Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Jadehawk on March 10, 2011, 07:56:17 pm
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Yes it's me again ;7
Vasudan Cruiser, 4 twin barreled turrets and 7 BF Green Beam turrets are on so far. Dunno if I got too many BF Greens? Still to come are Medium beam turrets and slashers plus Anti-Fighter/Bomber turrets.
This also has two Fighter bays which I'm not really satisfied with them at the moment. It's also hard to see some of the hull details such as the central spine which is somewhat like some of the Vasudan Destroyers reactor glowing slots.
As for the design, It's not a show stopper that;s for sure! I'm, sure most of you have some first models out there you kinda cringe at now. Well this is my first shot at a ship and yeah it's not gonna shake the universe! :doubt:
Since I took these shots, some details have changed and or added.
Still learning Wings 3D and might later dive into Blender since I just bought the manual for it.
So..Comment away!
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanCruiser1.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanCruiser2.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanCruiser3.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanCruiser4.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanCruiser5.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanCruiser6.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanCruiser7.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanCruiser8.png)
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It looks to need to be a bit thicker, with a few more curves. Also, I'm not sure that a fighterbay should be on a cruiser. I know that its been done in the past, but if you do want a bay, then it needs to be larger in proportion to the model. Have it perhaps with a chin entry point like the intake of an F-16. Also, make sure that your barrels point up and forward for dorsal multi-part turrets and down and aft for ventral ones. It can be done other ways, but it makes it much simpler to set up in the pof.
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Very cool, the foward part reminds me of the Aten a bit. Like Trivial Psychic said, I'm not sure on the bays too, they seem better to be left to a destroyer than a cruiser and the lower part could use a few more curves.
Is the BF Green a anti-capital beam?
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The description, the weapons mentioned, and the size of the fighterbays suggest a juggernaut, not a cruiser.
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(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanCruiser2.png)
From this angle it looks a lot like the Defiant.
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The description, the weapons mentioned, and the size of the fighterbays suggest a juggernaut, not a cruiser.
Yes.
7 BF Green Beam turrets are on so far. Dunno if I got too many BF Greens? Still to come are Medium beam turrets and slashers plus Anti-Fighter/Bomber turrets.
This also has two Fighter bay
Even one BFGreen (http://www.hard-light.net/wiki/index.php/BFGreen) is far too much for a cruiser (one in the FreeSpace universe, anyway). I think you might be confusing "cruiser" for a larger ship class, as cruisers tend to not have too many capital-calibre beams (and they usually have small ones, such as the SGreen (http://www.hard-light.net/wiki/index.php/SGreen) for Terran ships and the SVas (http://www.hard-light.net/wiki/index.php/SVas) for Vasudan ships). Having a significant number of anti-fighter beams is fair game for a cruiser (the Leviathan has four), but not too many capital-calibre beams (the most a retail FS2 ship has is three - on the Rakshasa). As Woolie said, the armament you wish to add suggests that you want a superdestroyer or juggernaut rather than a cruiser.
I don't intend to put you off, though - you have quite a nice model here. It's nice to have a new Vasudan capital ship, so keep on working on it. :)
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Generally speaking nice work and it certainly has a vasudan feel to it, as for the fighter bay you can just as easily say it is two entry points for the same bay, lets face it the vasudans have launch tubes on both canon destroyer designs.
Criticism
- The armament as mentioned by others, to be honest if you halve the big beam count to 4-5 and use bgreen you have a nice heavy corvette (800 meters long or so), if you go down that route you dont want any intermediate sized beams just a good scattering of ant fighter weaponry (perhaps 4-5 AF type beams and some flack, you already have blobs which is good)
- The multi part turrets, something about them says terran to me, I think it is because the shape is very similar to what is used on many "terran" ships and not just from FS, not sure how to fix that though.
All in all, the shape is good, I love the "spine" and the bank of engines at the back. cant wait to see what you do with this
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I really like the shape, but yeah, I think ou have your scales wrong for Freespace. Cruisers should be, well, no more than 400, 450m long before you hit corvette territory.
Ditch the fighterbays, and make it a 350m long mentu replacement though, and you'll have a winner I reckon, with the right texture job. And I guarantee you it'd see a lot more use as a cruiser than as a juggernaut. :nod:
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If by "Vasudan Cruiser" you mean "Destroyer with less fighters and more guns" then it's OK, (though beams should be BVas, not BFGreens, since the latter are Terran and of a very large calibre). That designation wouldn't be correct in FS though, so it should be called a "Destroyer".
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Hi guys and thanks for all your input! Honestly I'm glad the basic design is acceptable and yes I too had the Aten on my mind as I really liked the basic design of that one. Ok, Fighter bays are going to go as yes this is a Cruiser and really, it makes me feel better deleting them anyway. As for the beams, yes I'll go with the SVas since I have the turrets shown as I was thinking of making them like Trashmans, Battleship he has. The "scales" are actually somewhat like what you see on the GVD Psamtik destroyer's spine. Keep in mind, these are not the final look as I will smooth them some along with the rest of the ship once I get everything there. next up will be the smaller Anti-fighter/Bomber turrets with tipple barrels.
So now I'd like your opinions on how many slashers (if the Vasudans had that?) I might incorporate on this? good idea? No?
Thanks all!
Jadehawk
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The first render put me off slightly, but then I saw all the others, and specially the back is very well done! Congrats. I do appreciate your comments viz a viz fighter bays, and I also think that with the right texturing, this will be awesome!
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You should totally turn those fighterbays into missile launchers, missiles are awesome.
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Humm....Missile bays....now that's something different! Let me work on that and see. Thanks again for all the help and suggestions!
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Actually, the Vasudans DO have a type of missile... the Vasudan Flux Cannon. As for beam firepower, I'd say 2 forward-dorsal, 2 aft-ventral. To improve the firing arc, I'd say make the forward beams in sort of cheek-mounts, rather than those two bumps that look to be turrets between the forward prongs. I also stand by my statement that it needs to be a bit chunkier.
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I actually sort of like the shape of the multipart turrets--they make me think of the Thoth or Seth fighters. I think it's the long, tank-like barrels that make them look terran to me. Maybe you could snub them off or do something more unorthodox with that? Also, the spine plating in the aft looks like a good idea to me, but I think the length of each plate and curvature from plate to plate as viewed from the side could be made more graceful without making it look overtly human. Overall I dig the shape, and the engines are especially nice.
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Oh, speaking of missiles...
...You really ought to try and use the flux cannon - I'd love to see that used for once.
In general, I really love the shape. I would state that the engines, though bound to be fairly unnoticable, are more Terran than Vasudan. I'd reference the new Hattie if a revision is up your avenue. The heavy gun turrets also look quite Terran, but I'm not sure how you'd make them more "Vasudan-ish" without arriving at a silly, impractical design. Other than that, you win, Sir!
:D
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The Flux Cannon might be a bit heavy for it, I recall it being a Destroyer weapon.
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Nothing uses the Flux Cannon.
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But Typhoon was supposed to, not to mention it actual DPS may be close (IIRC) to BGreen.
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It's 'Typhon', not 'Typhoon' you boob.
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But Typhon was supposed to, not to mention it actual DPS may be close (IIRC) to BGreen.
Fixed. And no. It wasn't. Its not used by anything. Its not written anywhere that it was.
The Hattie uses Fusion Mortars.
Also,
BGreen Sustained DPS: 880
LTerSlash Sustained DPS: 182
V. Flux Cannon DPS: 100
Just No.
The only beam its better than is the SGreen.
And everything is better than the SGreen.
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OK, right. Typhon is the "mythological monster" and Typhoon is "cyclone".
I must have confused it's DPS with SSLs (or mixed the beams up).
As for it being intended for Typhon, I read that at some point in developement it was supposed to be mounted where FighterKillers were in FS1, but it was dropped, making Typhon a complete pushover it was in FS1. It's been mentioned multiple times on forums.
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But Typhon was supposed to, not to mention it actual DPS may be close (IIRC) to BGreen.
Fixed. And no. It wasn't. Its not used by anything. Its not written anywhere that it was.
The Hattie uses Fusion Mortars.
Also,
BGreen Sustained DPS: 880
LTerSlash Sustained DPS: 182
V. Flux Cannon DPS: 100
Just No.
The only beam its better than is the SGreen.
And everything is better than the SGreen.
From the Typhon's entry in ships.tbl (in FS2, but w/e):
$Subsystem: turret07,0.125,0.5
$Default SBanks: ( "FighterKiller" )
;should be VasudanFlux
$Subsystem: turret08,0.125,0.5
$Default SBanks: ( "FighterKiller" )
;should be VasudanFlux
Make of that what you will.
Also since the Vasudan Flux Cannon has a blast radius, its DPS is 200 not 100. Okay, still not much, but at least it's also stronger than the SRed. :P
But it only has a 1000m range, so I wouldn't really like it on a destroyer. Or 1200. Still... meh.
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How long were you planning on making it?
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How long? Good question! :D
Since this is a Cruiser, I would like to place this somewhewre in the Deimos/Sobek size. What do you all think? Too small? Should be a bit bigger? :doubt:
As for the Flux Cannons, why not! I can add several of them on the hull too.....er....ok, what does a Vasudan Flux Cannon look like? :wtf:
I worked some more on it, but last night it was fighting me tooth and nail after I deleted the Fighter bays. rebuilding the area was really a fun job NOT! :hopping:
I put it away and went back to my Light Vasudan Cruiser I have and it's coming along nicely in my opinion. This Light Cruiser's main role should be Convoy Escort and as such, will be packed with Anti-Fighter/Bomber turrets and missiles. Yes you do see 3 small beam weapons and they are for ship-to-ship defence.
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser1.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser2.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser3.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser4.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser5.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser6.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser7.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser8.png)
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Call it a Corvette if you want to go for Deimos/Sobek size (and upgun it, SVas beams are too small for main guns on a Corvette).
Sanctus is a Corvette sized Cruiser, but it's an exception rather than a rule.
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I like where your models are going, here! However, I will note that some of the geometry on the last ship is approaching a messy appearance where the curvature converges.
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I spot unnecessary polygons... :nervous:
-R
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Quick refresher on FS ship scaling and roles (length based on canon ships)
Cruiser - 190 to 349 meters, usually lightly armed and orientated towards anti fighter and general escort duty
Corvette - 608 to 724 meters, usually heavily armed and used in assault, anti cap warfare and high value escort
Destroyer - 2023 to 2346 meters, very heavily armed mobile bases with fighter carrying capacity and command and control facility's for their attendant formation and are the pinnacle of the standard navy
I have left the Lucifer, Hades, colly and sath out as they are special cases
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As for the Flux Cannons, why not! I can add several of them on the hull too.....er....ok, what does a Vasudan Flux Cannon look like? :wtf:
Vasudan Flux Cannons shoot huge dumbfire bombs. The projectiles use the same model as the Tsunami and Rebel Bomb.
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If you do get the flux cannon working, it would be really neat if the FSU would consider upgrading the weapon. I'd love to see a scalyVasudan-ish bomb with a yellow-green trail sailing out of those missile launchers at other ships.
:D
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Yes the Polys are a mess, and yes again I'll be cleaning up the model after I got the final shape set. Some areas looks scary I know and I hope I can pull it off cleaning it up.
As for the flux cannon, didnt Trashman have something like that? or am I thinking of someone else? (scratches head)
Thanks for the table info on the ship lengths.....now I need to figure out what size my ships are in my program. Humm....
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The Wepawet? Its missiles are a good bit bigger IIRC.
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I like the design, a vasudan cruiser that seem to match aeolus in purpose AND power would be nice.
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Second model looks a bit more like a Terran-Vasudan model, but that's not a bad thing if it's being built post-Capella.
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Yes both my designs are Post Capella time line. After I figure out how to make them into a POF file starting from Wings 3D, then I'll see about this Vasudan Flux Cannon thing. What scares me is making the turrets work and I think I'll pass this off to someone later IF and I mean IF I cant figure that part out.
Don't get me started on UV mapping as I have not done so yet. I'll UV map my Missiles first before even considering these ships.
Next ship I'll do will be a Science Cruiser with a small ship Bay for smaller craft and yes this will also have some defensive protection against both Fighters and Bombers. The size will be between a Corvette and a Cruiser so it can have a small auxiliary support craft bay. Afterall, when you get all that valuable information and artifacts, you don't wanna lose one of these critical ships do ya? :)
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It's me again! :D
OK! I think I'm completed with the design construction and these images are it's current state.
This Vasudan Cruiser (I don't think it's a light one anymore due to the number of weapons? yes/no?) has 8 twin barrelled Flak cannon turrets, 18 Direct Beam and Missile placements which will be split between SVas (4), Vslash (4) and Fighterkiller weapons. :eek2:
Finally, we have the main weapons which there are 5 Direct Beam placements. two front, one rear and one on each side in the middle of the ship. What they are armed with I don't know at the moment. :doubt:
Now, my initial feeling is I may have too many weapon placements on this for a Light Cruiser class? Keep in mind this ship is POST CAPALLA and would incorporate lessons learned and advancements, etc.
So please think about it and give me your opinions about weapon placements, numbers etc. if you wish too as this is just my initial thinking on weapons placement.
Thanks! :yes:
Lastly......Anyone got an idea what to name this class of ship? :confused:
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser15.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser16.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser17.png)
Twin Barrelled Flak Cannon Turret
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser18.png)
One of the Main Beam weapon placements shown mounted on the side of the ship
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser19.png)
One of the Direct Beam/Missile placements
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser20.png)
Front of ship showing two of the Main Beam weapons
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser21.png)
Top View
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser22.png)
Port Side View
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser23.png)
Bottom View
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/VasudanLightCruiser24.png)
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and MY axe
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Small thing. Your curves are quite polygonal. This will be noticed in-game. Of course, you can maintain it that way, but we are in 2011, so I think you could try to make it really curved.
I am looking at the right side of the "axe" (last picture), as GB calls it, where more vertices would have to be added, and specially to the left-side, where you already have the vertices, but they are not used to make the curving effect, they are grouped in 2s, so that only one in two vertices get to define the curve there (waste of vertices, man!)
Otherwise, a very fine axe indeed. Nice work!
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Ok....So.....I need to ADD more smoothing to this ship? More smoothing will add more polys I know. Currently it's at 10060 faces, and 56 objects which I think means polys and I was trying my damnest to keep the poly count down while cleaning it up in the process.
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Ahem! Hey all!
Need some help here if a kind soul would help with my question above. Should I add more smoothing as mentioned?
Thanks! :)
Also....I have been working on a Multi-purpose Transport Hauler. This large ship is tasked in transporting over sized objects such as parts of a Station, Ship hulls parts, large containers, even damaged ships etc.
It can also be a Gas Miner with the attached processing facilities that the gas containers attach too. This is the current configuration it's in now. I'll post shots of it when I get home today.
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Transport and logistical/utility ships are kind of rare. It's nice that someone's attempting to make one, I'm looking forward to the pictures. :)
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I would clean it up before using another smoothing modifier. Then after you the smooth the mesh, clean it up again. Look for areas that have geometry that isn't being used to define anything. Pretty much every vertex should describe a change in the shape.
When I make my models, I make an extremely blocky version, to get the shape right. I spend quite a while on it, and it doesn't have many polygons in it (<500, like). No triangles, however. I save a copy, and that will become LODx in the future. Then apply my smooth modifier.
Then I clean it up again. Rounded parts keep their extra detail, flat areas lose them. At this point I'm still avoiding triangles. Here I'll start adding the more subtle changes in shape that couldn't be describe in the pre-smooth version.
After that, I smooth it again. Then I clean it up, this time introducing triangles wherever they won't screw with smoothing too much. Mostly flat areas. Then I move on to turrets and greebles and whatever.
I'm not really a detail-phile, so most of my finished models don't exceed 25 000 polygons. I'm a gestalt kind of guy, more interested in the overall shape rather than finicky details, so my taste may differ than yours. I guess I would caution against adding polygons just for the sake of adding polygons.
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Thank you for the informative reply bobbtmann! This ia exactly what I need to hear. I can see as I build my models, I'm starting to get frustrated with the difficulty if managing the polys. Your description really give me a basic guide in what I should be doing. So thanks for the reply! :yes:
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Ok....So.....I need to ADD more smoothing to this ship? More smoothing will add more polys I know. Currently it's at 10060 faces, and 56 objects which I think means polys and I was trying my damnest to keep the poly count down while cleaning it up in the process.
Ahem, wait. I was only mentioning the sharp profile line as seen in your top view of the ship, namely the four axe shaped things. Only the profile line needs more smoothing. You already have vertices in the left portion that aren't contributing to the smoothing of this line, and by multiplying the vertices of these lines by two, I think you'll get a very smoothing look to your ship, and you'll be adding like 40-100 faces top.
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Ahhhh..ok good and thanks for the clarification on that too. :yes:
Glad I kept multi copies of my work as while applying the smooth function, it does make the whole ship really nice.....but the poly count and faces scream out OHHHHH NOOOO! TOO MUCH! :shaking:
As for my Multi-Purpose Transport hauler, I'm redoing the ship as I borked it up! :nono: It all started when I for the 3rd time tried to make a front end of the ship that I like and also the shape to be functional as well. In the process I "forgot" to save as and well....oops. :hopping: No body's perfect! :lol:
However, the interface attachment structure and the gas collection spheres are fine. I'll add the containers in another version and a large liquid container for a 3rd one.
Stay tuned! :yes:
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Yeah, sure, the smooth function is *not* supposed to be used in these kinds of things, ahahah! But it's entertaining to see the vertice count shoot up, sure ;).
I'm sorry that you lost some work there. The ship is very nice!
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Thanks! I'll get to the Cruiser soon! :yes:
Here are some images of the Multi Purpose Transport Hauler I made. Note in the exploded view, you see the 4 gas collection tanks connected to the gas collector and processing facility which then is connected to the Transport Hauler.
Yeah way too many Polys and that front end I'm not so hot about. :nono:
So....back to the drawing board and see what happens.
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/MultiPurposeTransportHauler4.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/MultiPurposeTransportHauler3.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/MultiPurposeTransportHauler2.png)
(http://img.photobucket.com/albums/v104/Onyxwing2004USA/FreeSpace2/MultiPurposeTransportHauler1.png)
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Hm. In 3DSmax, there is a command (don't remember what exactly, I only remember that it exists and that I've used it in the past) that has the ability to optimize face count. IDK about Wings, though.
The new ship is somewhat bland, without great amount of interest. Consider, for future self-criticism, that the blandness of canon vasudan ships is primordially due to the limitations of the hardware and software of the nineties. With more freedom, you can do more interesting things.
But I can be more specific. I like the idea of the spheres, but not so much the shape that holds them together. The ship itself is almost symmetrical (the stern and the bow). I've noticed that this is the way you run (the other ship was also slightly symmetrical). Perhaps with some more things "happening" in the hull, it gets better.
I like the middle of it. It transpires a sense of scale, by its rythm.
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It transpires a sense of scale, by its rhythm.
:wtf: This is a very odd sentence.
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The man means to say, or so I believe, that the form of the ship (its rhythm) about its center section inspires a sense of scale. I for one actually like the means by which he makes his statement.
:)
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Sorry Jadehawk, not a fan of this latest one. It seems very dull by comparison to the previous ships, and (arbitrary though it my be) I don't like the idea of spherical cargo containers. They just seem like they'd be iconvenient if they were ever in a gravitational field, although that could potentially be fixed if there was some sort of cubic framework around them.
That said, if you want to make a model based around a gas tank, I've actually got one made, and released as part of the modular stuff (http://www.hard-light.net/wiki/index.php/Modular_Construction_Kit) and designed to mimic the refinery (http://www.hard-light.net/wiki/index.php/Gas_Refinery) - I'm planning on doing my own gas hauler based around this model (It's already modelled, actually, just need to get around to texturing it), but if you wanted to also use it as some kind of base unit for designing cargo slots around, that'd be really, really cool. :)
[EDIT]Meant to include a pic:
(http://www.hard-light.net/wiki/images/TGas-1.jpg)
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Sorry Jadehawk, not a fan of this latest one. It seems very dull by comparison to the previous ships, and (arbitrary though it my be) I don't like the idea of spherical cargo containers. They just seem like they'd be inconvenient if they were ever in a gravitational field, although that could potentially be fixed if there was some sort of cubic framework around them.
Spherical containers are used everywhere, especially in the aerospace and chemical industry. A sphere maximizes volume while minimizing surface area, which is useful for many applications, in particular storing cryogenic fluids:
(http://www.spacex.com/galleryimages/lox_ball_large.jpg)
And you forget that spherical frameworks are usually stronger than orthogonal frameworks, because they distribute loads better. It's why bridges use arches for spanning long distances.
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I know, hence why I said it was arbitrary - irrational might have been a better word. Truth be told I've played with spherical containers in FS before, but I never found any way of doing them that I liked - Jadehawk may potentially do better, of course.
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There are many many edges you could get rid of. I've highlighted some of the obvious ones that could be deleted without any loss whatsoever. There a lot of longitudinal lines that could go as well, maybe every second one around the fuselage?
The only thing about the spheres is how they integrate with the rest of the ship. They feel stuck on, if that makes any sense. It's like they're there, but they're not really a part of the model.
[attachment deleted by ninja]
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Maybe because they are stuck on.
They're containers, hopefully detachable.
Multidocking is no longer a problem.
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Maybe because they are stuck on.
They're containers, hopefully detachable.
Multidocking is no longer a problem.
I meant in sculptural sense. Integrating the different elements of a sculpture or ship, so that the piece looks visually unified.
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Hi Fellas,
First, thanks to everyone for replying back :yes:
Goober had the reason why I used Spheres as my Real life background is in the Aviation field and have known the virtues of their strengths. I used them for the Gas collections for this very reason. However, I also had in mind to use different designs for different purposes as well. Yes they are currently stuck on as the attach point structures are not even modeled yet.
The processing facility collects the Nebula gasses, processes them and divides the gasses and sends them to the proper tank for collecting. depending on the gas type, it can also be further processed into a Liquid form as well. Sometimes when you condense a gas into a liquid form, you increase the amount that can be carried. but that also poses it's own problems depending on what gas is being liquefied.
I also wanted this to carry out sized cargo and all that I already mentioned.
Regardles, I AM redoing this ship from scratch as I found some problems that will take longer to fix than if I started over. One is what bobbtmann explained and I wish to avoid that if I can next. SO thanks for the helps fellas, I'll be back later on with a update on this and the Cruiser as well. :yes:
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The man means to say, or so I believe, that the form of the ship (its rhythm) about its center section inspires a sense of scale. I for one actually like the means by which he makes his statement.
:)
Thanks ;).