Author Topic: Aliens dropship  (Read 13585 times)

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Offline TopAce

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I don't remember wandering inside a dropship, so I don't know how different the two ships are(in the movie and in the game), those may not be different at all, but I still wouldn't trust the proportions in ANY games. ANY games include Star Wars games, one game contradicts the another one is many aspects. For example, shield strengths of lengths of the Nebulon-B in X-wing vs. TIE or X-wing Alliance.
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Quote
Originally posted by Corhellion

Swamp thing...there is NO UPPER DECK ON THE DROPSHIP.  


tHAT´S MY POINT EXACTLLY!!! The movie is filled with inconsistencies. You just said there´s a hatch to the cockpit, but remember when the pilot was killed by an alien? He came in through a door, not a hatch. And the cockpit is in an elevated position in respect to the APC bay.
My point all along is that the movie portaits the various models and lements totally offscale. When we see the shot of an alien trying to pry open the doors of the APC, and Hicks sticks his shotgun up its mouth, we see the actors standing, not crouching, and with a good 30 cm space above their heads. That would make the APC almost 3 meters high!!
The thing is, yes you can put an APC inside the dropship, but only if you make the dropship an empty shell. But empty shells don´t fly, do they? Where´s the machinery, the O2 plants, the turbines, the immense cargo space to acommodate all those missiles and bombs? And this, and that...
Look, forget about it!! Forget i even mentioned it, ok? I´ve had it.
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Offline karajorma

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We'll forget. It didn't make any sense anyway :D
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Offline Nico

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Quote
Originally posted by magatsu1
Anyone remember the ship's mane BTW ?


UD-4L Cheyenne

UD stands for utility dropship.
The payload bay is 9.5m long by 4.5m wide by 2.4m high, with a 3.92m wide loading ramp, which extends from the back of the bay ( the ship itself is 6.05 m tall, 25.18 m long and has a 12.59 m span )
The APC ( M577 APC ) is 9.22 m long turred lowered ( 8.58 turret raised), 2.17 m high with the turret lowered ( 2.81 turret raised ),  and 3.38 m wide. That's a bit just, but the APC fits in. ( all that is official stats )

As for the room for both the crew AND the APC? Dummies. The troopers goes in the APC, then the APC goes in the dropship. Am I the only one who watched the movie?
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Swamp thing...you keep contradicting yourself everytime you posted in this thread!

'Hatch' in my books also stands for a door...

The missiles are stored on the outside and in the swing out wing pylons (you see Spunkmeyer loading up a missile with the powerloader)

And you forgot about the 'mid-rear' part of the ship...the part with the engines and the thruster nozels on it...

like in this image here: http://www.jbot.ca/images/sf/08-14.jpg

you can see the ramp outlined faintly, behind that I would think there's enough room for the thrusters and the engine machinery too...that pic also showes you how the missile pylons can be loaded up.

Rant over...unless you'd like to go more indepth...:devil:

 

Offline magatsu1

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Quote
Originally posted by Nico


UD-4L Cheyenne

UD stands for utility dropship.
The payload bay is 9.5m long by 4.5m wide by 2.4m high, with a 3.92m wide loading ramp, which extends from the back of the bay ( the ship itself is 6.05 m tall, 25.18 m long and has a 12.59 m span )
The APC ( M577 APC ) is 9.22 m long turred lowered ( 8.58 turret raised), 2.17 m high with the turret lowered ( 2.81 turret raised ),  and 3.38 m wide. That's a bit just, but the APC fits in. ( all that is official stats )



you still here ? :wtf:


Joke!:D


Someone should lock this thread, it's getting annoying.
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Offline TopAce

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Simple solution: Unsubscribe this thread.
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Offline magatsu1

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um, I'm not subscribed anyway.
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Lock this thread? Um... NO!!!

This thread was about a request for a Dropship model. I'm currently working on one and have been showing progress reports.

::cough::   SWAMPTHING   ::cough::

 turned it into a sensless canon debate. GEEZE... so WHAT if sizes have inconsistancies in the movie. This is NOT what this thread is about.

 

Offline TopAce

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Quote
Originally posted by magatsu1
um, I'm not subscribed anyway.


Then don't visit it! :D
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Offline magatsu1

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can't help myself.
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Ok, I'm almost finished for a release. I decided to make the ship canon and added no static gun-points. I decided to utilize the forward nose turret. I'm just having problems getting the nose turret to rotate correctly.

After carefully decipering Bob's PCS tutorial, I'm trying to adjust the nose turret to fire at a 70 degree FOV facing down and forward. But, everytime I adjust the firing point normal to be idle at a 35 degree angle (fov=70 deg), the turret barrel is no longer in synch with the firing point. It points elsewhere as opposed to the firing point. The only way I can get it to synch is to have the barrel idled facing down along with the firing point normal. The bad thing about that is, 70 deg FOV doesn't allow it to shoot forward. Giving a 180 deg FOV solvs the problem but it can shoot backwards THROUGH the ship as well.

Can any veteran PCS or Modelview professional help me out? I can't figure out what I'm doing wrong or if what I am doing is even possible.

 

Offline magatsu1

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Quote
Originally posted by Omniscaper
The only way I can get it to synch is to have the barrel idled facing down along with the firing point normal.  


that's your prob. right there. Multi-part turrets haved to have normals of plus or minus 1. Which means the default gun position has to be vertical.

It royally sucks, but no-one will touch the turret AI.
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Offline StratComm

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That element of turret code is so Fubar'd it's not even funny.  Everything is based soley on the axis of rotation and the firing point normal, nothing else.  What you'd need to get it close to canon is to have the turret static-mounted forward and to make it a primary firepoint.  A barrel subobject can then be linked in to spin as it fires (which is what I thought you were doing in the first place).  The positioning of that turret makes it impossible to set up rationally as a multipart turret.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Didn´t i read somewhere that multipart turrets can only be placed on the top and bottom of ships? I think i did, but can´t remember where...
Seems like that´s exactlly what´s wrong there, though.
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Offline aldo_14

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Yes, but the problem in this case would be that the turret has to be created to start pointing directly downwards - and the FOV is calculated from that, so you can't have a gun which only fires (for example) out of the front side of the ship. as you;d want.

 

Offline KARMA

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well he still could try to make it, if the -turretts don't fire against their own ship- code wasn't disabled:p but it still would suck since the turret would point directly downward.

 

Offline karajorma

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Quote
Originally posted by Swamp_Thing
Didn´t i read somewhere that multipart turrets can only be placed on the top and bottom of ships? I think i did, but can´t remember where...
Seems like that´s exactlly what´s wrong there, though.


You probably saw it in my FAQ. By those words I was simplifying that you can't attach the turrets to the side of the ship. They have to be on a face pointing straight up or straight down. That's pretty much the bottom or the top in most ships
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Offline magatsu1

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I always found FOV editing hit 'n' miss. be nice if it were possible to edit FOV on an axis at a time basis.
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Offline Night Hammer

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So Omniscaper hows that model goin?
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