Author Topic: Battlecarrier (1600m capship)  (Read 23642 times)

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Offline General Battuta

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Re: Battlecarrier (1600m capship)
The issue is that you'll be spending a lot of polys on a part of the model that's useful only in very specific and rare situations.

 

Offline Droid803

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Re: Battlecarrier (1600m capship)
That's why there are detail boxes.
Also, how rare the situations are completely depends on mission design. If you have to fly in a blow up a few reactors or something in a mission, or if every mission ends with you flying back into the detailed hangar, it would not be wasteful.
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Offline General Battuta

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Re: Battlecarrier (1600m capship)
That's a good point.

 

Offline Rodo

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Re: Battlecarrier (1600m capship)
making all the ships with hangars would seriously increase a noticeable error on freespace....you can see this on cap ships or fighters depending on how you want to see this point, the problem is that either the fighters are too big or the cap ships are too small.

Taking in consideration the size of an Orion against the size of any fighter I would say that no more that 3 wings could fit in it, but cannon data from  :v: would suggest that more than 3 wings are hosted inside an orion.

Also making the hagars would greatly increase the poly count of a model... I guess
« Last Edit: October 29, 2008, 07:33:03 pm by Rodo »
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Offline Excalibur

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Re: Battlecarrier (1600m capship)
Not if it was one large rectangle...surely it doesn't need to be that complicated.
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Offline Aardwolf

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Re: Battlecarrier (1600m capship)
I made a turret. It was originally based on the HTL Aeolus' main beam cannons, but I made it double-barreled and turret-mounted. It can aim anywhere from about 13 degrees down from level (as if you'd ever want to do that) to about 60 degrees up from level.



Click to view.

Edit: added a ring-thing so that it looks like it could actually rotate (instead of being welded to its spot on the hull)

« Last Edit: October 30, 2008, 05:01:48 am by Aardwolf »

 

Offline ssmit132

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Re: Battlecarrier (1600m capship)
Nice. It also looks a good model for ground-based AAA. Both pictures make it look like that.

 

Offline Rodo

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Re: Battlecarrier (1600m capship)
look at that, good...could you add a cockpit to the back maybe? that would certanly be a change from FS-like turrets.
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Offline General Battuta

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Re: Battlecarrier (1600m capship)
I'd imagine the turrets aren't manually operated.

 

Offline Rodo

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Re: Battlecarrier (1600m capship)
I'd imagine the turrets aren't manually operated.

no??
but isn't track_ir build to make the player use the turrets??
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Offline General Battuta

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Re: Battlecarrier (1600m capship)
I suppose that's one function, but, still, the turret operator would likely be in a safe armored location deep within the hull of the ship, not in the turret itself.

 

Offline Aardwolf

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Re: Battlecarrier (1600m capship)
The guns are 50 meters long. The thing is large enough to have a bridge. A cockpit would be nothing more than a small area with a slightly brighter specular map on this scale.

 

Offline Rodo

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Re: Battlecarrier (1600m capship)
still, the turret operator would likely be in a safe armored location deep within the hull of the ship

True, forget what I said, it was a rushed idea jeje
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Offline General Battuta

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Re: Battlecarrier (1600m capship)
By the way -- awesome turret, Aardwolf!

 

Offline Wanderer

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Re: Battlecarrier (1600m capship)
I suppose that's one function, but, still, the turret operator would likely be in a safe armored location deep within the hull of the ship, not in the turret itself.

Most likely so... However one would thing that unless designer was overconfident in his ability to keep the ship intact there would be secondary station to allow local operations should coms or the actual operator be gone.
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Offline General Battuta

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Re: Battlecarrier (1600m capship)
Hmm, possibly, but I still bet it'd be in the hull directly beneath the turret.

Working from the multiple-hull paradigm so convincingly argued by Lobo (using evidence from the Colossus cutscene) I don't imagine they'd so casually put crew members so far out from the safe areas of the ship.

 

Offline Mobius

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Re: Battlecarrier (1600m capship)
I'd imagine the turrets aren't manually operated.

no??
but isn't track_ir build to make the player use the turrets??


That happens for gaming reasons(it would be nice to use turrets) but manually operated turrets should be unexistant in a few centuries...I admit that FS oftentimes mentions "gunners".
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Offline Snail

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Re: Battlecarrier (1600m capship)
I've seen the Raynor. It's internal sections were unimpressive. You basically flew in one side of the fighter cavern and flew out the other, through a very very very boxy tunnel. I'm saying that there should be actual paths through the ship, not just a single flyable figherbay that has no greeb or coolness in it. In my idea you'd be able to fly in one end of the ship and exit at the other, and there'd be obstacles and stuff, some subsystems, something else maybe... not just boxyness.
It better have detail boxes or my graphics card will eat your brain.

 
Re: Battlecarrier (1600m capship)
    I see one big problem with hangars you can fly into. The player will fly into them. That's the problem. They'll fly into them and blast the ships apart from the outside while nothing can touch him. Which is pretty lame imo.

 

Offline Droid803

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Re: Battlecarrier (1600m capship)
Very very nice turret.
(´・ω・`)
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