Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on September 26, 2004, 12:03:40 pm
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The Archangel Heavy Battleship
(http://img38.exs.cx/img38/5854/struts.jpg)
Too lazy to textue it..anyone wanan try?
A little more of my latest projects:
>>>>D'Link to D site<<<< (http://forums.relicnews.com/showthread.php?t=28939&page=9&pp=15)
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Seriously, dude: How many models are you working on simultaneously?
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You do not understand... But you will.
I like the model Trashman!
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Originally posted by TopAce
Seriously, dude: How many models are you working on simultaneously?
Models or MODs?
I do as many as I feel on a given day. Sometimes one, sometimes two, sometimes 10.
As for MOD's, I'm more or less allways at least modding 2-3 games.
when I'm finishid with one (or get tired) I switch to another...simple...
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Trash Man - one man who create capships in XX century style:D
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Sorry but there's already an Archangel
*Checks Readme*
By StrattComm
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Hmmm, nice. The cluster of 3 turrets look a bit too close together tho.
And you know side mounted multi-part turrets don't work right ?
(though I have a work around in mind...)
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Sorry but there's already an Archangel
Soo what...
We gona createa batle betwin both ships and witch one wins will keep name;)
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OMG this ship rules!
I won't mind trying to skin it if you want...
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1st of all, he DIDN'T say it was GTD... In fact he didn't say it was for FS2, it's for HW so don't get knotted up about the name...
2nd, If we are very lucky he will let us use that monster!
3rd, I fricken LOVE IT! Not only that please PLEASE tell me you can get permissions to port that mod over to FS2!
4th, your Imperial Intercepter looks awesome, but seriously those 4 guns need a tiny bit more detail! I'm seriously liking the A-10 (like an endo/exo atmospheric bomber), but the imperial bomber is not rubbing off on me :) (lopsided ships are one of my turn offs)...(joking!!!)
Damn, Trashman is kinda like me I bounce from project to project daily also... (especially if things get slow in one).
"T-man, Don't EVER stop modling !!!"
:yes:
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I like it.
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I wouldn't mind a go at painting it.
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Yes, all the models on that site (and the Archangel itself) are ment for a HW2 mod - Starshot Chronicles
However, I have all the models in both Truespace and Max, so I can make FS2, Freelancer, Homeworld and Armada mdoels from them if I want:D
Yeah, I know that the turrets on the sides will have to go..
So, I'm gonna be like real generous right now and do the follwoing:
Look at that thread and across the posts - I've put tons of models. I will give ANY model for texturing/use in campaign/public use (not just the Archangel) - all you have to do is ask...
And don't worry, I'm not gonna stop modeling. more models are on the way...
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i have to say im rather impressed with this one. but trash ya gotta learn to texture sometime. when i started modeling i couldnt texture worth ****. now some of my best work is with textures. when i got started i was cranking out models faster than my cats crank out kittens, but none of them were textured. i started doing frankenstein textures (using bits and pieces of textures from other ships), but now all my textures are 100% original and they kickass. get yourself a copy of photoshop!
as for modding other games, ive already got my apis into freelancer and im currently working on putting the satyr into ut2004.
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*First Thought/Reaction*
...HOLY ****!
I think it needs some/alot of flak turrets...to sort of....even out the big guns...or make a smaller escort class vessel with **** loads of flak to compensate for the lack of flak on the BB.
That's my only nit pick.
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Lately I've run across some truly awesome stuff... First Trashman, then Atra and more.
You people just don't realize how much I go bonkers for any type of WWII type futuristic influences...
I know it's not "freespacey" but IMHO those kinds of "Space Battleships" are the absolute coolest ships ever thought of (though impractical, like flying exposed bridges and all!)
I would definately like to adopt that battleship in my fanfiction. (i was thinking of using Segomo earlier) I recently struggled with names of things as my Alternate Earth is starting it's own space navy though influenced by the REF. The name still rocks for it.
I'm using Mythological places as mega stations, influenced by the GTI Atlantis and also teh game Tachyon The Fringe (the Olympus base)...
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Wow, like how it is shaping out! Looks very slick! Reminds of of those really cool looking Anime warships.
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:yes: :yes:
awesome work.
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@Nuke - I can texure, and very good actually when I want. What I'm not good at is making completely new textures...
Yes, I'm gonna have to get myself Photoshop again. After I formatted my PC I found out I lost the CD! ...Ugh...
anyway, If anyone wants some of the stuff, just whistel..
and I'm working on a large starbase...gonna show it soon.. and I aim to texture this one...
EDIT: Here are two previews:
The Athena MK2
(http://img2.exs.cx/img2/8192/NewAthena2.jpg)
And the still unnamed starbase
(http://img2.exs.cx/img2/5983/Inst.jpg)
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I'm a sucker for the Athena, in any form.
Hmm...that's gonna be a pretty big station. Arcadia-sized at minimum, even if you're only parking cruisers in the dock.
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I must say Trashman, that when you first started modeling, I wasn't too fond of your ships, but you seem to have gone through a bit of a personal rennaisance. Congrats :yes:
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The station's very much in keeping with c914's designs, which is a good thing IMHO. The Athena looks ok too, but it's so close to the original Athena in so many respects that the skin will have to set it apart. My compliments on your recent designs :yes:
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the Starbase is gonn be very big.. That repair dock can accomodate 2 destroyers..
I've looked at all availabe station before I started work on mine..
I've come across many that had large landing platforms, but still looke excellent. A landing platform makes no sense in space (except for fighters) and that's why i'm actually making docking arms instead.
As you can see the parts extendning from the base and ending into two long cylindrical corridors with dock points at the ends. I did some checking and even destroyer class ships can dock with the station without problems...
Gonna spiffy it up, texture it, and then post a pic again..
EDIT: Teh Athena Mk2 is supposed to be a upgraded version of the old Athena. In shape it is allmost indentical (there are many small differences wich are visible when you compare it with the small model).
This version has bigger volume at no expense to it's thin profile (due to the slightly different wing beginings), save the lower missile launcher. Thus it will have the same speed, manuverability and afterburner capacity ofthe old Athena, but with a bigger secondary paylod and stronger armor..
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Would it be possible for you to also release the Athena MK2 as merely a Mid-poly Athena, capable of using the orignial's map, or are there too many differences in this model?
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I think the Big gunner on top would be amazing to WingCommanderIZE...
In fact, If you have it somewhere available, noob as I am, I might want to try my hand at it. Thanks!
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Well, since you're so fond of the Archangel, I'm gonna upload the cob for dowload after I spiffy it up a bit more...
Or I might go and convert and texture it myself..
Anway, the projected armament is:
8x2 (or 8x3) Heavy Ion Cannon Turrets
4-6 heavy beam cannons
1 cruise missile launcher
2x2 Gatling point defense lasers
40 turretts (Terran Turret, Terran Anti-bomber turret, flak and AAAf)
and I started the texturing of the station...do you think it's too big so far?
(http://img65.exs.cx/img65/5983/Inst.jpg)
EDIT: Teh shape of hte Athena MK2 is practicly the same as the original one, so you should be able to use the same texture map...
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If the station's that large, there's going to be a strong risk that it'll look too repetitive RE: the texturing... i.e. it'll look like a vast formless mass of grey close in. But, I assume you'll be adding some contrasting textures to, for example, the 'struts' and whatnot to fix that.
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yeah, what aldo said.
especially at that size, the simple grey textures would look a bit repetitve.
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Agreed.
Other than that, it simply rocks.
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Originally posted by c914
Soo what...
We gona createa batle betwin both ships and witch one wins will keep name;)
Yeah and we can use #Battletest to make 'em fight!
:thepimp: :thepimp: :thepimp:
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Originally posted by TrashMan
The Archangel Heavy Battleship
(http://img38.exs.cx/img38/5854/struts.jpg)
Too lazy to textue it..anyone wanan try?
A little more of my latest projects:
>>>>D'Link to D site<<<< (http://forums.relicnews.com/showthread.php?t=28939&page=9&pp=15)
want a job?
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Job? For Ferium? Why not? LOL
b.t.w. - can anyone help me out? I need a few really good looking metal palel textues. the sort of you use as a main texture for big ships/statins. The one I currently use looks good from the distance, but its very blurred and "flat" when you come close.
All canon FS2 textures I tired on the station so far just look ugly..
And a little update - added more details and texured it more...
(http://img81.exs.cx/img81/4288/Inst2.jpg)
(http://img81.exs.cx/img81/4175/Inst1.jpg)
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that battleship fits right into my ideas for the ferrium universe :D so yes i was offering you a position as one of ferrium's modelers
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OMFG !!! When will we see them in futurs mods ??
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Originally posted by kietotheworld
Yeah and we can use #Battletest to make 'em fight!
:thepimp: :thepimp: :thepimp:
sure, why not..Just when the battle starts, be sure my ship is facing the other one so it can give it a broadside.
I did a little calculation - all main batteries except for the two beam cannons can fire at a target in that position. And that's over 80% of the total main firepower:devil:
@Kazan - I'm in!
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That battleship is exactly what I fancy.
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TrashMan: you're added - avatar and permissions will be added soon as i see an admin
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Ehh, station don't look so bad to me, though it could probably use some windows or something.
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I decided to scale down the station a bit, since I'm gonna make a new BIG station to serve as a homebase...Think Atlantis (alltough not THAT big..)
Oh..and:
b.t.w. - can anyone help me out? I need a few really good looking metal palel textues. the sort of you use as a main texture for big ships/statins. The one I currently use looks good from the distance, but its very blurred and "flat" when you come close.
All canon FS2 textures I tired on the station so far just look ugly..
I need good textures.. Please..mercy for the poor!:D
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Try making them?
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Not that good in that department, and I don't have Photoshop right now. It will take some time before I get my hands on it, and even then, I'm just not good at making tiles...
And I don't want to wait that long to finish these models...
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It's a pain, yeah, but you'll have to learn sometime. Alternative is to actually template-UV-map it (i.e. as for fighters), but that takes a fairly long time to do if you're using large maps. Advantage is - potentially, of course - very high detail level on the maps.
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I can make fighter maps, but metal panels and similar tiles are my weak spot. And you misunderstood - I have nothing against learining. I havce something agaisnt waiting for afew months to finish some of my models, when there are so many excellent textures out there with which I could cranck them out tomorrow..
Anyway, here's the REAL starbase:
(http://img39.exs.cx/img39/4337/Starbase.jpg)
(http://img39.exs.cx/img39/2435/Starbase2.jpg)
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I thought fighter maps were harder ?
Try modifing V tiles (as I am now).
I alweays understood a Lith style skin map was no good for large ships ?:doubt:
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Trashman: Wow, that actually takes the Atlantis style to a decently detailed structure. A bit heavy in its likeness to the Atlantis, though, but hey. On a side note, can we get a full shot of the Archangel? I've yet to see any shots of her engine sections.
Magatsu1, large-scale Lith-style maps work fine if you aren't two meters from the hull - they lose their sharpness up close - but you need a 1024^2+ map to do it any justice.
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Originally posted by TrashMan
I can make fighter maps, but metal panels and similar tiles are my weak spot. And you misunderstood - I have nothing against learining. I havce something agaisnt waiting for afew months to finish some of my models, when there are so many excellent textures out there with which I could cranck them out tomorrow..
Quality over quantity, my good man, quality over quantity.
Originally posted by magatsu1
I thought fighter maps were harder ?
Try modifing V tiles (as I am now).
I alweays understood a Lith style skin map was no good for large ships ?:doubt:
Nope, just takes ages. Albiet I combine it with a small amount of custom-tiled areas. (3 1024*1024& a 512*512 template maps, 512*512 custom tile map). Works a treat, though.
But, you'll have to take my word for it, cos I'm not showing that[ particular model any time soon.
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Originally posted by StratComm
Trashman: Wow, that actually takes the Atlantis style to a decently detailed structure. A bit heavy in its likeness to the Atlantis, though, but hey. On a side note, can we get a full shot of the Archangel? I've yet to see any shots of her engine sections.
Similar to the Atlantis, but not that much... And I've only worked on that starbase model for about 2 hours..it's not nearly done
As far as the Archangel full shot..wait a sec...
(http://img6.exs.cx/img6/8872/Archangel1.th.jpg) (http://img6.exs.cx/my.php?loc=img6&image=Archangel1.jpg)
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God, i love your stuff...
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I did more work on that last starbase, and now the polycount is approx 6000 polys.
Adding windows and struts to brake any larger flat surface.
I'm aiming for 10000 polys..you think that might be too much?
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Originally posted by TrashMan
(http://img65.exs.cx/img65/5983/Inst.jpg)
:ick:
Overtiled to buggery. Please, please please learn to break up your large flat surfaces. It's a problem with almost every single model you seem to make - huge, empty, overtiled expeanses.
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That´s a tad too much, i think... Usually the biggest cap ships don´t go over 2000. Even with the advances of SCP and HTL ships, you might want to get that count down a bit, otherwise your game will stall like crazy, and you won´t be able to add any big ships in the same missions.
I think... not sure though.
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The fenris model is 7000-8000 polys. Omni's enterprise is over 10,000. Given that I doubt that a single ship with that many polys will stall the game. Of course you could have problems once all the [V] models have been replaced by high poly versions.
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Originally posted by Black Wolf
:ick:
Overtiled to buggery. Please, please please learn to break up your large flat surfaces. It's a problem with almost every single model you seem to make - huge, empty, overtiled expeanses.
aren't you aware that that is a OLD pic. Look at the newer one below that one (and even that one is old) - the station is much more broken up...
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Originally posted by karajorma
... Of course you could have problems once all the [V] models have been replaced by high poly versions.
I don't think ALL the [V] models will ever be made high poly. Some of the simply do not need more polies by default.
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so you gonna release that battleship for people to have a go at texturing then ?
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Originally posted by TrashMan
aren't you aware that that is a OLD pic. Look at the newer one below that one (and even that one is old) - the station is much more broken up...
OK, granted, I didn't see that one. My mistake. But, while somewhat better, it's still falling into the same trap. Go open sparky.vp in modelview and look at the Arcadia. At first glance, it looks pretty uniformly textured, but it still looks good and has a certain air of reality about it. The reason for this becomes obvious when you look again. It has 4 largely used hull textures which fit together nicely, but are broken up by two types of trim, a good balance, and one that produces a good result.
On your station, by contrast, it looks like you have 1 major texture and three or four types of trim, way out of balance, and so you get a significantly poorer result. You mention you're after more types of metal plates. This is good. Get them. Then apply at least two or three different types here and there over the station rather than applying one texture to 90% of your surface area and it might be on its way to looking decent.
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Ferium reserved it!
Don't know what Kaz would say if I gave it away. If it's OK with him, it's OK with me...
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thought so!
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It's already for HW and you mentioned making it available before.. But I am not nitpicking... :P
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i'd rather have all ferrium models be exclusive until after ferrium's release.... sorry peeps
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Originally posted by karajorma
The fenris model is 7000-8000 polys. Omni's enterprise is over 10,000. Given that I doubt that a single ship with that many polys will stall the game. Of course you could have problems once all the [V] models have been replaced by high poly versions.
My personal limit is about 5000-6000. I'm quite surprised the new fenris is that high.
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A little update on the starbase:
(http://img9.exs.cx/img9/6610/Whitehall1.th.jpg) (http://img9.exs.cx/my.php?loc=img9&image=Whitehall1.jpg)
And:
(http://img9.exs.cx/img9/6033/Whitehall2.th.jpg) (http://img9.exs.cx/my.php?loc=img9&image=Whitehall2.jpg)
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Interesting mini-city look you have going there.
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Looks like to be a shipyard or a repair yard.
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Impressive !!! With time , we can meet space city like Nar Shadaa from Star Wars :p
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Nar Shaadda is ten times harder to model and texture than that station.
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Sorry I forgot I was suppsed to send you 3 metal textures (actually 1 with 3 variations incolor) to try out).but I passed out after work ;)
Anyway clcick HERE fro a .rar with them http://www.free-webspace.biz/StarDragon2/metalplates.rar
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Currently got it to 7300 polys...
I'm satisfied with it as it is, but I'm gonna do a little testing before I call the model complete... this station is HUGE, so detial is a must...
GRG, thanx for the metal panels..the more, the better!
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Is that count triangulated?
And did you do that with booleans?
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Originally posted by Getter Robo G
Sorry I forgot I was suppsed to send you 3 metal textures (actually 1 with 3 variations incolor) to try out).but I passed out after work ;)
Anyway clcick HERE fro a .rar with them http://www.free-webspace.biz/StarDragon2/metalplates.rar
mind if I try them G ?
uh, you're link's not workin'...:sigh:
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click SAVE AS...that works..
Yes, that number is triangulated...
And yes, I use booleans (Object Substraction/Union). Works like a charm for me!
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Have you tested the model in-game? I have bad experiences with 'Booleaning'. It can make your model unstable from one second to the another.
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yes, booleans are great. however, they are also extremely high-poly triangulated. learn to use em in moderation. im... er...learning
still, awesome models. as soon as that battlecruiser/terrerreerrieummm, or whatever its called, is released, im going to hit it hard in FRED :)
also, try giving it blackish textures... like the diemos and the ganymede. most of my ships (terran) have that texture sceme. gawd, you oughtta see the avatar and that battleship im making... but the avatar is an internal ship for TI (i think) and the battleship is just for me ATM.
oh, and BW, say the word and ill edit out the mention of the avatar, if you want it kept entirely a secret...
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Originally posted by Grimloq
oh, and BW, say the word and ill edit out the mention of the avatar, if you want it kept entirely a secret...
Too late! :p :booty:
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lol, i meant to minimize people seeing it...:rolleyes:
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Originally posted by TopAce
Have you tested the model in-game? I have bad experiences with 'Boolening'. It can make your model unstable from one second to the another.
I use boolians all the time, and only had trouble with them once or twice. They can be very ackward and waste a lot of polys if you don't know what you're doing....fortunately I do...
Editing vertex/faces/edges manually is one sure way to reduce poly**** on some iffy areas.
The oter one is to actually pay attention as to the positioning and shaping of the objects you're unioning.
And the most important thing - In trusepace turn off Delete Edges and Triangulate First in teh boolian options!
Allso, removing unneeded vertexes (the ones that form triangles) from the intersecting surfaces before unioning/substracting. You can allways triangulate after the union - saves lot's of polys!
Allmost forgot - the most important of all rulez - SAVE OFTEN AND IN VARIUS STAGES!!!
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Originally posted by Grimloq
yes, booleans are great. however, they are also extremely high-poly triangulated. learn to use em in moderation. im... er...learning
No!No!No! Booleans are not great and should be used as little as possible.
Originally posted by Trashman
Allmost forgot - the most important of all rulez - SAVE OFTEN AND IN VARIUS STAGES!!!
Yeah, all my models are saved pre and then post booleaning, just in case.
Originally posted by TopAce
Have you tested the model in-game? I have bad experiences with 'Boolening'. It can make your model unstable from one second to the another.
The model is usually safe if PCS converts it, in my experience.
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I don't constatnly use boolean, only when it's waranted...
But I had no problems wit hthem...
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[color=66ff00]Mighty work Trashman. :yes:
[/color]
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Those are core textues from SFA (Interplay)... Did they work out for you guys?
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Originally posted by magatsu1
Booleans are not great and should be used as little as possible.
thats what i said: use in moderation :p
originally posted by magatsu1
originally posted by Grimloq
Allmost forgot - the most important of all rulez - SAVE OFTEN AND IN VARIUS STAGES!!! [/b]
er, i didnt post that. that was trashman :D
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:wtf:
:D :nervous:
corrected!
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Originally posted by magatsu1
...
The model is usually safe if PCS converts it, in my experience.
Usually, but not always. The ship can still have collision problems.
But I guess you know booleaning better than I do, so I should change my status from barking to shut up.
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Originally posted by TopAce
But I guess you know booleaning better than I do
Um, not like I'm an expert or anything..:nervous:
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Here's an example of how I do the boolean thing..Let's say I want to add a ledge to the tower on this pic, Or I want to carve in a window. The green marked lines I delete (prior to boleaining) in order to prevent unnecesary poylgons.
(http://img45.exs.cx/img45/4919/Bolean.jpg)
EDIT: On this example I should have marked green 3 lines alltogether (you can se 2 yellow lines right in the centre of the union zone...1 is enough to keep the flatness)... Basicly delete everything in the union zone that doesn't brake up the face flatness...
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too bad you don't make your own textures. I don't think there are any standard FS2/1 textures that could do that mighty station justice. :doubt:
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i dunno... i can frankenstien pretty well :)
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Aaa yes...the textur issue...
Anyone care to donate a few good ones?
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Originally posted by TrashMan
Here's an example of how I do the boolean thing..Let's say I want to add a ledge to the tower on this pic, Or I want to carve in a window. The green marked lines I delete (prior to boleaining) in order to prevent unnecesary poylgons.
easier and safer just draw the edges in and then sweep IMO. Bu my pc is a little edgy right now. If I press undo more than twice (Ctrl-z) it bleedin' crashes. If I'm doing an asymetrical ship I would go nowhere near booleans.
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I often draw the edges too...
Polygon Draw is one of the most useful TS feauters.
Or I use boolian - whichever I think would work best/fastest in the given situation...
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Originally posted by TrashMan
I often draw the edges too...
Polygon Draw is one of the most useful TS feauters.
Or I use boolian - whichever I think would work best/fastest in the given situation...
Poly Draw and Add Edges :yes:
Originally posted by TrashMan
Aaa yes...the textur issue...
Anyone care to donate a few good ones?
Getter R G sent me some decent light/window textures a while ago. I can pm 'em to you if you fancy. Pretty sure he woudln't mind.
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[thinks loudly]If I try the polygon draw feature, I might be able to make a model that at least one man out of 165675667346456745 would like[/thinks loudly]
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*Bumpers* Any news on the Archangel?
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We'll see....
B.t.w. - the new colluege yer is beginning. My acess to my modeling PC will be restriced to weekends (+ maby 1 day)...
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The early version of the Cavalier Strike Carrier
(http://img52.exs.cx/img52/7615/Cavalier.jpg)
Basicly, it has the speed, armor and firepower of a corvette and can carry 8 squardrons - all packed in this approx 1200m long warship.
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yeah, who cares about the laws of physics, anywayz! ;)
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Why, you don't agree with the relativity theory made by Dr. Vasutep?
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Originally posted by TrashMan
Basicly, it has the speed, armor and firepower of a corvette and can carry 8 squardrons - all packed in this approx 1200m long warship.
thats what i meant ;) it was a joke...
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Why? You think it can't be done?
It's twice as big as a Deimos and far more expensive, so it should have enough space for all the stuff.
It can fight with a corvette on even terms, but a destroyer would blast it apart.
Do you guys think 8 squadrons (96 fighters) is too much?
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Sure, you could do that.
Of course, it will cost you obscene amounts of money...
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Originally posted by TrashMan
Do you guys think 8 squadrons (96 fighters) is too much?
eh? since when is 12 fighters a squadron? i was always under the impression that there were like 40... i read it someplace...
well, nvm, then. i guess its possible, if expensive...
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1 wing = 4 fighters
3 winges = 1 squadron = 12 fighters...
ERm.. I'll see what more people think upon this matter before i decide on the final fightercapacity...
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ah, thanks for clearing that up...
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Alright a new high poly version of the LANCER. Wasn't the original done by you? I forgot but I think it came out same time as the phoenix fighter (one of the more cooler designs I like)...
Remember when it could only take 3 textures and I made it look like it was watching you? (UGH!) lol
"Those eyes!!!" :p
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Actually I have 2 version of the Lancer - older one, and neweer one with more polys.
This is a new ship, the GTCar Cavalier, but roughly based on the Lancer design...
Yes..the Phoenix is my pride and joy!
But what do you mean with those textures????
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Originally posted by TrashMan
Do you guys think 8 squadrons (96 fighters) is too much?
I'd say so. The Orion only carries 120 and has an extra kilometre to pack them into.
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Yea, but he allso has more armor and firepower....
Hmm.. 6 squadrons? That would be 72 fighters...
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closer... id say.
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Nevermind! Hopefully I destroyed every pic I had of that blashphemy! It was my second texture attempt. The first being the Vandal fighter, a Lar's design I think (and god I did unspeakable texturing!)
For months I worried the texture police were comming!
:nervous:
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dont worry. my textureing cant be that much better than yours.
:nervous:
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Originally posted by TrashMan
Yea, but he allso has more armor and firepower....
Hmm.. 6 squadrons? That would be 72 fighters...
Sounds much more reasonable. I think I used similar figures for my Charon class Carrier which is roughly the same sort of size.
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Of course, you also have to figure in a lot of other factors: Bunk space for crew and pilots, crew facilities, storage of fighter munitions, spare parts, AND adequet work space to maintain fighter craft.
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Hmmm... maby I should make it 1400m long..
Erm... we'll I'll go add more detail on that model and give it some textures, and then I'll see abut that number, but I'm probably gonna keep it at 6 squadrons...
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6 Squadrons is prolly good for a Strike Carrier.
Think 3 Bomber Squadrons: 1 Heavy, 2 Medium
3 Fighter Squadrons: 1 Interceptor, 1 Fleet Defense, 1 Space Superiority.
Maybe add a Recon Detachment of 6 craft.
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Need those stations,,, very badly.:nod:
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This is a thread I like to see!
Awesome models, Trashman!
Put your garbage on the street, 'cause Trashman is in da house! :D :yes:
~Beo
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Aww... I allmost forgot I have those...
I jsut HAVE to finish them one of these days...
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Aww... I allmost forgot I have those...
I jsut HAVE to finish them one of these days...