Author Topic: SPECTRE's Dump  (Read 22675 times)

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Weapon placements done.. Need to adjust the twin-barreled Hecate turrets and optimize them as they eat up far more polies than they really need to... Anyhow here's an upload of it...



[attachment deleted by admin]
« Last Edit: March 06, 2009, 09:11:31 am by SPECTRE87 »
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Offline Hellstryker

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The turrets are just fine. Here it is in .3ds for anyone who wants to UV map and texture the beast.


[attachment deleted by admin]

 
I'd suggest people wait until the final release, I've already re-made the turrets and I may be adding further details to the hull and perhaps some extra weapon emplacements. I'd like people to study the weapon layout and comment on it...
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Offline Hellstryker

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I'd suggest people wait until the final release, I've already re-made the turrets and I may be adding further details to the hull and perhaps some extra weapon emplacements. I'd like people to study the weapon layout and comment on it...

Hey yeah, weren't they going to be missile bays?

 
As it is the ship already has 16 missile launcher hard points and 6 large (12 in total) beam emplacements... I could modify the turrets into beam weaponry, but I figured that would just end up overpowering the ship.
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Offline TrashMan

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I never did like those hecate turrets...I'm sure you can do better than those.
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Well at the moment I can't really think of something better than those turrets, so I'll stick with them till I can come up with something substantially better... Anyhow, as already mentioned, I'd like people to study the weapon layout and provide me with some feedback on it.

Please keep in mind that FS2 weapon stats are not to be expected as this design is supposed to be introduced around a dozen years after the final events of FS2. So the weapons will be better all across the board!
The long ranged beams are supposed to be the equals of the Lucifer's main FS1 weapons. They will not be as deadly as the Very Large Red Beams but have about the same range as the Shivan Super Laser.

Something like this:
Range: 25000 m
Recharge Time: 30s
Beam Lifetime: 6s
Type: Direct
Shots: 1
DPS: 10450
DPP: 62700
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Offline General Battuta

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You could try using the blue beams that are used on the Raynor. Those things are incredibly powerful, and it'd help the ship fit in with the existing post-Capella fleet. (Not that that's a requirement, by any means, but it'd be cool!)

You can get the stats from the Blue Planet tables.

 
Well I'm not really sure how it would fit into that mod..

anyway, more pictures...



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Offline Snail

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Offline Rodo

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you nailed it  :yes:!

nice work spectre.
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Offline blowfish

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Nice work so far :)  I look forward to seeing this in-game :D

A couple of things — IMO the sides of the "pods" which contain the hangars could use a few more details, as they seem a bit empty compared to other parts of the ship.  I presume that rectangle on the sides of the engine pods is the nameplate?  I don't know why, but somehow that placement just bothers me.  Perhaps you could move it to the sides of the hangars (or just use those existing indentations on the sides of the ship near the front outlined blue in the attached image)?  There are a couple of turrets that are placed in a bad position (red arrow in the attachment), because they would have a very limited field of fire, so perhaps move them to the sides of those blocks they're on.  On that note, I think the sides need more point-defense turrets.  Also, the torpedo launchers are cool, but the isolated two on the top and bottom sort of break the pattern of grouping them in fours, so I might remove those as well.

However, these are just minor things.  I'm really liking this ship :)

EDIT: forgot the attachment :ick:

[attachment deleted by admin]
« Last Edit: March 06, 2009, 01:10:03 pm by blowfish »

 

Offline TacOne

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On the weapon layout; I think the sides could use some more anti-fighter turrets. 2 (3?) per side seems a bit weak.

Edit: Also, the destroyer in the mist picture is awesome.

 
The ventral and dorsal missile launch cells are meant to launch their ordinance 200m out before it locks on a target (a warship) and heads straight for it... However if the FS-engine doesn't allow for such weaponry then I'll chance them.

So far the ship has 40 emplacements, not sure if it's wise to go much further up due to balancing issues, but I may consider 50 emplacements (having the remaining 10 be defensive)

And the nameplates are indeed meant to be in the front indents you marked out  :nod:
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Offline blowfish

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Cool.  The FS engine does support missiles that launch straight out and then turn, though that wasn't really what I was getting at with them.  My point was that the isolated ones looked sorta out of place...

 
Oh, those... They are upgraded FighterKillers (Aspect Seeking) with additional range and slightly more damage (around 150)
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Okay, modeling is now done and I've added some extra (4) defensive turrets on the sides of the ship.

[attachment deleted by admin]
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Offline TacOne

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Looks great :yes:

The side turrets are nice. All we need now is the side multipart code.

 
Yeah, that would be nice...

Anyhow:

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Offline Droid803

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Oh yes that is nice.
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