far ahead on my current textures)? What are the general thoughts the model itself? I got 1 thumbs up on design (thx by the way)... Eventually I am going to have it right, and use her in my mod. Thx for the info though.... I can use that to get an idea on how I can make her better! :P
Title: Design a destroyer
Post by: Ryx on July 13, 2004, 09:54:08 am
(http://www.swooh.com/peon/Angelo/Images/aminta/amita07-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amita07.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amita08-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amita08.jpg)
(http://www.swooh.com/peon/Angelo/Images/aminta/amita09-t.jpg) (http://www.swooh.com/peon/Angelo/Images/aminta/amita09.jpg)

Edit:

Some stuff prompted by Kazan.
 (http://www.hard-light.net/forums/index.php/topic,25091.msg501998.html#msg501998)
Title: Design a destroyer
Post by: Taristin on July 13, 2004, 11:02:46 am
ooh. freaky-cool
Title: Design a destroyer
Post by: Kazan on July 13, 2004, 11:30:10 am
Ryx and StrattComm -  I WANT THOSE SHIPS

For The game I am designing to be native to the Ferrium Engine!
Title: Design a destroyer
Post by: Ryx on July 14, 2004, 02:20:20 pm
(http://www.swooh.com/peon/Angelo/Images/nautilusv2/nau04-t.jpg) (http://www.swooh.com/peon/Angelo/Images/nautilusv2/nau04.jpg)(http://www.swooh.com/peon/Angelo/Images/nautilusv2/nau05-t.jpg) (http://www.swooh.com/peon/Angelo/Images/nautilusv2/nau05.jpg)(http://www.swooh.com/peon/Angelo/Images/nautilusv2/nau06-t.jpg) (http://www.swooh.com/peon/Angelo/Images/nautilusv2/nau06.jpg)
polycount about 1000.

Still some stuff work out. Will redo the smoothing groups  later.
Title: Design a destroyer
Post by: Kazan on July 14, 2004, 02:59:20 pm
he's ressurecting the nautilus! YAY :D
Title: Design a destroyer
Post by: Jetmech Jr. on July 14, 2004, 03:04:33 pm
Ah, yes, the Nautilus was easily the best destroyer in this thread imo. Good to see its making a comeback :yes2:
Title: Design a destroyer
Post by: Ryx on July 14, 2004, 03:12:14 pm
Quote
Originally posted by Kazan
he's ressurecting the nautilus! YAY :D


It's the one you wanted. I'll work on the other on my own. *shrug*

Edit:

(http://www.swooh.com/peon/Angelo/a_test_site/images/aminta/amin10-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/aminta/amin10.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/aminta/amin11-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/aminta/amin11.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/aminta/amin12-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/aminta/amin12.jpg)
Title: Design a destroyer
Post by: Kazan on July 14, 2004, 06:19:22 pm
do you have the models for the other ones I wanted too?

(PS: I could use your modelling skils for more than just that if you are willing -- I need more than just 1 type of each size)
Title: Design a destroyer
Post by: Ryx on July 15, 2004, 05:14:30 am
Quote
Originally posted by Kazan
do you have the models for the other ones I wanted too?

(PS: I could use your modelling skils for more than just that if you are willing -- I need more than just 1 type of each size)


If you're refering to what you labeled cruiser and corvette, then it's the  Nautilus really. I didn't like the way the tower/fin worked out so I removed it, so I could make another one. It was still a destroyer class, just not finished.

If you still want a cruiser/corvette from the same mesh, then that shouldn't be too difficult.
Title: Design a destroyer
Post by: Kazan on July 15, 2004, 08:41:45 am
yeah I was the cruiser and corvette as they looked like in the screenies as possible


TYVM

(/me wishes he had the modelling skills to do this)
Title: Design a destroyer
Post by: pyro-manic on July 15, 2004, 10:13:14 am
Ryx: Destroyer looking very cool now - keep it up! :):yes:

stithe2000: The design is good. :yes: It probably needs more details, and the textures are hideous, but it's promising. :)
Title: Design a destroyer
Post by: Ryx on July 15, 2004, 12:22:25 pm
(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau07-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau07.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau08-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau08.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau09-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau09.jpg)
Title: Design a destroyer
Post by: Kazan on July 15, 2004, 12:29:28 pm
looking awesome

I _MUST_ learn to how do this :P
Title: Design a destroyer
Post by: Knight Templar on July 15, 2004, 07:34:35 pm
Model? Tis' not that hard. All you need is a a good copy of MAX and a few hour's worth of explaination, or a few solid days of experimentation.
Title: Design a destroyer
Post by: Kazan on July 15, 2004, 07:53:48 pm
i can model in TS - just not with that level of skill.. probably not enough patience
Title: Design a destroyer
Post by: Knight Templar on July 15, 2004, 08:33:47 pm
Did you ever play with legos as a child?
Title: Design a destroyer
Post by: Kazan on July 15, 2004, 08:49:39 pm
yes, and i was quite good
Title: Design a destroyer
Post by: Knight Templar on July 15, 2004, 09:34:32 pm
Ahh cool.

...

I wasn't really going anywhere with that, other than spiting Petrarch. But Legos certainly helped in the creative process for me.
Title: Design a destroyer
Post by: Taristin on July 15, 2004, 09:48:24 pm
Max is alot easier to model in than TS... just pointing that out.

Anywho. I hope to get better looking models pumped out. My problem is more inspiration that ability... :doubt:
Title: Design a destroyer
Post by: Ryx on July 16, 2004, 10:03:54 am
Quote
Originally posted by Raa
My problem is more inspiration that ability... :doubt:


Me too.
Does not claim to know everything there is to know about CG
Title: Design a destroyer
Post by: Taristin on July 16, 2004, 10:44:49 am
Heh, nor do I, but I can get a mesh to look like other meshes, even if I do it differently, it's just I can never find inspiration. I either rip off other meshes completely, or wing it and make a big lightsaber/flashlight of doom.
Title: Design a destroyer
Post by: Ryx on July 16, 2004, 04:02:07 pm
(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau10-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau10.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau11-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau11.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau12-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau12.jpg)

Now with some smoothing.
Title: Design a destroyer
Post by: Kazan on July 16, 2004, 04:05:10 pm
looking good
Title: Design a destroyer
Post by: aldo_14 on July 16, 2004, 05:15:18 pm
Quote
Originally posted by Raa
Heh, nor do I, but I can get a mesh to look like other meshes, even if I do it differently, it's just I can never find inspiration. I either rip off other meshes completely, or wing it and make a big lightsaber/flashlight of doom.


Go abstract.  Y'know, look at organic shapes like flowers, sealife, etc for vasudans, gothic artwork for Shivans, Guns for Terrans etc (actually, Terrans are really hard in this respect).  Or just get a general  idea of some key feature, and build around it.

Works for me - sometimes -  anyways,
Title: Design a destroyer
Post by: Ryx on July 18, 2004, 04:14:52 pm
(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau13-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau13.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau14-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau14.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau15-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau15.jpg)

Not entirely happy with the 'fin'. Some things I like, some I don't. A good placeholder, though.
Title: Design a destroyer
Post by: Rol on July 18, 2004, 04:36:12 pm
hmm i have no modeler skills but i think that the HW2 ship designs could be used as a inspiration for new FS2 vessels some of the designs are not in game but very good looking
check out the link
http://relicuniverse.com/galleries/hw2_concept_art
Title: Design a destroyer
Post by: jdjtcagle on July 22, 2004, 10:04:16 pm
They are nice...
Title: Design a destroyer
Post by: Ryx on July 25, 2004, 09:50:09 am
(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau16-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau16.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau17-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau17.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau18-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau18.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau19-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau19.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau20-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau20.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau21-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau21.jpg)
Title: Design a destroyer
Post by: Taristin on July 25, 2004, 10:17:56 am
I'm kinda liking it. I think the bottom 'fin' is a little out of place for some reason, but it could just be a design idiocyncrasie (sp?). :)
Title: Design a destroyer
Post by: Kazan on July 25, 2004, 11:30:24 am
i like it... i think those ret spikes needsome further revision.. but it's nice
Title: Design a destroyer
Post by: Ryx on July 25, 2004, 11:51:52 am
Quote
Originally posted by Kazan
i like it... i think those ret spikes needsome further revision.. but it's nice


Assuming you mean the rectangular boxes. those will cut into the blue platform and form, possibly, hangar bays.

Should've mentione that. :o
Title: Design a destroyer
Post by: Kazan on July 25, 2004, 11:59:10 am
s/ret/red

i'm doing launches by launch tube and recovers via a landing bay --- (ala TCS Midway)
Title: Design a destroyer
Post by: Ryx on July 27, 2004, 09:55:59 am
(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau22-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau22.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau23-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau23.jpg)(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau24-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau24.jpg)
if the pics don't show...
http://www.swooh.com/peon/Angelo/a_test_site/gallery.php?series=3&start=18
Title: Design a destroyer
Post by: Kazan on July 27, 2004, 11:51:44 am
keep em coming :D
Title: Design a destroyer
Post by: Airborne on July 28, 2004, 01:13:48 am
Why don't you get some ideas from Starship Troopers? They had some nice designs. http://www.closeup.de/articles/large/423554.jpg
Title: Design a destroyer
Post by: Ryx on July 31, 2004, 02:20:31 pm
(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau30-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau30.jpg)

Semi update.

The various bits 'n pieces have now been booleand on (and cleaned up). Also worked a bit with smoothing group.
Title: Design a destroyer
Post by: Taristin on July 31, 2004, 06:42:23 pm
booleans...? I have to learn to use them...
Title: Design a destroyer
Post by: Kazan on August 01, 2004, 02:26:21 pm
ryx: how does it look without the bottom tower (the blue one)
Title: Design a destroyer
Post by: Taristin on August 01, 2004, 03:25:34 pm
I've been experimenting with modelling as well... and have come up with this:
(http://3dap.com/hlp/hosted/14_year_war/Raa/WIP.jpg)

Problem is, it looks like it should be huge. I need ideas for details... and engines, more importantly...

Help? Guys?
Title: Design a destroyer
Post by: Ryx on August 01, 2004, 03:59:36 pm
(http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/thumbs/nau31-t.jpg) (http://www.swooh.com/peon/Angelo/a_test_site/images/nautilusv2/nau31.jpg)

Raa: Try add someting blocky, or something. try some random beveling/extruding and see if it 'fits'.
Title: Design a destroyer
Post by: Martinus on August 01, 2004, 04:06:23 pm
[color=66ff00]I now officially designate this thread as 'the thread that makes me happy'.

*Is happy* :D
[/color]
Title: Design a destroyer
Post by: Kazan on August 01, 2004, 04:09:15 pm
Ryx: looks better without that tower.. but that curve on the bottom is sorta ackward don't you think
Title: Design a destroyer
Post by: Ryx on August 01, 2004, 04:23:34 pm
Quote
Originally posted by Kazan
Ryx: looks better without that tower.. but that curve on the bottom is sorta ackward don't you think


It was meant to sort-of flow into the tower. This angle isn't the best.
I'll look at it.
Title: Design a destroyer
Post by: Taristin on August 01, 2004, 05:08:28 pm
(http://3dap.com/hlp/hosted/14_year_war/Raa/WIP2.jpg)

Update. It's pretty obvious what I did. I'll try to make cool bump outs soon. But they're hard. :p
Title: Design a destroyer
Post by: Taristin on August 01, 2004, 05:41:30 pm
(http://3dap.com/hlp/hosted/14_year_war/Raa/WIP3.jpg)

Ok. Now I really need more little details on the head and neck... or what I'm calling the head and neck... :p
Title: Design a destroyer
Post by: Airborne on August 01, 2004, 09:37:21 pm
I think the neck needs to be thicker and maybe a little longer. I don't mean to be rude but it looks somewhat awkward with that "neck." Just offering my opinion. The general concept looks good though. I like how you designed the rear.
Title: Design a destroyer
Post by: Black Wolf on August 01, 2004, 10:24:51 pm
It looks cool (Raas that is - Ryx already knows his stuff is awesome) but I don't think int looks like it neccesarily has to be huge. When I saw it, I automatically thought "Corvette". Probably because of the neck, which is remiscent of the sobek (And, somewhat vaguely, the Moloch).
Title: Design a destroyer
Post by: Taristin on August 02, 2004, 12:58:58 pm
(http://3dap.com/hlp/hosted/14_year_war/Raa/WIP4.jpg)

Slight update to the neck region. Needs detail on the back, methinks. And maybe something 'stupid and pointless' somewhere else.
Title: Design a destroyer
Post by: Sandwich on August 02, 2004, 01:27:10 pm
Raa, you know what that looks like? The perfect match to the Big C! Same general design, just corvette-sized! It's a great blend of Terran and Vasudan design. ;)
Title: Design a destroyer
Post by: Taristin on August 02, 2004, 01:42:40 pm
Yeah, alot of people seem to think my ships are heavily Vasudanized...  Well nutz to them! Vasudans Rule!
Title: Design a destroyer
Post by: aldo_14 on August 02, 2004, 01:54:14 pm
Quote
Originally posted by Sandwich
Raa, you know what that looks like? The perfect match to the Big C! Same general design, just corvette-sized! It's a great blend of Terran and Vasudan design. ;)


But then you'd need to add vomit-inducing yellow and green textures.........
Title: Design a destroyer
Post by: Ryx on August 02, 2004, 02:09:13 pm
Lookin' good Raa. :yes:
Title: Design a destroyer
Post by: Kazan on August 02, 2004, 02:32:06 pm
how is this for a start?

it needs a central tower.. probably put a sensor dish on the nose.. maybe play with the arse end

little yellow turrets: point defense, huge fire rate, low damage, low accuracy
medium light blue turrets: general turrets
large red turrets: capship sluggers
Title: Design a destroyer
Post by: Taristin on August 02, 2004, 06:13:31 pm
For a start, I'd say it's not bad.
Title: Design a destroyer
Post by: Kazan on August 02, 2004, 06:17:43 pm
ty -- i'm cutting the middle section - in front of the rear megaturrets and behind the forestructure -- and redoing the rear right now
Title: Design a destroyer
Post by: Kazan on August 02, 2004, 09:07:24 pm
here's the current version
Title: Design a destroyer
Post by: Taristin on August 02, 2004, 09:19:56 pm
A bit simplistic, no? I'd have expected something more elaborate from you, Kaz. :)

Not that simplistic's bad... but I don't think it'll fit as well with Ryx's ship...  

But keep at it. Add more detail. HArd edges, whatever. :)
Title: Design a destroyer
Post by: Kazan on August 02, 2004, 09:53:32 pm
i suck at artwork raa - i can code, i can't draw on computer (though I can make interesting concept sketches sometimes)

most coders are that way
Title: Design a destroyer
Post by: Martinus on August 02, 2004, 10:22:31 pm
[color=66ff00]Everybody should have a bit more Nico in them:

"To hell with what you think of it, here's what I want to see in Freespace."


Keep at it Kaz. :nod:
[/color]
Title: Design a destroyer
Post by: Ryx on August 03, 2004, 10:53:29 am
work temp. halted. I've replaced a harddrive and had to reinstall XP.
Title: Design a destroyer
Post by: Taristin on August 03, 2004, 12:04:20 pm
Quote
Originally posted by Kazan
i suck at artwork raa - i can code, i can't draw on computer (though I can make interesting concept sketches sometimes)

most coders are that way


Wonder if it's true opposite...

I can draw and the like, but I can't code wortha' scheiss. ;)
Title: Design a destroyer
Post by: Taristin on August 03, 2004, 06:11:14 pm
(http://3dap.com/hlp/hosted/14_year_war/Raa/wip5.jpg)


Slight mesh edit. Added a bigger bay on the bottom, but you can't see that. Added some ridges on the back end, which may get rounded a bit better than it is now. (now being not at all) or they may get removed all together, who knows.

Also testing how it looks with my specially designed turrets. It's an... interesting look.
Title: Design a destroyer
Post by: Sandwich on August 04, 2004, 02:26:48 am
Quote
Originally posted by Raa
Also testing how it looks with my specially designed turrets. It's an... interesting look.


"Stick ya hands up in the air!" ;)
Title: Design a destroyer
Post by: Taristin on August 04, 2004, 08:55:31 am
Heh. They look alot more rounded from far away. Up close they look less like people. :p

Soilent Turret any one? ;7
Title: Design a destroyer
Post by: Sheepy on August 04, 2004, 06:35:36 pm
i dunno, but now when i look at it, the back end looks alot like one of venoms OTT vasudan designs, i dunno which one but it looks similar. Then again, could be my mind being crap again, i will have to investigate.
Title: Design a destroyer
Post by: Taristin on August 04, 2004, 07:04:04 pm
Please do. I honestly didn't rip off any mesh this time around, but I may have been recalling his design and thinking it was my own... :blah:
Title: Design a destroyer
Post by: Taristin on August 04, 2004, 09:29:40 pm
Quote
Originally posted by Raa
(http://3dap.com/hlp/hosted/14_year_war/Raa/wip5.jpg)

(http://3dap.com/hlp/hosted/14_year_war/Raa/WIPt2.jpg)


See much of a difference? I hope not. ;)
Title: Design a destroyer
Post by: Sandwich on August 05, 2004, 07:05:17 pm
It's a Hecate / Colossus hybrid! :p
Title: Design a destroyer
Post by: Taristin on August 05, 2004, 07:22:40 pm
It most certainly is not! :p

The only thing reminiscant of the Hecate is the bottom engines. That's it. And it doesn't look anything like that P.O.S. Ray gun AKA Colossus.
Title: Design a destroyer
Post by: Setekh on August 06, 2004, 01:33:15 am
Sheepy, I think I know which one you mean - it's one of his Vasudan designs, IIRC. The Duat or something.
Title: Design a destroyer
Post by: Knight Templar on August 06, 2004, 03:10:12 am
The front section looks related to the Colossus, while the neck and back are reminescent of the Hecate. I can see it.
Title: Design a destroyer
Post by: Turnsky on August 07, 2004, 04:20:14 am
i should dig out the xerxes class destroyer i drew a little while back..
Title: Design a destroyer
Post by: Sandwich on August 08, 2004, 03:42:45 pm
Quote
Originally posted by Knight Templar
The front section looks related to the Colossus, while the neck and back are reminescent of the Hecate. I can see it.


BWAHAHAH! I've been vindicated! ;7
Title: Design a destroyer
Post by: Taristin on August 08, 2004, 04:35:18 pm
Yeah, but look at who you're quoting...

Mr. Can-I-have-sex-with-the-mesh-?  :doubt:
Title: Design a destroyer
Post by: Knight Templar on August 09, 2004, 02:10:40 am
I wouldn't touch this one with a 10-foot dildo. Sorry.


;)
Title: Design a destroyer
Post by: Swamp_Thing on August 21, 2004, 06:04:30 am
Are you still taking entries?
I went and did me a destroyer too!
;7

(http://uploads.the-spectrum.org/GTD_Spectre1.jpg)

(http://uploads.the-spectrum.org/GTD_Spectre2.jpg)
Title: Design a destroyer
Post by: Knight Templar on August 21, 2004, 03:05:46 pm
Hey, that'd be really neat without the nacelles. :yes:
Title: Design a destroyer
Post by: Sandwich on August 22, 2004, 12:31:08 am
Agreed, plus it's too dark for the purpose of this thread (that being to actually see what it looks like). :p But the silohette looks cool. :yes: :p
Title: Design a destroyer
Post by: Terminator on August 23, 2004, 09:24:54 pm
http://www.hard-light.net/forums/index.php/topic,26414.0.html

:D

don't count on me modeling it for you though, cause I can't do that yet
Title: Design a destroyer
Post by: Swamp_Thing on November 09, 2004, 09:07:34 am
So, what´s the news on Ryx´s model? Has it been rebuilt, or not? I heard it was lost during a PC meltdown.
I really loved that design, it´s the best i´ve seen yet.
Any news?
:nod:
Title: Design a destroyer
Post by: Corsair on November 09, 2004, 10:38:20 am
That thing by Swamp_Thing looks more like a large, moobile city in space than a destroyer.
Title: Design a destroyer
Post by: Ryx on November 12, 2004, 07:16:44 am
Quote
Originally posted by Swamp_Thing
So, what´s the news on Ryx´s model? Has it been rebuilt, or not? I heard it was lost during a PC meltdown.
I really loved that design, it´s the best i´ve seen yet.
Any news?
:nod:


I ran out of ideas for fixing a bit I'm not happy with, so I haven't touched in a while. That and school.

I've been meaning to return to it, though. So it's not abandoned.

In slightly (un)related news; I will probably buy myself a Wacom tablet.
Title: Design a destroyer
Post by: Swamp_Thing on November 15, 2004, 02:46:51 pm
Quote
Originally posted by Corsair
That thing by Swamp_Thing looks more like a large, moobile city in space than a destroyer.


I wish i had never posted that ugly thing, now i regret it!!
That´s the problem with every noobie modeler, we always think it looks good when we are doing it, but looking at it after a while, it just makes us wanna barf!! :D
Title: Design a destroyer
Post by: Annihilation on November 16, 2004, 05:34:36 pm
I liked that destroyer, but it surely looks huge like a city. It seems able to put some saths in its pockets! :D

By the way, I'm new here at the HLP forums and this is my first post, so... Hi! (How creative eh?) :rolleyes:
Title: Design a destroyer
Post by: karajorma on November 16, 2004, 05:48:31 pm
:welcome:

Go check out the SCP forums.  Take a bucket to catch your drool in though :D
Title: Design a destroyer
Post by: Moonsword on November 16, 2004, 05:58:44 pm
Also, read Karajorma's highly informative FAQ, located in his signature.
Title: Design a destroyer
Post by: Annihilation on November 16, 2004, 06:42:59 pm
Thanks for the welcoming people! ;)

I'll check the FAQ, I have the vanilla FS2 but only now I'm trying the SCP release.
Title: Design a destroyer
Post by: knn on November 26, 2004, 07:13:13 am
A destroyer:
approx. 3-4 km, 10000 polys (unoptimized), no weapons
(inspired by the CED Expediator from D3)

(http://tinypic.com/o1zqf)
(http://tinypic.com/o1zwl)
(http://tinypic.com/o1zx2)

A superdestroyer:
7.1 km, some weapons, 18000 polys

(http://tinypic.com/o1zyg)
(http://tinypic.com/o1zyt)
(http://tinypic.com/o1zz5)
Title: Design a destroyer
Post by: pyro-manic on November 26, 2004, 07:20:09 am
I like that superdestroyer model. :yes: Waaaay too big though - make it normal destroyer-sized... :)
Title: Design a destroyer
Post by: Corsair on November 26, 2004, 07:42:14 am
Those are both very nice! I have one problem with the destroyer though... how can it destroy if it has no weapons? :p
Title: Design a destroyer
Post by: knn on November 26, 2004, 08:01:00 am
Actually I like large, superpowerful ships, and that one looks like a destroyer. It would look bad if it was 2 or 3 km. I wanted to make a destroyer that is bigger than even the Colossus, and would succeed where the Colossus failed. I can make it smaller, but no more than 6 km.

Anyway, I'll post another destroyer, it's 2 km only:
(http://tinypic.com/o23h2)
(http://tinypic.com/o23hh)
(http://tinypic.com/o23nt)
Title: Design a destroyer
Post by: karajorma on November 26, 2004, 08:13:59 am
Very nice work.

I think your superdestroyer would work perfectly well as a destroyer though. Seems a pity to waste such a nice design on a juggernaut. Jugs don't tend to get used that much as they're a little too big to be used as aything other than a plot device.
Title: Design a destroyer
Post by: knn on November 26, 2004, 08:16:45 am
Thanks. I'll add some weapons soon. But that destroyer does have one weapon. That big hole in the front is a large deflector which can be used as a weapon (like Star Trek deflectors), which is quite powerful, possibly capable of defeating the Sathanas.
Title: Design a destroyer
Post by: knn on November 26, 2004, 08:28:58 am
Quote
Originally posted by karajorma
Very nice work.

I think your superdestroyer would work perfectly well as a destroyer though. Seems a pity to waste such a nice design on a juggernaut. Jugs don't tend to get used that much as they're a little too big to be used as aything other than a plot device.


I'll try putting it beside of a Colossus and resizing it, but I still think it would look strange that small. I designed it to be a 7 km long superdestroyer, altough the original design was a smaller destroyer, and I modified it. And besides, I don't exactly understand what you mean by saying it's too big to be used as anything other than a plot device.
Title: Design a destroyer
Post by: karajorma on November 26, 2004, 09:20:41 am
Quote
Originally posted by knn
And besides, I don't exactly understand what you mean by saying it's too big to be used as anything other than a plot device.


The problem with very big ships like the Colossus and Sathanas is that the player can't kill them.  So basically the player is relegated to a destroying beam cannons role and then has to sit around and watch something else kill it.

If you look at FS2 while Bearbaiting was fun I found High Noon pretty boring. There weren't many enemy fighters around and your helios bombs didn't do much damage to the Sathanas so basically once the beam cannons were down you could just sit behind the colossus and still win the mission.

Now admittedly it is possible to make missions with huge ships in which are fun but the only way the player has any part in whether the battle is won or lost is if you make the take out the cannons.

Compare that with a destroyer and you may see what I mean. When on a bombing mission against a destroyer you can take out its guns, it's engines or just concentrate on killing it. The players tacttics have a much larger effect on the outcome of the mission.
Title: Design a destroyer
Post by: knn on November 26, 2004, 09:57:38 am
You're right. But still, I think the GTVA needs a powerful superdestroyer. With a 100 juggernaughts ready to attack anytime, the alliance needs a ship that can defeat at least one Sathanas. Blame Volition for giving the Shivans 85 Sathani, if they had only one, it wouldn't be such a big problem. But this way, if the GTVA wants to win the war, they have to defeat those juggernaughts. And if you make a smaller destroyer superpowerful, it's just the same. But this doesn't mean the player has to take out a Sathanas. There'll always be cruisers, corvettes and destroyers, and fighter/bomber technology will surely advance further (like a Meson bomb that can be carried by a bomber).
Title: Design a destroyer
Post by: c914 on November 26, 2004, 11:38:12 am
those are very nice and good models:) :yes:
That 2 km destroyer would work perfectly as corvett or cruiser.
Title: Design a destroyer
Post by: knn on November 26, 2004, 12:08:24 pm
Quote
Originally posted by c914
those are very nice and good models:) :yes:
That 2 km destroyer would work perfectly as corvett or cruiser.


I know. That's the problem with it. It's my second attempt ending as a corvette. Here's the first (abandoned):
(http://tinypic.com/o3alc)

(That's the version with the Shivan main weapons on those small arms)
Title: Design a destroyer
Post by: c914 on November 26, 2004, 12:21:41 pm
cut those small arms and you got excelent cruiser:nod:
You've got  full capshp fleet:
-destroyer:
http://tinypic.com/o1zyg
-carrier( don't ask me why but for me it looks like carrier ):
http://tinypic.com/o1zqf
-corvette:
http://tinypic.com/o23h2
-cruiser:
http://tinypic.com/o3alc
Title: Design a destroyer
Post by: knn on November 26, 2004, 12:31:23 pm
Quote
Originally posted by c914
those are very nice and good models:) :yes:
That 2 km destroyer would work perfectly as corvett or cruiser.


I know. That's the problem with it. It's my second attempt ending as a corvette. Here's the first (abandoned):
(http://tinypic.com/o3alc)

(That's the version with the Shivan main weapons on those small arms)
Title: Design a destroyer
Post by: knn on November 26, 2004, 12:32:29 pm
I know. I like the standard version better myself, but I have no picture of it now.

Sorry about the double-post.
Title: Design a destroyer
Post by: Sandwich on November 27, 2004, 05:45:36 pm
Quote
Originally posted by knn
Anyway, I'll post another destroyer, it's 2 km only:
(http://tinypic.com/o23h2)
http://tinypic.com/o23hh
http://tinypic.com/o23nt


That.... that...... that's perfect! What's the polycount, and what are you doing for the next 3 years? :D
Title: Design a destroyer
Post by: MetalDestroyer on November 27, 2004, 05:55:24 pm
Quote
Originally posted by knn
A destroyer:
approx. 3-4 km, 10000 polys (unoptimized), no weapons
(inspired by the CED Expediator from D3)

http://tinypic.com/o1zqf
http://tinypic.com/o1zwl
http://tinypic.com/o1zx2

A superdestroyer:
7.1 km, some weapons, 18000 polys

http://tinypic.com/o1zyg
http://tinypic.com/o1zyt
http://tinypic.com/o1zz5


I like those ships.
Title: Design a destroyer
Post by: Taristin on November 27, 2004, 11:05:50 pm
...can we have a new rule that when quoting, you cannot post every single pic again. It's terribly annoying to load all of those images and scroll to the bottom, and all the person says is 'nice'...
Title: Design a destroyer
Post by: Sandwich on November 28, 2004, 12:30:24 am
Yes, let us indeed make such a ruling. I herby declare it to be! Make it so! Engage!
Title: Design a destroyer
Post by: knn on November 28, 2004, 09:02:12 am
Just a quick post to let you know I'm still alive

First of all, I'm going to give you some names to prevent you from reposting my pictures. The first destroyer should actually be 4.5-5 km, otherwise it would look to flat compared to the Hecate. Because of this, I think it should be a carrier/destroyer like the Warlock. It's name is Paladin. It's exactly 11111 polygons

The superdestroyer is called GTVA Nimbus. And I've got some good news for you. I've modelled the original destroyer design after I've found it in my literature notebook (school can be boring), wich is 2.5 km in length, features the same front section, bridge, aux engine on the bottom and engine section, only it's not so long compared to the height/width (that was why I didn't want to make the Nimbus a destroyer).
The third model is the GTVD Aurora. The highpoly version is exactly 5896 polygons, the lowpoly is 1742, but the weapons should add another 5000 to the highpoly version (The Nimbus was 9000 polys before I added the rotational turrets, which were >400 each, and now it's 19664).

The new destroyer is 15678 polys. Here's one picture: (more will follow tomorrow)
(http://tinypic.com/opcwg)

I'll be back in a few hours.
Title: Design a destroyer
Post by: Sandwich on November 29, 2004, 12:30:33 am
*wants the Aurora for FSU*
Title: Design a destroyer
Post by: Swamp_Thing on November 30, 2004, 02:04:20 am
I don´t understand how you spent 15000 polys on that model...
I think you could get rid of half of that ammount, and still retain the original form. 15000 is a bit too much for most people.
Otherwise, good work.
Title: Design a destroyer
Post by: c914 on November 30, 2004, 02:37:49 am
Quote
I don´t understand how you spent 15000 polys on that model


simle just look to all tohose smoth work, rounded sections and youve got 15000 polys.
For FS2 open it tis way to much but look nice:nod:
Title: Design a destroyer
Post by: knn on November 30, 2004, 08:20:25 am
!%$#
IE just managed to destroy my post with pictures, so now I can write it again and search for my pictures on tynipic. Now.
First of all, these models are unoptimized, as they are work-in-progress. To retain symmetry, I slice all my models into two, remove the side I was not working on, then I mirror-copy it, attach it and weld the middle vertices. This makes unneeded polygons on flat surfaces in the middle. I WILL remove these polygons when the model is finished.
Second. The Nimbus and the unnamed destroyer has so many polys, because it is hipoly. The front section was made out of a sphere, the bridge is also quite rich in polygons (I'll show you a wireframe picture), and those rotational turrets are 400 polys each! The destroyer has 8 of these => 8*400=3200 polys. For FS2, I will optimize my models. And you're right, i could decrease the polycount while retaining the original form, but close-up, it will be not so smooth or what's supposed to be curved would be flat (like in the case of Aurora, where I decreased the polyount from 5000 to 1700).

Now, some pictures of the latest version of Aurora, due to Sandwich's demand:
(http://tinypic.com/pap1k)
(http://tinypic.com/pap1w)
(http://tinypic.com/pap20)

And a comparison with the GTD Hecate and the GVD Hatshepsut Also, note that the Aurora is 3 km, this was necessary as it was too small otherwise. It is now almost 7000 polygons
(http://tinypic.com/pap2c)
Title: Design a destroyer
Post by: Sandwich on November 30, 2004, 12:30:51 pm
Quote
Originally posted by knn
!%$#
IE just managed to destroy my post with pictures, so now I can write it again and search for my pictures on tynipic.


*points to Firefox button under avatar*

Quote
Originally posted by knn
And a comparison with the GTD Hecate and the GVD Hatshepsut Also, note that the Aurora is 3 km, this was necessary as it was too small otherwise. It is now almost 7000 polygons
http://tinypic.com/pap2c


What do you mean by "too small"? Personally I'm going to have the FSU destroyer be 1.5km, whether the ship is released like that or whether it's a special size modification to a released ship. But for the FSU, it will be smaller than an Orion (2km), but larger than a corvette (~800m).

And if you're talking about the level of detail in the model, don't worry - the more detail you put in a "smaller" model, the less you get of the FS2 Ship Shrikage effect (where 2km Orion's look about half the length of a Star Wars' Imperial Star Destroyer, which is 1.6km in "actuality").
Title: Design a destroyer
Post by: knn on December 02, 2004, 09:50:39 am
To make the Aurora at least as wide and high as the Hatshepsut, I had to scale it up a bit. The resulting length is 3km.
Title: Design a destroyer
Post by: deep_eyes on December 02, 2004, 10:09:21 am
lovely!
Title: Design a destroyer
Post by: pyro-manic on December 02, 2004, 10:25:31 am
Great stuff! :nod::yes: Ryx had better get his arse in gear, or he'll miss his chance....
Title: Design a destroyer
Post by: Ryx on December 04, 2004, 09:37:44 am
Quote
Originally posted by pyro-manic
Great stuff! :nod::yes: Ryx had better get his arse in gear, or he'll miss his chance....


I actually did work on the model today and, I think, managed to solve one problem I've been having. It's mostly cosmetic; not enough to bother posting a pic. :p
Title: Design a destroyer
Post by: knn on December 04, 2004, 01:08:58 pm
I've completed a new model today:
(http://tinypic.com/u8vtw)
2.4 km, 10000 polygons
Title: Design a destroyer
Post by: Sandwich on December 05, 2004, 03:52:39 pm
Hmm.... more views? Orthographic, perhaps?
Title: Design a destroyer
Post by: Corsair on December 05, 2004, 04:15:55 pm
Cool. :)
Title: Design a destroyer
Post by: Trivial Psychic on December 05, 2004, 05:36:59 pm
Looks semi-Vulcan
Title: Design a destroyer
Post by: Sandwich on December 06, 2004, 01:45:25 am
Agreed.
Title: Design a destroyer
Post by: knn on December 06, 2004, 08:19:29 am
Hm...Vulcan? Strange. I never thought of that. But now that I think about it...
Anyway:
(http://tinypic.com/usnbc)
And:
(http://tinypic.com/usnd1)
Title: Design a destroyer
Post by: Windrunner on December 06, 2004, 08:48:37 am
awesome destroyers dude. Slap some textures on it and its gonna look perfect.:)
Title: Design a destroyer
Post by: Sandwich on December 06, 2004, 01:38:57 pm
That Vulcan-esque one would work best IMHO as some sort of experimental subspace ship, since those vertical wings would suggest something radically different.
Title: Design a destroyer
Post by: Roanoke on December 06, 2004, 04:17:18 pm
um, 100000 polys ?? :shaking:
Title: Design a destroyer
Post by: Trivial Psychic on December 06, 2004, 06:44:51 pm
Quote
Originally posted by Roanoke
um, 100000 polys ?? :shaking:

He sayd 10 000, not 100 000.
Title: Design a destroyer
Post by: knn on December 07, 2004, 09:11:47 am
Quote
That Vulcan-esque one would work best IMHO as some sort of experimental subspace ship, since those vertical wings would suggest something radically different.


You don't like it?

Some more pics:
(http://tinypic.com/uxag8)
(http://tinypic.com/uxah1)
(http://tinypic.com/uxahh)
And
(http://tinypic.com/uxama)
Title: Design a destroyer
Post by: Grug on December 07, 2004, 09:17:30 am
Wow, totally sick dude!
*Throws up*
:p

Thats a bloody awsome cruiser. :D
I hope you don't ruin it by using FS2's textures though.
Please make some original ones, or get someone to make some new textures for you.
Hell I'll do it if no-one else more suitable is on offer, just don't downgrade the model with the textures...

Great work! :D
Title: Design a destroyer
Post by: Sandwich on December 07, 2004, 09:58:23 am
Quote
Originally posted by knn


You don't like it?
*snip*
And
(http://tinypic.com/uxama)


I didn't say that at all - I just suggested that the unusual design was suggestive of an unusual purpose, not just a run-of-the-mill ship. :)
Title: Design a destroyer
Post by: knn on December 07, 2004, 11:17:03 am
You just seemed disappointed by the design.
Title: Design a destroyer
Post by: Sandwich on December 07, 2004, 06:37:33 pm
Nope. Although my heart is still set on #3 for FSU, that ship is a fine looking model. :)
Title: Design a destroyer
Post by: Liberator on December 07, 2004, 08:06:59 pm
*falls out of chair*
Those are the most beautiful things I've ever seen.
Title: Design a destroyer
Post by: aldo_14 on December 08, 2004, 04:16:10 am
I'm not keen, TBH I think the first one looks a bit disorganised in terms of design / layout (no offense intended, technical quality looks very good).  The second one looks promising, can't really judge until there are textures :)
Title: Design a destroyer
Post by: Grug on December 08, 2004, 07:46:39 am
Yeah well...
Textures will make or break this ship...
Title: Design a destroyer
Post by: knn on December 08, 2004, 08:08:23 am
Quote
Originally posted by Sandwich
Nope. Although my heart is still set on #3 for FSU, that ship is a fine looking model. :)


You mean the Aurora?

Quote
Originally posted by aldo_14
I'm not keen, TBH I think the first one looks a bit disorganised in terms of design / layout (no offense intended, technical quality looks very good). The second one looks promising, can't really judge until there are textures  


If you are talking about this one:
(http://tinypic.com/uxag8)
you may be right. It needs some coloring to see it better, maybe that's what's causing the impression of chaos when I look at some of the pictures.
The second one needs more detail, as it is a new destroyer fresh out of my literature notebook:) , but I didn't have time to work on it since the weekend.
Title: Design a destroyer
Post by: Sandwich on December 10, 2004, 02:31:33 pm
Quote
Originally posted by knn
You mean the Aurora?


I believe so, yeah. This one: http://tinypic.com/o23h2

What program are you using? MAX? Would it be possible, if you're going to make that one into a 3km+ monster, to have a special version for the FSU, one that is +/- 1.6km long? Or, if you'd rather, I can do it so you don't have to worry about a special version.
Title: Destroyer
Post by: Getter Robo G on December 10, 2004, 02:43:06 pm
It's looking great, reminds me of something you see in amine...

IMHO anything with a flying bridge oowns!
Title: Design a destroyer
Post by: knn on December 10, 2004, 05:13:24 pm
That WAS the Aurora. I've abandoned it (again), but if you insist, I can finish it. However, I'm reusing the name.
The new GTVA Aurora:
(http://tinypic.com/vuql0)
(http://tinypic.com/vuqs3)
(http://tinypic.com/vuqvk)
length is 2.4 km. Main armaments include a huge primary beam cannon, 10 large beam cannons, all front-mounted and 6 torpedo launchers. Polycount is 14064, and as always, this is the UNOPTIMIZED version.
Title: Design a destroyer
Post by: Knight Templar on December 10, 2004, 06:43:49 pm
Christ alive, those are nice.
Title: Design a destroyer
Post by: Trivial Psychic on December 11, 2004, 12:32:39 am
*Expects Kazan to nab these and their creator for use in Ferrium*
Title: Design a destroyer
Post by: Taristin on December 12, 2004, 02:03:10 pm
I'm not very fond of them, myself. They look a little like they've been over-detailed, with under-detailed bits.

But since my submission was lost in a reformat (As was just about everything else I had... :sigh: ) I'm out of the competition.
Title: Design a destroyer
Post by: knn on December 14, 2004, 07:49:23 am
(http://tinypic.com/wmy42)
(http://tinypic.com/wmy48)
(http://tinypic.com/wmy4p)
(http://tinypic.com/wmy51)
(http://tinypic.com/wmy55)
Title: Design a destroyer
Post by: Taristin on December 14, 2004, 12:58:25 pm
...ok. I stand corrected. But they don't look freespacey to me, still.
Title: Design a destroyer
Post by: T-Man on December 14, 2004, 01:37:13 pm
I like it, good job Knn
Title: Design a destroyer
Post by: Trivial Psychic on December 14, 2004, 06:44:35 pm
Quote
Originally posted by Raa
...ok. I stand corrected. But they don't look freespacey to me, still.

...hence my Ferrium reference.
Title: Design a destroyer
Post by: Knight Templar on December 14, 2004, 06:51:33 pm
Or Angels...
Title: Design a destroyer
Post by: knn on December 15, 2004, 06:50:33 am
Quote
Originally posted by Raa
...ok. I stand corrected. But they don't look freespacey to me, still.


Compare the Typhoon with the Hatshepsut and the Orion with the Hecate. Both are a completely different design than thir predecessors.
Title: Design a destroyer
Post by: Corsair on December 15, 2004, 06:43:02 pm
Well...****in' A. Those are damn nice.
Title: Design a destroyer
Post by: Jetmech Jr. on December 15, 2004, 07:18:42 pm
Are those supposed to be Terran Vessels?

And I agree with Raa, they don't look all that Freespacey. They could kinda pass for Vasudan. Not that they are bad models, though. Very fine work.
Title: Design a destroyer
Post by: NGTM-1R on December 15, 2004, 08:05:28 pm
To be honest, I see it as being rather like the Hecate: a somewhat confused mixture of Terran and Vasudan design.
Title: Design a destroyer
Post by: Anaz on December 15, 2004, 09:53:09 pm
Quote
Originally posted by Knight Templar
Or Angels...



*concurs*
Title: Design a destroyer
Post by: Knight Templar on December 15, 2004, 11:12:34 pm
Quote
Originally posted by knn


Compare the Typhoon with the Hatshepsut and the Orion with the Hecate. Both are a completely different design than thir predecessors.


Hey man, check your PMs. :)
Title: Design a destroyer
Post by: c914 on December 16, 2004, 03:43:51 am
For me it's very good Terran-Vasudan hybrid:nod:
How meany polys it had?
Title: Design a destroyer
Post by: knn on December 16, 2004, 09:03:04 am
I thought I'd get an Email when I receive a pm. Sorry, I'll check immediately.
The GTVD Aurora is a Terran-Vasudan hybrid (check the first post), and the aux. engines are arranged like the Hecate's main engines, plus the general design is a bit similar. Polycount is 18000, but with 40 turrets that are 170 polygons each. This is like 3 HTL Deimos's, so it's not that much, but I can decrease it to 8000 without loosing much detail. (with lowpoly beam turrets and less curves)
I believe the 18000 poly version could be kept for high-end computers (a Pentium 5 10GHz and three GF 7900's with 4GB ram and 1,5 GB video memory:)) in a different vp file with all the hipoly/hieffect stuff.
Title: Design a destroyer
Post by: knn on February 01, 2005, 07:50:38 am
I've just revived this thread. I have a few screenies:
(http://tinypic.com/1ihnrq)
My favourite, I forgot to restore the Ambience value after playing TBP, so you can't see the awful texturing in the dark, and it looks great
(http://tinypic.com/1ihp8h)
The Aurora unleashing one quarter of it's firepower

Does anyone feel like volunteering to do the textures?
Title: Design a destroyer
Post by: dan87uk on February 01, 2005, 07:57:07 am
dude...that looks so sweet, thats only 1/4 of it firepower?:eek2: :shaking:  have you got a screenie of it full firepower or it hitting something? you cud pit it in a match aganist a sathii or colossuss
Title: Design a destroyer
Post by: knn on February 01, 2005, 08:15:37 am
The main cannon is already enough to destroy the Sathanas. That pic is from a "mission" in which the Aurora destroys a Sathanas (since the Aurora hasn't got a Shield mesh but has shields, it does not take damage.) I'll make a mission with all the cannons firing straight at the same time.
And anyone who thinks the ship is too powerful for campaign use may be right, but the GTVA now has 80 Sathanii to deal with and the Aurora is supposed to be a ship from the 2380s or '90s.
Title: Design a destroyer
Post by: adwight on February 01, 2005, 08:34:15 am
It being too powerful could be a very good plot point, to the point where you could uses it's power against it.  But nonetheless, I think it's a flat out amazing ship.
Title: Design a destroyer
Post by: dan87uk on February 01, 2005, 09:25:30 am
ya, gtva would get over confident and then sumthin go wrong
Title: Design a destroyer
Post by: knn on February 01, 2005, 09:38:04 am
Well I guess the Shivans won't be bringing in Saths and Ravanas next time, but stg much more powerful, possibly shielded like the Lucy.
Title: Design a destroyer
Post by: pyro-manic on February 01, 2005, 12:39:55 pm
What happened to Ryx and his destroyer? Haven't heard anything for a while now. I really liked that.... :(
Title: Design a destroyer
Post by: Liberator on February 01, 2005, 01:37:00 pm
Not to be a creep, but could you post a pic of the textured ship against a plain non-black background?  I can't tell but it looks like the texs are too tiled, that and something that far in the future screams for new textures and as beautiful as the untextured ship is, it needs a custom texture like the Leviathan, not tiles.
Title: Design a destroyer
Post by: Ryx on February 01, 2005, 03:36:22 pm
Quote
Originally posted by pyro-manic
What happened to Ryx and his destroyer? Haven't heard anything for a while now. I really liked that.... :(


It's on hold for a bit. I'm back to messing around with drawing textures (on UV templates) for a turret, between gaming and school, which is proving time-consuming, right now.

The school work is both fun and challenging, though. :)
Title: Design a destroyer
Post by: knn on February 02, 2005, 08:05:40 am
Quote
Originally posted by Liberator
Not to be a creep, but could you post a pic of the textured ship against a plain non-black background?  I can't tell but it looks like the texs are too tiled, that and something that far in the future screams for new textures and as beautiful as the untextured ship is, it needs a custom texture like the Leviathan, not tiles.


A) I can't draw textures
B) I'm not so good at texturing
C) That was a crash texturing to test the ship ingame, I said it was bad. And that's why I don't want to show you a textured version with a non-black bg.
D) It does need custom textures, but I can't make them.
Title: Design a destroyer
Post by: knn on February 06, 2005, 09:07:02 am
(http://tinypic.com/1nxqua)
(http://tinypic.com/1nxqvo)
(http://tinypic.com/1nxqw9)
(http://tinypic.com/1nxqwx)
Title: Design a destroyer
Post by: T-Man on February 06, 2005, 02:20:55 pm
*response to Knn's pcitures*

:jaw: Now that's what i call frontal armaments!

Maybe a little overkill, but who cares!
Title: Design a destroyer
Post by: pyro-manic on February 06, 2005, 03:06:00 pm
Bleh. Waaaaaay overkill. But that's just me.

It'd be far more efficient to just have one big beam, rather than lots of little emitters. And what's with the blue beams anyway? Terran beams are green. I neer understood why people changed that.

Also, your big beamglow is a different colour to the beam itself. Might want to fix that ;)
Title: Design a destroyer
Post by: karajorma on February 06, 2005, 05:29:36 pm
It depends on the strength of those beams. If they are all fairly weak then multiple emitters isn't a bad idea. It would take ages to knock them all out (as opposed to a single beam which can be killed by a single bomb)
Title: Design a destroyer
Post by: WeatherOp on February 06, 2005, 08:25:15 pm
Now thats a nice destroyer. And think about if all front turrets, "except that main front cannon" were anti-fighter, anybody up for a suicide mission to destroy the main beam?
Title: Design a destroyer
Post by: neo_hermes on February 06, 2005, 08:48:41 pm
*Wouldn't want to be Dogfighting inbetween Knn's Destroyer and anything it was up against*
Title: Design a destroyer
Post by: knn on February 17, 2005, 08:41:32 am
Quote
Originally posted by T-Man
*response to Knn's pcitures*

:jaw: Now that's what i call frontal armaments!

Maybe a little overkill, but who cares!


My reason for making 11 primary cannons.

Quote
And think about if all front turrets, "except that main front cannon" were anti-fighter, anybody up for a suicide mission to destroy the main beam?


Those cannons have a radius of about 20m, so a fighter can fit in them comfortably.

Quote
It'd be far more efficient to just have one big beam, rather than lots of little emitters. And what's with the blue beams anyway? Terran beams are green. I neer understood why people changed that.


Look at the Archangel. It's one big raygun. It's not a bad design, but it's dominated by the huge (500m?) cannon. And the beams are white-blue because: green beams are old weak slow terran pbcs, while white-blue beams, apart from looking more powerful because of the intense white color, are new, powerful, advanced GTVA beams. The 10 smaller beams (GTVA Heavy Anti-Capital Beam) are comparable to the BFRed (life is 1/2 of the BFRed), while the big one (The GTVA Heavy Advanced Anti-Capital Beam) has a huge shield and hull damage, aimed at destroying shielded capital ships. Of course, this is quite unbalanced, so it will probably be changed.
Title: Design a destroyer
Post by: Taristin on February 17, 2005, 09:33:07 am
Bah! @ that last statement.

The little ones are basically BFReds? :wtf: And the big one is meant to take down shielded caps? How many shielded caps have we seen? 1.

You're right, they are totaly unbalanced.

Or am I just biased because I hate these mega-death-uber-kill-all-ships?
Title: Design a destroyer
Post by: knn on February 17, 2005, 09:59:30 am
I knew someone would complain about the firepower.
You know, this is supposed to be 30 years in the future. And you have seen two shielded capital ships. The Aurora has shields.
The entire thing depends on the campaign it's put into. This is just a test version, you know, but I think the final version should be able to beat the Sathanas. Forget FS2 and put the Orion with beams into FS1 and you've got your mega-death-uber-kill-all-ship.

Oh, and the Shivan counterpart should be a giga-death-uber-kill-all-ship.
Title: Design a destroyer
Post by: NGTM-1R on February 17, 2005, 10:18:47 am
No, just a Gargant.
Title: Design a destroyer
Post by: Taristin on February 17, 2005, 10:34:48 am
In response to knn:

Err. No.

There was one shielded capship. The Lucifer. What else was shielded?
30 years isn't an aweful lot of time. And it's rather annoying that people think that by bumping back the time line, they can argue that the weapons have become exponentially more powerful. That's not necessarily how it works. That ship would have to be 90% reactor for the kind of firepower you want, and even then, the remaning 10% sould need to be split up between crew habitations, heatsinks, vital subsystems, and the weapon array.


Go ahead. Tell me how there were major breakthroughs in reactor technology in the 30 years since FS2 ended.
Because it doesn't work that way, either, or we'd all be living in a super efficient nuclear-powered society right now. :doubt:
Title: Design a destroyer
Post by: dan87uk on February 17, 2005, 11:32:34 am
touche' i think knn, i think the ship is fine but Raa has a point, the ship is a great design but it just wouldnt really be possible, also u cud think about after it fires then its offline for a while (like the Victory and Excalibur on Babylon 5) and then cant fire agen until major energy replacement (so practically making it a tactical fire once only ship)
Title: Design a destroyer
Post by: vyper on February 17, 2005, 11:45:36 am
It's cute.
Title: Design a destroyer
Post by: T-Man on February 17, 2005, 11:51:00 am
Nuclear power was first concieved in 1938 and by 1945 Nuclear power and nuclear bombs has been invented and were being deploed. Therefore Raa, if nuclear power can be developed in 6 years, its possible the GTVA could develop some advanced power source for the Aurora in 30.

My best guess would be a fusion-fission reactor, which can do both nuclear fusion and fission at the same time, creating masses of power with very little fuel usage.

If not that, it could very well be a subspace-powered reactor like the Romulan Warbirds in Star Trek.

Still, i agree with you, even with the best technology, half the ship would need to be pure reactor
Title: Design a destroyer
Post by: Ashrak on February 17, 2005, 11:53:10 am
jesus h christ .... id prefer pulse weapons on the ship though not beams :)
Title: Design a destroyer
Post by: Taristin on February 17, 2005, 12:00:07 pm
Quote
Originally posted by T-Man
Nuclear power was first concieved in 1938 and by 1945 Nuclear power and nuclear bombs has been invented and were being deploed. Therefore Raa, if nuclear power can be developed in 6 years, its possible the GTVA could develop some advanced power source for the Aurora in 30.

My best guess would be a fusion-fission reactor, which can do both nuclear fusion and fission at the same time, creating masses of power with very little fuel usage.

If not that, it could very well be a subspace-powered reactor like the Romulan Warbirds in Star Trek.

Still, i agree with you, even with the best technology, half the ship would need to be pure reactor


My point wasn't how long it's took to get a rudimentary implementation, but how long it took to make it smaller and at peak efficiency.

Sure we've had nuclear power for this long, but the technology is iffy at best. We're not harnessing but a fraction of it's power, we're killing our environment withthe waste, and the plants themselves are huuuuge.

The FS reactors have been around sine before the TV-war. And even still, 60 years later, the Colossus had to be colossal to have the cannons it had, and still blew all the heatsinks.
Title: Design a destroyer
Post by: knn on February 18, 2005, 07:12:21 pm
There's one important thing I forgot to stress: the test version has 10 BFRed-equivalents + a superheavy cannon.

!!The final version will not have such firepower!!
 
I cannot tell you exact numbers, as I haven't tested this yet, but the combined firepower of the front cannons will be enough to take down a Sathanas in a reasonable amount of time (somewhere between 5 and 10 minutes). The key is not pure firepower, but lower refire rate, which was a problem with first generation beams.

Shields: It seems illogical to me that the Shivans did not equip their most powerful ship (at least what we know of), the Sathanas with a shielding similar to the Lucifer's. It's also quite strange that GTVA adaptation of shield technology halted at fighters. Now that FS2_open supports capship shields, why not implement them?
The Shivans have at least 80 juggs which can pulverize destroyers in a matter of seconds. The GTVA doesn't even have 80 destroyers! If we don't want the FS story to end with the annihilation of the Terrans and Vasudans (and I, personally, don't), we have the following options:
a) build 80 Collossus-size superdestroyers. They'll be ready in a few centuries
b)build 800 destroyers and swarm Shivan juggs 10:1 (possibly from the rear), same as above
c)develop new armor which is 10-20 times more powerful than current armor, including the Shivans' (which is not better than GTVA armor). How much did armor technology advance in the past 30 years? Almost nothing. Okay, we've got CC Molybdenum, which is thinner but just as strong as the older armor types, and the Hatshepsut is 25% more powerful than any other destroyer, but that's it.
d)develop capship shields. I don't know what the average shield power/hitpoints ratio is in case of fighters, but for destroyers, it would have to be much higher, shields would have to be 5 times the Colossus's hitpoints in power. Otherwise shields are down after the second or third shot and the ship is toast after the next. Because the FS2 ai doesn't use the shield equalizing function too often, I mutiplied this by 4 in case of the aurora (it was 6.25*4 =25 million). Once again: this is still just the test version!
The base problem is that beams in FS2, especially Shivan ones, are too powerful compared to the hull of the ships, which reduces combat with shivan capships to something like this:
"GTD destroyer>Command, a Ravana class destroyers has jumped in. They're firing at us
Command>Engage the destroyer, we'll send in reinforcements as soon as possible
GTD destroyer>Hull breach on multiple decks, I don't know how much longer we can...
Command>Oh well, send in Alpha 1"
This is ok for FS2, in which the GTVA gets their butts kicked by the Shivans, but in the future, the GTVA should improve and make ships which can compete with Shivan designs.
Another reason for using shields is that they can recharge in a few hours. To fully repair the hull of a destroyer would probably take weeks. Also, shields distribute damage around their entire surface and protect the entire crew even if they're about to fail. Armor doesn't, and a well aimed shot should kill a few hundred people even if it's the first shot (windows, e.g., cannot possibly resist that firepower).

Power source: experts predict we'll be able to build working fusion reactors in about 50 years. Nuclear technology will be more than 100 years old by then. In 2367, GTVA ships still use fusion reactors, but the alliance already has anti-matter bombs. Therefore, I think that a suitable successor to the 300 year old fusion technology would be anti-matter. The Aurora is an experimental heavy beam destroyer. It's fighter capacity is minimal, it has a crew of only 1000-2000 (why do we need 10000?). It's equipped with a matter-antimatter reactor and an auxiliary fusion reactor. The fusion reactor is enough to power life support, engines and the warp drive, but shields and weaponry won't be of much use without the main reactor.

This is just my idea of the future. But if you want to stick with FS2 technology, then I'd say a hull of about 150000 (to show some minimal advancement), 10 SgreeenIIs with a lower recharge rate (15 sec or so), and an LRBGreen as the main cannon (maybe with a slightly increased recharge rate). The remaining cannons all around the ship should be similar to vasudan slashers. It'll beat a Ravana. If a Sath comes by, we'll send in Alpha 1 in a Boanerges.
Title: Design a destroyer
Post by: Unknown Target on February 18, 2005, 08:16:09 pm
I love everything about your ships except for those ribs spike things that you always put on the top, and the big blocky torp-tube like things in the front. Otherwise, they're all great.
Title: Design a destroyer
Post by: Corsair on February 18, 2005, 08:46:29 pm
It still looks chill, even if it is too powerful.
Title: Design a destroyer
Post by: knn on March 01, 2005, 07:56:49 am
Latest version, I've removed the torpedo tubes, they are unneeded, instead I've moved the docking port down there, added nameplates and escape pods:
(http://tinypic.com/1zbqm8)
(http://tinypic.com/1zbqtl)
Those should have been windows, but they were too big, and I wanted to add escape pods anyway.
Title: Design a destroyer
Post by: Corsair on March 01, 2005, 12:45:07 pm
Oooh la la!
Title: Design a destroyer
Post by: Ulala on March 02, 2005, 04:27:10 am
Quote
Originally posted by Corsair
Oooh la la!


Heyyy, shouldn't that be my line? ;)

The model is hot. :yes: :yes: :yes:
However, I agree with Raa. I know it's not final, so it's cool. My feeling on the whole thing is "oh, I wonder if the GTVA uber-kill-everything-in-one-big-beamfest is going to win this time." It's like watching a TV show that redundantly does the same thing every episode, and after a short time, I'm tired of watching. Someone could argue the Colossus is a "beamfest" ship, and that might be true if the Colossus didn't suck. Just my $.02. :)
Title: Design a destroyer
Post by: knn on March 02, 2005, 08:03:43 am
It would do that only once, destroying a Sathanas (The GTVA strikes back), and then a new Shivan ship would jump in and blast the GTVD Invincible to pieces a few missions later. (The name is very important in this case).
Title: Design a destroyer
Post by: aldo_14 on March 02, 2005, 08:48:11 am
and then some supership blows up the Shivans, and then the Shivans deploy some new supership, and then......... etc.  It strikes me as completely pointless; all you really do is to replace the Sathanas with what?  An equally indestructable warship?

If you want to come with a 'GTVA wins scenario', all you need is a) a creative solution to removing the Shivan threat, or b) asymettric warfare.  IMO it's a lot better than a pissing match about who can build the most warships.
Title: Design a destroyer
Post by: knn on March 02, 2005, 09:01:23 am
but there would be only ONE new shivan supership instead of 80!

The GTVA will still need a creative solution to destroy all of the 80+ juggs. (Or just prevent the Shivans from attacking again)
Title: Design a destroyer
Post by: aldo_14 on March 02, 2005, 09:13:13 am
So it's the Lucifer reprised, then.
Title: Design a destroyer
Post by: knn on March 04, 2005, 01:05:53 pm
I've done some tests today. Here are some specs of the new version:
Hitpoints: not decided yet, ( set to 250000), probably 150000-250000
Shields: 5 000 000. This means that each quadrant is 1 250 000. If the ai equalized shields, I'd set this to 1 500 000-2 000 000
Weaponry:
1 GTVA heavy beam, comparable to the BFRed. Stats (BFReds' in brackets):
Damage: 2900 (2100)
Life: 4 (7)
Refire: 8 (10)
As you can see, this is actually weaker than the BFRed, because its life is lower (altough the refire rate is better)
10 medium beams, comparable to the LRed:
Damage: 1100 (600)
Life: 4 (7)
Refire: 12 (10)

The Sathanas delivers a total damage of 58800 (asuming #Damage is dealt every second, whih is not true, but this is irrelevant), or 2100x7x4 with one shot from every beam, while the Aurora can deliver 2900x4+10x1100x4=55600. Asuming that all the damage dealt to the Aurora is absorbed by the front shield quadrant, the Aurora has 1 250 000 hitpoints, the Sathanas 1 000 000.

In a battle with the Sathanas, most of the damage was done to the front shield quadrant. When it failed, the Sathanas had 2% hits left. When the game crashed (probably because there's a problem with shockwaves), the Aurora had 59% hits left and the Sath was still firing.
This is still not final, that depends on the campaign it's put into.

Of course Ulala is right, there'd be no point in making an invincible superdestroyer and using it to destroy each and every enemy destroyer the GTVA encounters. How many times did we sit back and watch the Colossus destroy enemies? Once, in High Noon.
The Ravana in Their Finest Hour does not count, as the Colossus is destroyed soon after. The Repulse in Feint!Parry!Riposte! does not count too. I actually thought it was part of the mission to quickly disable the destroyer before it hits the Colossus. And you are right too aldo, there is no point in continuously adding new superships. But we have to do it once. Why didn't the Shivans just attack with another Lucy and a few Demons in 2367? Isn't the Sathanas an ubership?
And lets not event try to compare the firepower of the FS1 Orion, equiped with a few ML-16 and Avenger-derivative turrets, with the FS2 Orion, equipped with 3 BGreens, 3 TerSlashers and numerous AAA, flak and laser turrets.

Oh, and did I mention the Colossus, the largest and most powerful GTVA warship ever constructed, almost untouchable by anything but a Sathanas? Even the Ravana can hardly scratch it before it is destroyed by the many BGReens.

BTW, the GTVA wins scenarion should look stg like this: we build better ships instead of trying to build more ships than the shivans (which is almost impossible). Then, we use these ships to
1) protect ourselves before we find a solution
2) execute our plan to end the shivan threat forever.
The Shivan Manifesto states that either the terrans-vasudans or the shivans must be destroyed completely to end the FS story. I don't think this is necessary. All we need is to find a way of travel that does not damage subspace. (Other solutions are possible, of course, this is just what I could think of right now) Until we do that, we need to prevent the shivans from exterminating us.
Title: Design a destroyer
Post by: Sandwich on March 05, 2005, 05:06:12 pm
*ahem* Allow me to point out that this thread is mainly for the submissions of designs for destroyers; the final armament and stats for the ship(s) chosen for the FSU will ultimately remain in the hands of the campaign leader.

We now return to your regular TV schedule.
Title: Design a destroyer
Post by: Carl on March 05, 2005, 07:04:33 pm
knn, that looks like the result of a joint project between Sienar Fleet Systems and the Vulcans.
Title: Design a destroyer
Post by: knn on March 08, 2005, 07:47:28 am
Sandwich is right. Let's drop the subject.
Title: Design a destroyer
Post by: thegreenmonk on May 25, 2005, 04:47:22 pm
THis is probably a bit laye or has been said already but here goes...

I think that the idea of torpedoes is a good idea - a full broad side into an enemy ship would be a hell of a sight and a b*******  if you were flying between the ships at the time
Title: Design a destroyer
Post by: Sandwich on May 26, 2005, 01:32:09 am
Quote
Originally posted by thegreenmonk
THis is probably a bit laye or has been said already but here goes...

I think that the idea of torpedoes is a good idea - a full broad side into an enemy ship would be a hell of a sight and a b*******  if you were flying between the ships at the time


:wtf:

Torpedoes: ability to change flight pattern and maneuver.
Broadside: Pointing as many guns as possible at the enemy ship for maximum effect.

Where do those two connect?
Title: Design a destroyer
Post by: FireCrack on May 26, 2005, 02:41:11 am
Torpedos are for full 360 coverage. Long range, slow firing, ut plenty of launchers.


Well i guess this would change depending on the type of torpedo, if your launching ursa sized meson bombs then well whole different ballpark from helios or cyclops size warheads.
Title: Design a destroyer
Post by: Flaser on May 26, 2005, 01:17:59 pm
Quote
Originally posted by Sandwich


:wtf:

Torpedoes: ability to change flight pattern and maneuver.
Broadside: Pointing as many guns as possible at the enemy ship for maximum effect.

Where do those two connect?


I guess I know.
Ever played Starlancer?
Ever saw the Wing Commander Movie?
Title: Design a destroyer
Post by: NGTM-1R on May 26, 2005, 02:43:34 pm
Torpedos can be broadside armament; and more to the point, we don't currently have the capablity to give a missile launcher 360" coverage in FS and make it look right. Or to truly manuver, for that matter. Play Inferno and watch the cruiser torp launches.

And if you've ever seen a Hapshepshut engage an enemy capital ship above it, you've probably seen something similar because of those Fusion Mortars.
Title: Design a destroyer
Post by: aldo_14 on May 26, 2005, 02:59:38 pm
Just think of a galleon from a few hundred years and subsitute un/guided torpedos for the cannonballs. :D
Title: Design a destroyer
Post by: FireCrack on May 26, 2005, 07:02:12 pm
Yeah, i'm aware of engine limitations but that's just how it 'feels'
Title: Design a destroyer
Post by: thegreenmonk on June 01, 2005, 01:03:38 pm
The heavier torpeodos will move slower than the weaker torps so their use as a long range armament is limited, as they could be shot down.  However as a close range weapon they have potential, no guidence pakage means more room for more warhead, and also Capital ships would also have to get closer to each other, rather than having them standing off using beams. This would make for interesting combat.
Title: Design a destroyer
Post by: thegreenmonk on June 16, 2005, 03:46:42 pm
maybe that post was a bit much - deffinately think to much about these things - better consentrate on exams :)
Title: Design a destroyer
Post by: Paragon on June 23, 2005, 10:51:42 am
What about a sort of subspace torpedo boat, like a submarine.  It uses intra-system drives...and chasing those things could also mean more subspace combat...which would be really cool.  The ships would just pop out of subspace in front of their target, squeeze off a few torps, jump back into subspace.

Probably not the best place to suggest this, since you're looking for new destroyer designs......but I'd like to see someone do that nonetheless...
Title: Design a destroyer
Post by: thegreenmonk on June 23, 2005, 03:51:46 pm
sounds good - a pain to fight against - but good to use against the Shivans.  :) would really need to be a 1 shot tactic to use in the middle of a battle when everybody else is occupied.  

But anyway - to the destroyermobile
Title: Design a destroyer
Post by: Sandwich on June 23, 2005, 06:38:15 pm
Quote
Originally posted by Paragon
What about a sort of subspace torpedo boat, like a submarine.  It uses intra-system drives...and chasing those things could also mean more subspace combat...which would be really cool.  The ships would just pop out of subspace in front of their target, squeeze off a few torps, jump back into subspace.

Probably not the best place to suggest this, since you're looking for new destroyer designs......but I'd like to see someone do that nonetheless...


I love that idea... so much so, in fact, that I already came up with it a few years back. :p And, at the time, I found out that such a thing had been enables in the SCP a while before my idea. :p
Title: Design a destroyer
Post by: Paragon on June 23, 2005, 08:41:40 pm
Great minds think alike.
Title: Design a destroyer
Post by: Sandwich on June 24, 2005, 03:55:48 am
Amen and amen. ;)
Title: Design a destroyer
Post by: Aquatayne on July 06, 2005, 05:36:35 am
Quote
Originally posted by knn
(http://tinypic.com/wmy55)


JESUS TITTY ****ING CHRIST
dude it is an awesome ship. sandwich if i were u, i would choose this ship or one of its 'better' versions
Title: Design a destroyer
Post by: Taristin on July 06, 2005, 07:41:28 am
do the rear propellers spin, and provide lateral thrust?
Title: Design a destroyer
Post by: Nico on July 06, 2005, 08:03:13 am
Quote
Originally posted by Sandwich


I love that idea... so much so, in fact, that I already came up with it a few years back. :p And, at the time, I found out that such a thing had been enables in the SCP a while before my idea. :p


You make it sound like the SCP existed 5 years ago :p
Title: Design a destroyer
Post by: thegreenmonk on July 08, 2005, 12:39:55 pm
Very cool - gotta get me one of them :)
Title: Re: Design a destroyer
Post by: TrashMan on January 08, 2006, 04:24:15 pm
Very cool..
but remeber:

Rule 36: There is no overkill - there is only "Open fire!" and "Reload!".
Title: Re: Design a destroyer
Post by: Sandwich on January 08, 2006, 04:33:13 pm
This was bumped 6 months for that? :doubt:
Title: Re: Design a destroyer
Post by: Goober5000 on January 08, 2006, 07:14:56 pm
Well, it was stickied...

Unstickied. :)
Title: Re: Design a destroyer
Post by: Grug on January 15, 2006, 08:20:42 am
Whatever did happen to those ships btw?

They turned out damn awsome. :)
I'd love to see them in action in a campaign...
Title: Re: Design a destroyer
Post by: knn on January 15, 2006, 08:37:50 am
Mine's rotting on my HD.
Title: Re: Design a destroyer
Post by: Grug on January 15, 2006, 09:02:17 am
=o

Did you ever release it?
Why not polish it off and release it?

And hey, you still model?
Wanna come help out TAP? :D
Title: Re: Design a destroyer
Post by: knn on January 15, 2006, 09:11:09 am
No
I want to redesign it
http://www.hard-light.net/forums/index.php/topic,32427.200.html ;)
Would like to, but don't have the time to
Title: Re: Design a destroyer
Post by: supernova on January 24, 2006, 04:22:25 am
i'm sure this design a destroyer thing is long over, but how's this?
(http://www.geocities.com/xagainstthetidex/images/Destroyer.jpg)
(http://www.geocities.com/xagainstthetidex/images/Destroyer2.jpg)
(http://www.geocities.com/xagainstthetidex/images/Destroyer5.jpg)
yeah...i'm not done yet and still have yet to texture it.   15K faces
Title: Re: Design a destroyer
Post by: TrashMan on January 24, 2006, 04:55:15 am
[Darth Vader voice] Impressive...*khhhhh*  Most Impressive! [/Darth Vader voice]
Title: Re: Design a destroyer
Post by: knn on January 24, 2006, 07:42:42 am
I like the front section alot, but the engines, they are too long. They look ok in the first two pics, but not in the last one
btw, don't post it here, make a new thread, you'll be getting more attention probably
Title: Re: Design a destroyer
Post by: FireCrack on January 24, 2006, 09:19:44 am
ohhh... high tech looking!
Title: Re: Design a destroyer
Post by: pyro-manic on January 24, 2006, 10:59:44 am
I love it! :jaw:

My only suggestion would be to move the engine pods forward, so the ends more-or-less match up with the aft hull. Otherwise, it's beautiful. :)
Title: Re: Design a destroyer
Post by: Sandwich on January 24, 2006, 01:19:16 pm
The engines scream "warp drive nacelles" to me, but other than that.... shiny! :D
Title: Re: Design a destroyer
Post by: supernova on January 24, 2006, 01:45:09 pm
The engines scream "warp drive nacelles" to me, but other than that.... shiny! :D

I was actually thinking more along the lines of B5 when i was drawing it...but i certainly can see it now, lol.
Title: Re: Design a destroyer
Post by: Sandwich on January 25, 2006, 03:06:54 am
Ahh, well, I've never seen B5, so...
Title: Re: Design a destroyer
Post by: Mehrpack on January 25, 2006, 12:58:44 pm
hi,
nice work and look nice.
but i have two critisim:

first: the engines, but the other have say enough to this.

second: i think the middle section is for a destory to vulnerable.
that there is only one really joinder between the main area and the engine area, make a good point for attacks and concentrated firing of the weapons on this point.

i dont have really a answer for this question, because the design look so very good, and i think a second joinder doesnt look so good.
so is maybe the only other alternative more armour on this section, but i dont think thats a good answer.

Mehrpack
Title: Re: Design a destroyer
Post by: Airborne on February 02, 2006, 08:31:39 pm
As I said in Kalfireth's thread, "F-in' beautiful!" Make a seperate thread for your ship Supernova and ask someone to put your ship in-game.