Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kieve on November 25, 2006, 04:54:17 pm

Title: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 25, 2006, 04:54:17 pm
Designed after the medieval concept of "battering ram," the KVC Grimalkin is built to withstand heavy fire while returning its own. Its critical systems are fortified with heavy plating, most noteably the large reactor that occupies most of the cruiser's mass. Its one major drawback is the sluggish handling all this armor creates - because of this, the Grimalkin is usually dispatched in pairs, with a wing or two of fighter cover.

(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_Grimalkin001.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_Grimalkin002.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_Grimalkin003.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_GrimalkinD01.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_GrimalkinD02.jpg)

In case you're wondering, no, I'm not intending it to be uber. It's like a cruiser-sized Ursa - a lot of firepower, a lot of armor, but it flies like a brick. It's usually deployed to smash through blockades - sometimes literally, bringing the wedge-shaped prow into action.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Dark Hunter on November 25, 2006, 05:23:40 pm
Looks kinda like a gun...

I smile ( :)) at the thought of that thing crashing through a line of cruisers though. Well done.  :yes:
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Taristin on November 25, 2006, 06:14:51 pm
I like everything but the split neck.  IMO, for balance, that ship would have to be extremely slow (15-20m/s) to keep it from becoming "uber"...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Mefustae on November 26, 2006, 05:47:34 am
Looks good. Although, for some reason I seem to be picking up a Deus Ex multitool vibe from it.

See if you can highlight the armour a little more, make sure that the armour is the first thing you notice about this beast. Moreover, if it is intended to ram enemy ships, it might be worth losing the split-neck. While aesthetically pleasing, it looks like it'd buckle a little too easily under the stresses of ramming something of equal mass at 20m/s.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Mobius on November 26, 2006, 05:49:31 am
What about the weaponry? Medium-size beams or normal slashes?
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Roanoke on November 26, 2006, 05:54:31 am
I like.

I likem the split neck too. You could say it uses the same principal as that medical ship (ie easily isolate breached areas).
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Mobius on November 26, 2006, 05:59:10 am
Also in case of reactor failures. This reactor is supposed to be big...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: darkship on November 26, 2006, 06:51:53 am
Just out of curiosity is the cruiser equipped with an armored prow to allow it to survive ramming into other ships? Does it ram ship at all, I mean routinely…
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Unknown Target on November 26, 2006, 07:26:35 am
Looks good. Although, for some reason I seem to be picking up a Deus Ex multitool vibe from it.

Probably because of the colors :) Anyway, looks good, but which way is the front? :)
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 26, 2006, 10:03:55 am
Apologies - the "tail" section is the part with the two beams (split-neck I believe you're calling it?) - the more solid part towards the right is the prow. Or to put it another way - two decks, tail / three decks, prow. Thrusers located in the large chunk on the underside (note that "notch" cut out of the gray armored bit)

[_        /
<-|     /
<-|   /
[___/

I'm far from done, however this is what I've got worked out thus far:
-I'll need to add some armor reinforcement along the tail sections, and probably something down the front as well (although I'm not sure, as I want to avoid it becoming too "Deimos-like")
-Top speed I was actually thinking something rather high for a cruiser - around the 30-40m/s mark. Its turning capabilities however, would be something on par with a destroyer. In a PCS sense, that would be copying an Orion's maneuvering code from the tbl's and importing the mass and MOI from... well, atm I'm thinking Deimos, which is about double the Grimalkin's size.
-Weaponry: I'm actually going to try and avoid beams altogether, if I can. Turrets will be a combo of rotating cannons and "buttons" as well as a single "Primary Gun" (actually classed as a missile-bank) mounted in the dorsal structure - something I'm currently calling a "Fission Cannon"
Other armaments will focus mainly towards cap-grade lasers and flak/missile arrays.

-Ramming isn't a "common" tactic, although it's been known to happen. In those instances, two Grimms will usually coordinate and focus on a specific target of corvette or destroyer class and aim for the center. It's quite demoralizing for the opposing fleet to watch one of their big killers fold on itself after getting gut-punched by something half or a quarter of its size... ;) Not that I could ever recreate that effectively in FS2...  :doubt:

-The tail section contains the mainframes for communication and sensor data (read $sensors and $comm subsys). Would've liked to have $Nav too, but it would be horribly inefficient for the crew to plot courses and subspace routes, etc. with the mainframe at the other end of the ship...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Mobius on November 26, 2006, 01:39:20 pm
You need SEXPs for a ram-effect or...I don't know,an untergatable and invincible turret with the firepoint placed ahead and a special weapon with no-or invisible-textures....
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Whitelight on November 26, 2006, 01:59:39 pm
I like it to. It looks futuristic and new at the same time.   :D
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 26, 2006, 03:00:41 pm
Worked a bit more on the plating / circuitry panels
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_Grimalkin004.jpg)

Most noticeably, there's now plating on the tail and "chin" of the prow. I also reworked the tail's original plating a bit.
Next phase, strapping on all the "fun" details to that plating (these kind of details) (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP4.jpg).
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kaboodles on November 26, 2006, 09:20:44 pm
How many beam turrets are gonna be on the prow?  It would be cool to see it fire the beams off point-blank to open her up before driving it home.

EDIT:  :pimp:
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Mad Bomber on November 26, 2006, 09:50:31 pm
What species is this for?
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 27, 2006, 08:15:19 am
Kaboodles: That thing, the "fission cannon" I mentioned? Picture a gauss rifle (aka railgun) merged with a nuclear missile. XD Just one, but it will be  a sight to see...

Mad Bomber: The species is currently designated "Kh'aj" although it may change. I fear to say more than that.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: nubbles526 on November 27, 2006, 11:01:46 am
You need SEXPs for a ram-effect or...I don't know,an untergatable and invincible turret with the firepoint placed ahead and a special weapon with no-or invisible-textures....

For SEXP-s, don't you need to make the Grim go faster beyond 20 (I use subspace for example) To create this high spped revelance to a ram.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 27, 2006, 11:13:53 am
Well, I tried my hand at some plating "details"
...and after doing so...
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_GrimalkinRp01.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_GrimalkinRp02.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_GrimalkinRp03.jpg)
...I've concluded that 1) I really don't know the first thing about doing those (correctly) and 2) I like the Grim better without it.
Unless you folks would rather I keep trying to get it "right," I'll probably scrap that idea, map and mirror it, and start adding in the turrets and subsys and all the fun stuff that makes it useable...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 27, 2006, 01:57:48 pm
Whipped up a button turret. At least that's one less thing I have to worry about later...
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_turret_button1.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_turret_button2.jpg)

Current plan is to "sink it" into the hull up to the dark section with lights. And the lights themselves are... well, let's say "up for debate" although I think [some] TX detail is necessary there. Might replace with some vent-looking stuff.
Thoughts?
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Taristin on November 27, 2006, 04:12:38 pm
THe plating looks off because it sticks up too high and doesn't bevel inward at all, IMO. I'd make it less high off the hull, and have about a 70-80* angle on the sidewalls.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 27, 2006, 05:37:43 pm
The size might be a bit deceptive - it's only 1m tall at the highest point (sunk to the "dark line" as I mentioned, it would be about .625m)... I'm not sure how that measures up against most buttons though, since I can't import/examine any from Max.
Scale:
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_turret_button3.jpg)

As far as the beveling (2 ll's?) goes, you're probably right. I wanted to do something different - those terran octagons just get so old after a while. I could, however, probably extend the lower verts to fill out some of that empty space... maybe weld them to the bottom corners. Good thing it wasn't tough to map. o.o;
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Taristin on November 27, 2006, 05:45:41 pm
Err, Im not referring to the turret. Im referring to the plating you showed off on the hull of the ship. 1 meter tall may be too much, 3/4th or 1/2 that might suffice.
They also dont seem to follow the contour of the hull, which also maked them look out of place.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 27, 2006, 06:43:41 pm
Ah. I see... and given all that, I think it's a safe bet I should just go with option A then: delete them all and forget about it.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 28, 2006, 12:01:13 am
Reworked the button turret. Despite being closer to the "standard octagon" I'm actually pretty pleased with it.
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_turret_button1-1.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_turret_button2-1.jpg)

Also, finished the basic turret design for the Grim.
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_turret_twingun1.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_turret_twingun3.jpg)

And lo, upon the stone from which Arthur drew the sword was carved an inscription:
"Whosoever pulleth out this sword from this stone shall give his enemies a really bad day."

(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_turret_twingun2.jpg)
Oh, I am a happy modeler today... :D
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Turey on November 28, 2006, 01:07:06 am
I wish I could texture like that...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Col. Fishguts on November 28, 2006, 02:39:18 am
Very cool design :yes:

Ditch the modeled plating, just put it in the textures.

Oh, and those turrets are nice too.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: TrashMan on November 28, 2006, 03:01:12 am
6x8 barrles :D

Wicked....Just one of those turrets should rip fighters to shreads.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: gevatter Lars on November 28, 2006, 06:26:40 am
The turret looks like the barrels can't point upwards...or did I miss something?
Else a very nice design for a turret...and also the ship ^_^
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 28, 2006, 09:15:57 am
They can, albeit with some clipping.
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_turret_twingun4.jpg)
Still, given that 99.9% of the time the player won't be hovering ten meters away watching the thing twist around towards them, I'm not too worried about it.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Taristin on November 28, 2006, 12:58:24 pm
Those there are some pretty guns.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Alan Bolte on November 29, 2006, 08:21:00 am
Modeled details are for the unarmored parts of the hull. Leave the armor smooth, but don't completely avoid adding detail.
Awesome turret, by the way.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Getter Robo G on November 29, 2006, 04:59:43 pm
Very sweet ship you got there.

  Don't worry so much about plating (less is more), but I am a great admirer of form follows function. The plating as you displayed it appeared too random and was gratuitus.. Shaped armor like ablative, or "form fitting" is more attractive (like a tiny bevel of a smaller outline of the hull piece it covers)

Awesome turrets, the buttons can come out a tiny bit more INHO and the big guns should have trenches in the base simply cause it would make them even better (one of my pet peeves is the "blocky  look" of standard FS2 turrets and that kind of base reminds me of that).

Just opinions, not trying to be offensive..   I really like it! (Could a Fenris have found and made sweet love to a B5 Hyperion?) :)
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 29, 2006, 07:19:25 pm
Awesome turrets, the buttons can come out a tiny bit more INHO and the big guns should have trenches in the base simply cause it would make them even better (one of my pet peeves is the "blocky  look" of standard FS2 turrets and that kind of base reminds me of that).

Just opinions, not trying to be offensive..   I really like it! (Could a Fenris have found and made sweet love to a B5 Hyperion?) :)

Respectful / helpful opinions are always welcome, even if I don't agree. ;) "d00d, u suk" opinions I can live without.

[edit]Hm... I guess maybe some aesthetics might bear a passing resemblance to the fore sections of a Hyperion, although I still don't see it being the bastard child of that and a Fenris (unless you meant size/class only?)[/edit]
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: NGTM-1R on November 30, 2006, 11:07:34 am
I'm against the split neck myself, since it would be weaker than a solid one, and that seems out of character for the "fluff" you've written for the ship.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Taristin on November 30, 2006, 01:12:42 pm
I'm against the split neck myself, since it would be weaker than a solid one, and that seems out of character for the "fluff" you've written for the ship.

That "neck" is actually the back of the ship...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: NGTM-1R on November 30, 2006, 03:19:08 pm
Either way, the point stands. If this is supposed to be a metaphorical battering ram, it ought to look sturdy.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on November 30, 2006, 06:58:56 pm
And you're entitled to your opinion too. :p

That said... Having gotten a closer look at things like the HTL Triton, it seems I may be a bit off the mark about the kind of detail actually [used] on turrets... GRG, I think I may have to reconsider that turret "slot" bit you pointed out (although it'll mean remapping the base... *sigh*)
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Getter Robo G on December 01, 2006, 08:22:50 pm
Before you go through all that, see how it looks with slots added first. If it is passable, then you won't need to go through all that. :)

  Minors details are nice, MICRO are often unneccessary.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on December 02, 2006, 11:35:56 am
Go through remapping? Unfortunately if I start adding polys in (in this case, by carving into the base to make slots), I'd have to find spaces on the UVMap for the new polys, thus requiring me to re-map some of it. Fortunately, the base and the turret arms use separate texture maps - I intend to use the base as a generic starting point for several different types of turrets, including missile, ballistic / flak, and beam cannon.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Getter Robo G on December 04, 2006, 05:50:01 pm
Which reminds me that I was working on a turret pack to do just that (provide variety for people to arm their ships). It's been 2 months since the data loss, now I gotta go bug the author again. (or just go back to vegging out on AO - heh) :(

Regardless, am looking forward to seeing the next version.

Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Bob-san on December 04, 2006, 07:25:11 pm
Watch out when using this in missions. When you set KamiKaze damage, the death punch damage could create a shockwave that kills anything near it!

Example? I was playing around with a mission a bit ago. I had a Deimos ramming into a Vasudan Destroyer (like the Psamtik). The kamikaze damage variable was too great... I had set it to 135,000 (I should have had it about half that), and stood back 4KM to watch the carnage. The GTCv rams the GVD... cue gigantic explosion with a 10km diameter! It blew away a Myrmidon... I want to try it again sometime with the Colossus next to it, just to see the damage inflicted.

A few positions...

Broadside left
Broadside right
Nose-forward
Tail-forward
Directly above
Directly below

Try it with your ship... if damage is too high, and the target blows up, then you have a gigantic shockwave on your hands! Good luck! It looks good!
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on December 05, 2006, 01:01:34 pm
Thanks for the tip. That's what the forward Fission Cannon is meant to alleviate (to some degree) - softens up targets so I don't need to make the collision damage itself ridiculously huge, but it's good to know of the consequences. ;)
Sorry for the lack of updates, I've been getting some of the miscellaneous meshes out of the way...

KVM-90 Streak
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVMStreak.jpg)
The KVM-90 is a simple yet powerful unguided rocket. Although weak against shielding, the Streak's small payload size and high yield make it an ideal weapon for strafing capital ships. With an exceptional rearming rate, fighters can quickly unload a devestating volley on their target.

KVM-22 Mauler / KVM-25s Mauler [Swarm]
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVMMauler.jpg)
The KVM-22 is a fast-lock aspect-seeking warhead designed to deliver a fierce kinetic blow to its target. It recieves targeting data dumped directly from the ship's computer into its own, completing aspect lock faster than any other known missile. The greatest part of its mass, however, is devoted to the thruster, which propels its small warhead at speeds no fighter could outrun. The KVM-25S Swarm variant exchanges some of the KVM-22's punch for a decreased load size. An additional circuit integrated with the targeting computer allows the KVM-25S to communicate with other missiles in its swarm, increasing the effectiveness of the total volley.



The Streak and the KVM-22 are intended as standard payload weapons for the fighter/bomber contingent of this fleet. The Mauler especially was designed as a ballistic alternative to the Morning Star, so its physical damage is pretty sparse. As for the streak... in my tests, anti-capship is about all it's good for (that is, strafing cruisers/corvettes, anti-turret/subsystem work, etc), as I had a hell of a time hitting anything smaller. But maybe my aim just sucks... :p
[edit: btw, don't bother telling me how the Mauler looks more like a bomb than a missile. I know it does. I like it that way. ;)]

And now back to our regularly scheduled program...
-The Grimalkin is currently being UVMapped, a process that takes me a considerable amount of time since I tend to be very precise and particular (read: anal) about how it's layed out. That said, I did find some shortcuts that cut down on the total time required...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Bob-san on December 08, 2006, 11:02:35 am
Nice design...

The KVM-90 Streak reminds me of the old WWII one-man submarine/torpedos (kamikaze under water). I'm not too fond of the top of the missile.. reminds me of a cockpit or a very bad wiring job.

The KVM-22 Mauler... it looks cool! Can you add in like a metre-stick? Just so we can appreciate the size (or lack of size)
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Mobius on December 08, 2006, 11:16:23 am
You are spoiling TSP,Bob!
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: BS403 on December 14, 2006, 11:23:44 pm
any updates? :D
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on December 16, 2006, 10:19:37 am
Plenty, but none on the Grim itself I'm afraid. I can post shots of the other models I've created in the last week, but I don't want to skew the thread too much...

Still, guess it's only fair.
KVF Panther - Heavy Fighter (Stealth)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVF_Panther1.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVF_Panther2.jpg)
Reserved for the most elite pilots, the KVF Panther is a deadly combination of speed and firepower. While the stealth plating affords less protection than standard heavy fighters, the agility of the Panther combined with the impossibility of maintaining a lock makes this craft more than a match for most opponents.

KCG A17t Armored Cargo Unit (Tactical)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KCG_A17t1.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KCG_A17t2.jpg)
A17 Tactical containers are an upgraded variant on the standard A09 unit. Boasting reinforced armor and superior environmental controls, they afford better protection for important materials.
(the A09 version doesn't have the thick armor on the corners but is otherwise identical)



The shots of the Panther are a bit old, since I've finished the gun-mount textures on the side-pylons, and the cockpit has since been changed to use a darker burgandy glass instead of the gold. Also currently in the works, a mid-sized freighter capable of hauling four A17's piggyback, and a light freighter (current working designation, Margay) that fulfills the same kind of role as the GTFr Poseidon, except mine will have animated docking clamps and thus will be cooler. XD
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: BS403 on December 17, 2006, 12:42:35 am
 :yes2: Sweet :yes:
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: nubbles526 on December 18, 2006, 11:28:27 am
Damn it! I just been on holiday and when I came back, what did I see? The best textures I ever seen!  :yes:  :nod: I hope it comes out soon...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on December 21, 2006, 02:09:14 pm
I know it's still not the Grimalkin, but for anyone curious about that Margay thing I mentioned...

(http://i50.photobucket.com/albums/f321/Kieve/Freespace/KVFr_Margay1.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/Freespace/KVFr_Margay2.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/Freespace/KVFr_Margay3.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/Freespace/MargayDockingProcedure.jpg)
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on December 21, 2006, 05:36:25 pm
So I pulled up the Grim's file again... stared at it... decided that with regard to UVMapping, it was just going to be a miserable task no matter how I went about it.

(http://i50.photobucket.com/albums/f321/Kieve/WIP-%20Robofish/KVC_Grimalkin5.jpg)
That's just a quick slap-shod job with the uvmap tool (cylinder) and some crap textures that took maybe five minutes. Basic colors and some preliminary turret work. Last I left off though, I was actually working on the bridge viewports. Should probably get back to that...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: BS403 on December 21, 2006, 11:54:27 pm
keep up the good work :yes:
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Titan on December 22, 2006, 08:12:59 am
those are probobly some of the best ships i've seen! BTW, Is the mauler only for open? im not familiar with modding yet, let alone missiles.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on December 22, 2006, 10:55:03 am
I don't know what would distinguish something as simplistic as a missile from SCP vs Retail, but I did use PCS to give both Mauler and Streak a thruster glow (just glow, not the fanning particle-esque jetstream)... unless that has a horrible effect on retail, I guess you could try it for both. Not how retail would handle the Mauler-S though - not a [huge] number of polys, but above average for a plain ol' missile.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Sarafan on December 22, 2006, 12:53:07 pm
Really cool cruiser! What is its weaponry? :nod:
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on December 22, 2006, 03:24:31 pm
Primarily rapid-fire turret lasers, flak, and cluster-bomb missiles (for anti-fighter work), as well as the previously mentioned Fission Cannon. Kh'aj technology developed differently than Vas/Terran, and for the most part without the Shivan influence of beam cannons.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Getter Robo G on December 22, 2006, 06:38:27 pm
Never worry about temp textures. Just visualize the kind of look you want when you decide the ares your mapping. If you look long enough you will find something close if not spot on to what you wanted originally.

Even so it looks good so far.  :yes:

Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on December 23, 2006, 01:58:35 pm
Some texturing on the Margay:
(http://i50.photobucket.com/albums/f321/Kieve/Freespace/KVFr_MargayR01.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/Freespace/KVFr_MargayR02.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/Freespace/KVFr_MargayR03.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/Freespace/KVFr_MargayR04.jpg)
(http://i50.photobucket.com/albums/f321/Kieve/Freespace/KVFr_MargayR05.jpg)
I don't normally get too worked up over my own stuff, but the docking arms came out absolutely perfect, IMO... I was going to do the same dark gray/light gray scheme I had for the turrets, Grim, and other ships, but the sandy gray-brown was just too perfect to pass up. Ah well, 'bit of variance never hurt now did it? ^.^
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: BS403 on December 17, 2007, 10:43:37 am
I know this a major necro, but I i really like this ship and was wondering if you had done anymore work on this project.  I know you probably have real life to live but i was just curious.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on June 18, 2008, 08:31:46 pm
I've been digging through my model folders on occasion and found these old FS2 models.
I think there's about a 0% chance I'll ever finish a mod or mission with them, so... that said, does anyone think they'd be interested in a model pack for release?

Currently, we'd be looking at:
-Mauler Missile
-Streak Missile
-Tigris scout fighter
-Panther heavy stealth (some changes made since last screen)
-Margay freighter
>(+tbl info for docking sequence, and the necessary FS2 build with docking anim enabled)
-A09 and A17t cargo modules
-3DS Max (v5) scene files for the button and full-rotary turrets.
-3DS scene file for the Grimalkin
>Ironically, the Grim isn't finished enough to where I'd be comfortable releasing it as an actual ship...

I think that's the full list of what I've got languishing.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Aardwolf on June 18, 2008, 08:37:47 pm
Aw... They looked so cool, though.  :(
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on June 18, 2008, 08:41:49 pm
Which is why I'd rather put them out there as a model pack (+) than just let 'em all sit on my drive dead.

By the way, forgot this:
(http://tn3-2.deviantart.com/fs28/300W/f/2008/114/c/a/KVFr_53_Margay_by_Kieve_KRS.jpg) (http://kieve-krs.deviantart.com/art/KVFr-53-Margay-83737857)
Most recent shot of the Margay - I put a lot of detail into it, before I grew weary of the whole thing.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Titan on June 19, 2008, 02:38:35 pm
waitaiute waitaminute waitaminute... you mean youre releasing the Tigris? could you hold on to it for a little bit?
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Droid803 on June 19, 2008, 03:30:07 pm
What's wrong with releasing it? :wtf:
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on June 19, 2008, 11:49:00 pm
Seriously? I'm just confused now.

...if this has anything to do with "Teeth of the Tiger" and ship-names... then no.
If there's another reason, please name it.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Rico on June 20, 2008, 02:40:21 am
Damn nice Cruiser, any chance of making it GTVA style (like the Sirona and Colossus) having it a Terran/Vasudan hybrid ship. It looks the part  ;7
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: BengalTiger on June 22, 2008, 12:51:44 pm
Where should we apply for these models?
Any release date?
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on June 22, 2008, 05:40:00 pm
I'm gonna put them up on freespacemods.net, soon as I get them all packed up. They're a bit more scattered than I thought, and I took a couple of the comments in this thread to heart (the streak missile no longer has the doofy circuitry on its top dome)

Also, it turns out I forgot a lot of the LOD submodels, blast-chunks, and so-forth. I'm still debating whether or not it's really worth it to go back and fix that, or just let it go as-is.

*(Note: somewhere along the line, I gave up the whole Kh'aj name, as its unoriginality bothered me to no end, and everything was renamed Rah'li, though they have absolutely NO connection to the MechaSentient race of the same name).

Current items are as follows:

Adjust as you like, but please rename the devices if you do.

Of everything listed, the RLF Tigris is by far the most "complete" - subsystems, weapons loadout, tbm, textures, LOD's, debris... everything a finished ship is supposed to have. The others are useable, but more or less abandoned in varying states of production. (Missiles being an exception, since they're cake.)
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on July 19, 2008, 07:18:48 am
Sorry for the delays - I should have this packed up in .RAR form by the end of the weekend.
Had a lot going on the past couple weeks...
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: BengalTiger on July 19, 2008, 03:44:37 pm
Everyone who's making a mod has a lot less time than required to make it at a reasonable pace, I know something about it.
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: varsaigen on July 20, 2008, 06:58:39 pm
wow. a 2 year thread. :O Wow...

Anyways, I just read the entire thread. Loved, the plating you used to have on the hull, the turrets, the design, the concept. Honestly, I almost love it enough to marry it! XD It's so beautiful! (Yeah, I love space technology. I really should start critiquing the Sci Fi chanel) XD

Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Droid803 on July 20, 2008, 07:19:22 pm
Wha~ varsaigen is shamelessly talking about his own stuff in someone else's thread!
But honestly, these craft (notably the cruiser and the freighter) will be awesome for pirate vessels :nod:
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: varsaigen on July 20, 2008, 11:08:42 pm
shamelessly talking? Oo I talked about his models and after that stated "Off-topic:" At least I said off topic. ><
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Spicious on July 20, 2008, 11:26:01 pm
Most of your post was about your stuff. If you noticed it was off topic, why post it here at all?
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Flaming_Sword on July 21, 2008, 12:07:23 am
Make a shivan themed modding thread? :P

(Delete this post as necessary)
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: varsaigen on July 21, 2008, 12:27:49 am
Why are complaining about me? I see people on almost all the threads doing it, so why pick only me?
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Droid803 on July 21, 2008, 01:30:00 am
No, actually, you're the only one doing it, constantly plugging for your own work, that is. :P
That's kinda why everyone knows you're making a Shivan Stealth Fighter. Its been forcefully drilled into our heads.

---
Now, I wonder if Kieve has it all packed up yet :P
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: varsaigen on July 21, 2008, 01:46:17 am
... Well that's not what I intended in my posts. *sigh* I'll delete that part. >.>

Edit: deleted.Happy now? :mad2:

I still have seen many threads of people going off topic. And it's too many to make a list. >>
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Flaming_Sword on July 21, 2008, 02:05:26 am
You know, if you plug your fighter in some of my threads, it'll be at least partly relevant. :D

It's like me saying I'm going to experiment with stuff and possibly release a teaser video if all goes well.

...I mean...uh...nevermind, nothing to see here... :nervous:
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: Kieve on July 22, 2008, 09:08:12 am
Goddamn thing never tells me when I have new messages. -_-;
Anyhow, yes I did get it packed up.
Clicky (http://www.hard-light.net/forums/index.php/topic,55306.0.html)

So what was that about plugging some Shivan stuff?
Title: Re: KVC Grimalkin - Heavy Cruiser
Post by: varsaigen on July 22, 2008, 09:12:52 am
forget it. he was talking about my stuff. ><