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Off-Topic Discussion => General Discussion => Topic started by: Sandwich on January 02, 2002, 06:56:00 pm

Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 02, 2002, 06:56:00 pm
I finally decided to get around to making the Arcadia jumpgate extension, possibly as a model contest entry.

Anyways, I want your feedback. There are 8 heavy beam emplacements on pylons (yellow/orange), so there's no need for Mjolnirs.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) You can see the size in the picture; that can be changed with no problems.

I guess my main question is whether I should connect it to a filler section in the Arcadia's side slot (red) or just left as-is.

On a side note, the smaller rotating pieces (green) actually slip through the larger rotating pieces (purple).  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

 (http://www.brainzipper.com/gtexj.gif)

------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place (//"http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

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"To err is human; to really screw up you need a computer."
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Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Shrike on January 02, 2002, 07:08:00 pm
Interesting.  I don't really like the idea of the big beam cannons but otherwise pretty good.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 02, 2002, 07:11:00 pm
 
Quote
Originally posted by Shrike:
Interesting.  I don't really like the idea of the big beam cannons but otherwise pretty good.

You'd rather have the troublesome Mjolnirs?  (http://sandwich.d2g.com/Go.to-Sandvich/smileys/doubtful.gif)

------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: delta_7890 on January 02, 2002, 07:12:00 pm
I'd say make it a bit thicker to keep in touch with the bulky Terran design standards, ans fit it in the red area.  Cripes, what's the next extention gonna be?  A dry dock, a sheild generator, a hanger bay (that'll perk Zeronet's interests  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif))?
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: mikhael on January 02, 2002, 07:13:00 pm
I think I would seperate them farther. However, rather than connecting the two, I would put a sort of smaller 'outbuilding' on the ring. Also, I really like the beams on the ring. It makes sense to secure nodes in that way (why don't they do that with more of the border nodes? *heh*

------------------
--Mik http://www.404error.com ("http://www.404error.com")
ruhkferret on ICQ/AIM

[This message has been edited by mikhael (edited 01-02-2002).]
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 02, 2002, 07:28:00 pm
 
Quote
Originally posted by delta_7890:
Cripes, what's the next extention gonna be?  A dry dock, a sheild generator, a hanger bay (that'll perk Zeronet's interests   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif))?

Ummm...

 
Quote
Originally posted by Sandwich in this ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000670.html") thread:
Yeah, I'm thinking something along those lines, Analazon. Maybe the GTExD (GT Extension - Defense). That way you'd have others like the GTExF (fighter/bombers), GTExC (cargo), GTExM (medical), GTExR (research), GTExE (engines - for relocating Arcadias), GTExY (Yard - shipyard for constructing (up to corvette class?)), GTExG (Gas refinery - a docking point for gas miners, or a gas miner in itself for stations inside nebulae), GTExB/GTExO/GTExN (blocakde/offense/node - a weaponry platform with all firepower concentrated towards one choke point), GTExS (Shielding for stations in close orbit of stars - think like the Star Wars books' shieldships - huge umbrellas).

Think that'll satisfy?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Zeronet on January 02, 2002, 07:37:00 pm
The GTI Arcadia already have good solid hangerbays however further hanger bays can only benifit such a station. 8 Beams wont do much good against a wing of Jump capable Bombers but if you had extra Hangers, you could blast them out of the sky with figher or you could be boring and add Ultra AAA's to that Jumpgate.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: vadar_1 on January 02, 2002, 07:44:00 pm
 
Quote
Originally posted by Zeronet:
The GTI Arcadia already have good solid hangerbays however further hanger bays can only benifit such a station. 8 Beams wont do much good against a wing of Jump capable Bombers but if you had extra Hangers, you could blast them out of the sky with figher or you could be boring and add Ultra AAA's to that Jumpgate.

Scenerio 1: Fighter bay

Cancer 1: This is cancer wing, emerging from jump node. O look, terran fighters! Lock missles and destroy at long range.

Scenerio 2: Ultra Anti-Fighter Beams

*sound of beam charging up*
Cancer 1: This is ca-

Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Stryke 9 on January 02, 2002, 08:53:00 pm
Meaning no fun.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Ace on January 02, 2002, 09:14:00 pm
What I said to Sandwich was no to attachment, the gate is fine on it's own...

Also it makes better tactical sense, since a huge arm attaching the station to the device would get in the way of some of the heavier defenses of the station  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) (hey every TerranTurret#Weak you got is important!)

------------------
Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/ ("http://freespace.volitionwatch.com/")
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 03, 2002, 04:15:00 am
 
Quote
Originally posted by Zeronet:
The GTI Arcadia already have good solid hangerbays however further hanger bays can only benifit such a station. 8 Beams wont do much good against a wing of Jump capable Bombers but if you had extra Hangers, you could blast them out of the sky with figher or you could be boring and add Ultra AAA's to that Jumpgate.


Ok, shut up. Just... shut up.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) You kill me dude - you're the insane one around here, not Darkage!   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)

 
Quote
Originally posted by Ace:
What I said to Sandwich was no to attachment, the gate is fine on it's own...

I know, and thanks, but the thing is that there are plenty (well, at least two that I know of) free-floating jumpgates. Making this one attached, especially to the huge slot in the Arcadia, would be cool, methinks.


------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)


[This message has been edited by sandwich (edited 01-03-2002).]
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Raven2001 on January 03, 2002, 06:04:00 am
That extension is really nice!

What other extensions did you make so far????

Oh, btw, and the Amaunet? Have you finished it yet??
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Nico on January 03, 2002, 06:14:00 am
 
Quote
Originally posted by sandwich:
 I know, and thanks, but the thing is that there are plenty (well, at least two that I know of) free-floating jumpgates. Making this one attached, especially to the huge slot in the Arcadia, would be cool, methinks.



the thing is, if it's not attached, it's not an extension anymore  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: delta_7890 on January 03, 2002, 06:16:00 am
 
Quote
Originally posted by sandwich:
Think that'll satisfy?   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)


In time, the Arcaria will transform from a useless floating junk heap to a full-fleged mobile (?) battlestation of mass destruction.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 03, 2002, 06:30:00 am
 
Quote
Originally posted by Raven2001:
That extension is really nice!

What other extensions did you make so far????

Oh, btw, and the Amaunet? Have you finished it yet??

I've done the GTExD and the GTExE, for Defense and Engine, respectively. I'd like to get debris and LOD's in the GTExD before I release it, but I have no time. Anyone want to try?   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Ah, yes... the Amaunet. She's essentially finished, but I've recieved reports of the game crashing when it gets destroyed. Whaddya'll think? Should I release it and see if anyone can figure out the problems?   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

 
Quote
Originally posted by delta_7890:
In time, the Arcaria will transform from a useless floating junk heap to a full-fleged mobile (?) battlestation of mass destruction.

In time? Look at this ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum13/HTML/001040.html") thread.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/naughty.gif)

------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)


[This message has been edited by sandwich (edited 01-03-2002).]
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: joek on January 03, 2002, 08:16:00 am
 
Quote
Originally posted by sandwich:
Anyways, I want your feedback. There are 8 heavy beam emplacements on pylons (yellow/orange), so there's no need for Mjolnirs.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) You can see the size in the picture; that can be changed with no problems.

Shibby!

 
Quote
Originally posted by sandwich:
I guess my main question is whether I should connect it to a filler section in the Arcadia's side slot (red) or just left as-is.

 
Quote
Originally posted by delta_7890:
I'd say make it a bit thicker to keep in touch with the bulky Terran design standards

Yes to both. I don't think that Terran's first subspace node is going to be as thin and streamlined as the Ancients' seeing as how they had a lot more practice than Terrans.

And I would say to connect it, via a thick arm or something... because you want that distance from the Arcadia (in case something goes wrong), but also it'll need a big power supply for the subspace generators (or whatever you call them) and those big beams. If you make that big red part the power supply then you just need to connect it to the ring.

And, as stated... it wouldn't be an extension if it wasn't attached.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

 
Quote
Originally posted by sandwich:
On a side note, the smaller rotating pieces (green) actually slip through the larger rotating pieces (purple).   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Sweeeeeet!

Joe.

------------------
 (http://www.joek.com/cgi-local/fs2rev_image.pl)  ("http://www.joek.com/other/freespace/")
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 03, 2002, 08:27:00 am
 
Quote
Originally posted by joek:
[BYes to both. I don't think that Terran's first subspace node is going to be as thin and streamlined as the Ancients' seeing as how they had a lot more practice than Terrans.

And I would say to connect it, via a thick arm or something... because you want that distance from the Arcadia (in case something goes wrong), but also it'll need a big power supply for the subspace generators (or whatever you call them) and those big beams. If you make that big red part the power supply then you just need to connect it to the ring.

And, as stated... it wouldn't be an extension if it wasn't attached.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)[/B]


My thoughts exactly... that red part would be a nasty thing to have explode, though...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/naughty.gif)

Ok, I'll get to working on the changes... new pic when the changes are done.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)


------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: WarpStar on January 03, 2002, 11:10:00 am
Um, Sandwich, all I have to say is........WOW!!!!!!

That is............for lack of better words, Supar l33t.

------------------
The universe is a big place and an even bigger mystery.
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Author of A Day in the Life of a Space Pirate
If you have a picture or mod you want hosted, just email me at         [email protected]         and I can post it on SubSpace Zero.  We've got unlimited space(well, nearly :) )
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Ulala on January 03, 2002, 02:29:00 pm
Looks excellent.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Zeronet on January 03, 2002, 04:20:00 pm
 
Quote
Originally posted by vadar_1:
Scenerio 1: Fighter bay

Cancer 1: This is cancer wing, emerging from jump node. O look, terran fighters! Lock missles and destroy at long range.

Scenerio 2: Ultra Anti-Fighter Beams

*sound of beam charging up*
Cancer 1: This is ca-


Nah the Hangers would have rails and the fighters would scream out faster than the eye and blast Cancer Wing. Also if this Cancer wing is at long range the Beams wont get them and they might use their "Long" Range missiles to destroy the beams. Also its called a Hanger not a fighterbay, because Bombers use them too!

Would a Iris work on a subspace portal? Like the one in stargate.

Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Nico on January 03, 2002, 04:26:00 pm
 
Quote
Originally posted by Zeronet:
Nah the Hangers would have rails and the fighters would scream out faster than the eye and blast Cancer Wing. Also if this Cancer wing is at long range the Beams wont get them and they might use their "Long" Range missiles to destroy the beams. Also its called a Hanger not a fighterbay, because Bombers use them too!

Would a Iris work on a subspace portal? Like the one in stargate.


No, fs2 can't animate such a thing. But iwar2 can... mmh,... Mikhael!!!! I have a very mean idea about Lpoints  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Zeronet on January 03, 2002, 04:31:00 pm
 
Quote
Originally posted by venom2506:
No, fs2 can't animate such a thing. But iwar2 can... mmh,... Mikhael!!!! I have a very mean idea about Lpoints   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Hahaha, I'd have to download that. Adds a new sense of fear/fun to traveling through them.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Shrike on January 03, 2002, 04:43:00 pm
Personally, I don't see any point in having it connect.  In almost all cases, nodes in FS don't have an Arcadia nearby, and so having to stick an Arcadia next to a node would mean having to construct an entire additional station.  Sure you can move it, but you need something at the original place, because Arcadias are probable positioned in good positions for the system traffic.  Carting one off to the edge of the system isn't going to do any good.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Nico on January 03, 2002, 04:46:00 pm
 
Quote
Originally posted by Shrike:
Personally, I don't see any point in having it connect.  In almost all cases, nodes in FS don't have an Arcadia nearby, and so having to stick an Arcadia next to a node would mean having to construct an entire additional station.  Sure you can move it, but you need something at the original place, because Arcadias are probable positioned in good positions for the system traffic.  Carting one off to the edge of the system isn't going to do any good.

looking at missions, arcadias are never far from nodes, plus you forget one thing: if there's a gate, it's because the node was unusable, and therefor I doubt there was any arcadia or civilian traffic before the thing was built. So the fact that the new opened node is turned into a pivot point for trade routes is a perfectly reasonable idea.

edit: typos

[This message has been edited by venom2506 (edited 01-03-2002).]
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Shrike on January 03, 2002, 04:52:00 pm
Enif Station?  There weren't any nodes there.  And even if you've moved the arcadia to act as a 'customs check' or something similar, you'll still need one at the original location for all the other traffic.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Zeronet on January 03, 2002, 04:53:00 pm
The knossos can make new nodes so mabye thats a reason its attached to the station.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: mikhael on January 03, 2002, 04:58:00 pm
 
Quote
Originally posted by venom2506:
No, fs2 can't animate such a thing. But iwar2 can... mmh,... Mikhael!!!! I have a very mean idea about Lpoints   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

It could be done. It would be mean as hell, yes. A Lag blocker installation with a giant door to cover the red side of the Lag. *heh*

You would need someway to trigger the open/close animation, of course. You could probably trigger it off some conversation threads or some such. Or you could add a program to the CPU in the ship with some scripting on it. Activate the scripting off a disused key (like they did with the location finder) and use that to send a simple Boolean logic 'open/close' signal to the Lag Door scripts.

Give the Lag Door the mass of a biobomber and it won't even budge when a Megatransport comes screaming out of capsule space. *grin*



------------------
--Mik
http://www.404error.com
ruhkferret on ICQ/AIM
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Ulala on January 03, 2002, 05:01:00 pm
 
Quote
Originally posted by Shrike:
Personally, I don't see any point in having it connect.  In almost all cases, nodes in FS don't have an Arcadia nearby, and so having to stick an Arcadia next to a node would mean having to construct an entire additional station.  Sure you can move it, but you need something at the original place, because Arcadias are probable positioned in good positions for the system traffic.  Carting one off to the edge of the system isn't going to do any good.

If you connected it to the portal with a type of an arm like some were saying before, you could make it possible to disconnect it. Dunno what benefit that'd have, if any though.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Nico on January 03, 2002, 05:08:00 pm
 
Quote
Originally posted by Shrike:
Enif Station?  There weren't any nodes there.  And even if you've moved the arcadia to act as a 'customs check' or something similar, you'll still need one at the original location for all the other traffic.

enif? don't remember this one... damn! I need to play through fs2 again.
Anyway, as I said, a place w/o nodes was unlikely to be colonized, so the arcadia is probably built there to give the gate a security powersource, once the node is properly stabilized. Once the traffic around has increased and people begins to exploit thne system, I guess as you say it would need stations next to planets, but then something smaller than the arcadia would be enough I suppose, anything big enough to be obliged to use use the arcadia is most likely able to deal with larger distances to cover (subspace drives, stuff like that). Arcadias next to trading routes are for ships that don't have such possibilities (otherwise what the heck, the arcadia could be anywhere, a sigle intra system jump could bring you there).
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Zeronet on January 03, 2002, 05:08:00 pm
 
Quote
Originally posted by mikhael:
It could be done. It would be mean as hell, yes. A Lag blocker installation with a giant door to cover the red side of the Lag. *heh*

You would need someway to trigger the open/close animation, of course. You could probably trigger it off some conversation threads or some such. Or you could add a program to the CPU in the ship with some scripting on it. Activate the scripting off a disused key (like they did with the location finder) and use that to send a simple Boolean logic 'open/close' signal to the Lag Door scripts.

Give the Lag Door the mass of a biobomber and it won't even budge when a Megatransport comes screaming out of capsule space. *grin*


Sit back and enjoy the cargo. It would make cool stuff for missions, like a restricted system or access to the core worlds.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Nico on January 03, 2002, 05:15:00 pm
 
Quote
Originally posted by Zeronet:
Sit back and enjoy the cargo. It would make cool stuff for missions, like a restricted system or access to the core worlds.

well, I imagine that rather as a defensive door, for emergencies, you know: "we have found out that the maas fleet was gathering in coyote, and the police has decided to stop all trafic and close the Lpoint"
Anyway, I just realized that idea wasn't new... the accelerator has her LDA shield.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Zeronet on January 03, 2002, 05:18:00 pm
Still the iris bit is. It opens and closes at the press of a button.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Shrike on January 03, 2002, 05:24:00 pm
 
Quote
Originally posted by venom2506:
enif? don't remember this one... damn! I need to play through fs2 again.
Anyway, as I said, a place w/o nodes was unlikely to be colonized, so the arcadia is probably built there to give the gate a security powersource, once the node is properly stabilized. Once the traffic around has increased and people begins to exploit thne system, I guess as you say it would need stations next to planets, but then something smaller than the arcadia would be enough I suppose, anything big enough to be obliged to use use the arcadia is most likely able to deal with larger distances to cover (subspace drives, stuff like that). Arcadias next to trading routes are for ships that don't have such possibilities (otherwise what the heck, the arcadia could be anywhere, a sigle intra system jump could bring you there).

You missed the point though.  You'd still need an Arcadia at the original position though, because it would be an administrative center, and for the first while, as exploration progresses in the new system a defense cordon of warships should be sufficient. Only after the system has been colonized would the resources of an Arcadia realistically be needed.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 03, 2002, 05:28:00 pm
Thanks Venom - Shrike's question was a good one, and it had me stumped.

And Shrike, your rebuttal is valid, but not relevant. The concept of the GTEx* series is to expand the capabilities of the Arcadia-class installations. That is certainly not limited to currently existing ones; it simply enables the Arcadia "production lines" to go on producing them without major changes, while enhancing the Arcadia's capabilities in different areas.

So, a portal would become a center of transit, and a convienient location for an Arcadia (or two...   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/naughty.gif) ) that also had a GTExP - a docking port enhancement.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) This way the standard Arcadia could be used once again, which is the whole point.

Hmmm.. I had a nasty idea. Imagine this: GTVA builds one of these portals to Shivan space. They want protection without having to allocate a whole fleet to sit on the node. What do they do? The portal connects on numerous sides (2-6) to Arcadias. Each Arcadia has 2 GTExDs connected.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/naughty.gif)

EDIT: Whoops - I forgot the whole purpose of this reply - the latest screenshot!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) I've thickened the portal quite a bit, and moved the beams from pylons to the hub itself. I've alos lowered them from 8 to 6.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
 (http://www.brainzipper.com/gtexj_2.gif)

------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)


[This message has been edited by sandwich (edited 01-03-2002).]
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Shrike on January 03, 2002, 05:35:00 pm
But would an Arcadia be warranted at just any old jumpnode?  I'm saying that it doesn't make sense to put the Arcadia there until you have a reason to put one there.  Which brings me back to my original point.  Make the jumpgate freestanding so you can A) use it without requiring an Arcadia and B) tow it around without requiring said Arcadia to come as well.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Nico on January 03, 2002, 05:38:00 pm
 
Quote
Originally posted by sandwich:
Thanks Venom - Shrike's question was a good one, and it had me stumped.

And Shrike, your rebuttal is valid, but not relevant. The concept of the GTEx* series is to expand the capabilities of the Arcadia-class installations. That is certainly not limited to currently existing ones; it simply enables the Arcadia "production lines" to go on producing them without major changes, while enhancing the Arcadia's capabilities in different areas.

So, a portal would become a center of transit, and a convienient location for an Arcadia (or two...   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/naughty.gif) ) that also had a GTExP - a docking port enhancement.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) This way the standard Arcadia could be used once again, which is the whole point.

Hmmm.. I had a nasty idea. Imagine this: GTVA builds one of these portals to Shivan space. They want protection without having to allocate a whole fleet to sit on the node. What do they do? The portal connects on numerous sides (2-6) to Arcadias. Each Arcadia has 2 GTExDs connected.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/naughty.gif)


would be cool  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

oh, the arcadia doesn't need to be there if we listen to shrike. ok, it can be a valid point. But what if you say the Gate can't work w/o an arcadia completly dedicated to it?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
yeah, coz I assume a thing like that needs a HUGE amount of energy to run. An arcadia can generates that. you take old arcadias replaced by newer stations, you give it the engine extension, bring it where you need it, and connect it to the gate like a giant energy battery. et voila  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Oh, asndwich, to defend a node, I think the best way is still the wing commander secret ops way:
you fill the area with remote bombs (nukes in WCSO, Meson bombs in FS2) and a camera satelite, and when a large shivan fleet jumps in, if command thinks it's really too big, they trigger the bomb and clean the area  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Shrike on January 03, 2002, 05:40:00 pm
Yeh, but what's easier..... moving an entire Arcadia and all the problems that entails or building a few extra fusion plants in the gate?
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Nico on January 03, 2002, 05:45:00 pm
 
Quote
Originally posted by Shrike:
Yeh, but what's easier..... moving an entire Arcadia and all the problems that entails or building a few extra fusion plants in the gate?

moving the arcadia would cost less, coz that way you won't have to build anything new (the engine extension can be used for multiple arcadias), no need to destroy the useless station (must cost bucks to get rid of such a garbage), saves the money for further studies to add a fusion plant thinguy on a huge thing subject to big vibrations and stuff probably, plus I should add, please stop coz I'm tired and i won't be able to find other stuff anymore  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 03, 2002, 05:46:00 pm
 
Quote
Originally posted by Shrike:
Make the jumpgate freestanding...
But you already made one like that, silly!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Ok, look at the Charon: it ain't just your everyday subspace portal - or is it? There aren't any standards for these things. The capabilities and strategic power that having a working one would give to it's operators is immense. So depending on the location and purpose (bridge to home, or gateway to the enemy), there would either way be a need for a station of some sort there, whether it would be to provide defense, ship maintanence facilities, or a trading port. Anyway you turn it, the Arcadia (with the addition of the GTExD for defense) fits the bill.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)


------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Shrike on January 03, 2002, 05:47:00 pm
You could just move the fusion plants around, you know.  Cheaper and easier.  And probably faster.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Nico on January 03, 2002, 05:51:00 pm
 
Quote
Originally posted by Shrike:
You could just move the fusion plants around, you know.  Cheaper and easier.  And probably faster.

okok I give up  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/squeeze.gif)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 03, 2002, 05:52:00 pm
But the Arcaida isn't supplying power to the portal - it's supplying facilities for the ships using the portal, whether they be the instrument of their destruction or their repairing, or just a small-time trader.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Shrike on January 03, 2002, 06:00:00 pm
 
Quote
Originally posted by sandwich:
But the Arcaida isn't supplying power to the portal - it's supplying facilities for the ships using the portal, whether they be the instrument of their destruction or their repairing, or just a small-time trader.

So then why make it connected?  Sheesh, all this because I just thought you shouldn't connect them.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Nico on January 03, 2002, 06:04:00 pm
Anyway, it should be linked, coz it would look damn impressive. nah!
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Ace on January 03, 2002, 06:05:00 pm
Sandwich, the portal looked better with pylons for the beams.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

Also I'd add in some reactor pylons, which is something the Charon and Shrike's Knossos don't have.

Finally I'd do an attached and unattached version.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

So pretty much my advise is: Defense pylons (beams on their ends, some anti-fighter beams, and some flak) some reactor pylons (large, blow up real nice) and maybe a small bridge/C&C section with a side docking port. (so you can dock explorer class ships onto it)

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Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/ ("http://freespace.volitionwatch.com/")

[This message has been edited by Ace (edited 01-03-2002).]
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 03, 2002, 06:06:00 pm
 
Quote
Originally posted by Shrike:
So then why make it connected?  Sheesh, all this because I just thought you shouldn't connect them.     (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

Because.... because... because the portal is supplying power to the Arcadia! So there!   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

 
Quote
Originally posted by Ace:
Sandwich, the portal looked better with pylons for the beams.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

Also I'd add in some reactor pylons, which is something the Charon and Shrike's Knossos don't have.

Finally I'd do an attached and unattached version.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)


Agreed...

Agreed...

... Peace maker!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/rolleyes.gif) Just as we were getting warmed up, too! Bah!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)


[This message has been edited by sandwich (edited 01-03-2002).]
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Zeronet on January 03, 2002, 06:08:00 pm
Yep these portals give one hell of a power boost. The Charons Sathanas busting guns are all powered by its portal.
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Shrike on January 03, 2002, 06:31:00 pm
 
Quote
Originally posted by Ace:
Also I'd add in some reactor pylons, which is something the Charon and Shrike's Knossos don't have.

*COUGH*

WHAT?  My model had a quartet of industrial fusion plants on the rim.  How can you say it doesn't have reactors?

j00 = f00.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: joek on January 04, 2002, 08:56:00 am
I'll I can say is that the model is coming out really nice... and that, as sandwich says, don't think of it as adding an Arcadia to a Portal, think of it as adding a Portal to an Arcadia.

[GTVA radio ad]You built an Arcadia next to an asteroid field to process your mining operation, but now all the asteroids are gone... what do you do now? How about adding a GTExJ to it!? That's right, for just 19,999,999,999.99 GTVA credits you can ad a portal to a whole new system to your old Arcadia. Open up a doorway to a new and unexplored system, and just rake in the money as explorers and colonists from all over GTVA space stop by your Arcadia on their way to a new and exciting system![/GTVA radio ad]  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)

Joe.

------------------
 (http://www.joek.com/cgi-local/fs2rev_image.pl)  ("http://www.joek.com/other/freespace/")
Title: GTExJ (Jumpgate extension) dev thread :D
Post by: Sandwich on January 04, 2002, 02:20:00 pm
LOL Joe, you copycat!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) Lookie here:

 
Quote
Originally posted by sandwich in this ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000670.html") thread:
One more to add to the list: the GTExJ - an artificial, commercialized and mass-produced jump gate back to Sol. Be the first on yur block to own one! Call toll free 1-800-HELLO-SOL!

For the next 4 weeks you can buy your very own GTExJ at the incredibly low price of 399.95! Yes, that's 399.95! Don't miss out on this amazing opportunity - call now!

 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)

------------------
America, stand assured that Israel truly understands what you are going through.

Know how to use Rhino3D? Want to put your ships into Freespace 2? You've come to the right place ("http://www.geocities.com/sandvich/fs2/rhino_fs2/")!

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://www.geocities.com/sandvich/index.html"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)