Determinant: New concept art available
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Determinant: New concept art available
Thanks go again to Nózmájner who has continued to do a wonderful job.
Note that the craft can be assumed to have (excepting the cockpit) both top-bottom and left-right bilateral symmetry, even when both symmetric parts are not, for the sake of convenience, actually drawn in equivalent detail.
http://vegastrike.sourceforge.net/galle ... side_dtl_3
http://vegastrike.sourceforge.net/galle ... ng_C_dtl_2
http://vegastrike.sourceforge.net/galle ... _top_dtl_3
Note that the craft can be assumed to have (excepting the cockpit) both top-bottom and left-right bilateral symmetry, even when both symmetric parts are not, for the sake of convenience, actually drawn in equivalent detail.
http://vegastrike.sourceforge.net/galle ... side_dtl_3
http://vegastrike.sourceforge.net/galle ... ng_C_dtl_2
http://vegastrike.sourceforge.net/galle ... _top_dtl_3
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Very cool.
"The flowers of naivety, buried in a layer of frost"
Concept Artist at: www.reteb.hlgaming.com
Concept Artist at: www.reteb.hlgaming.com
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Just out of curiosity:
Is there a reason for using fixed thrusters and not vector thrusters? It would probably look less bulky then having a five way thrusters for rolling and going sideways. Is it a game engine issue or just happened that way? This is not specific to this ship, I just happen to think of it while looking at it.
Is there a reason for using fixed thrusters and not vector thrusters? It would probably look less bulky then having a five way thrusters for rolling and going sideways. Is it a game engine issue or just happened that way? This is not specific to this ship, I just happen to think of it while looking at it.
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If you're chucking heavy metals out the back of your craft, maybe.klauss wrote:Notice that "very low exhaust velocity" != "very low power"
JackS, could you elaborate slightly on the problem with thrust vectoring and high-velocity exhaust? Other than needing some really strong forcefields and/or materials to alter the course of the particle stream, I mean. I ask primarily because Star Wars ships use c-fractional particle streams, and as shown especially by the Invisible Hand, thrust vectoring is the primary means of transverse maneuvering.
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Klauss, you're right that low exhaust velocity != low power, and I have my doubts any kind of particle thruster will even match the shuttle's present chemical rockets. However JackS never said anything about power, unless I missed it. High exhaust velocities are necessary for fuel efficiency, by "fuel" meaning in this case the stuff you shoot out. The lower the exhaust velocity, the more material you have to throw out, for a given impulse; and therefore the lower the mileage. And the problem with thrust-vectoring high speed exhaust is that it's not easy to make it turn. And presumably high exhaust velocity would imply some length of distance within the engine for a particle to accelerate to such high velocities, which would probably make it hard to put an engine on a pivoting platform, but I'm just guessing.
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You're neglecting mass flow rate.Lord Q'Daan wrote:If you're chucking heavy metals out the back of your craft, maybe.
While it is entirely possible to turn a high velocity particle (assuming it has net charge) without having to posit any foreign properties of physics, the radius of the turning arc is going to be decidedly suboptimal for field strengths that make any reasonable sense. Using angled deflection plates is rather entirely out of the question unless one desires to replace them like shark's teeth under time-elapse photography.Lord Q'Daan wrote: JackS, could you elaborate slightly on the problem with thrust vectoring and high-velocity exhaust? Other than needing some really strong forcefields and/or materials to alter the course of the particle stream, I mean. I ask primarily because Star Wars ships use c-fractional particle streams, and as shown especially by the Invisible Hand, thrust vectoring is the primary means of transverse maneuvering.
As for how they do thrust vectoring of relativistic particle streams in SW, I haven't the foggiest, but then, it's never been my business to know much about how anything in that universe "works"
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Nice! Looks as if it had 3 times as many polys as it does. Not sure how you do it
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some updates.... Texturing on the way, I decided to keep the same feeling as the convolution, but as I read the post of ogre as renderer I began to think about shader works, as you can see I plan for bolts and stuffs like that for the hulls, for the central parts I need to learn a few more about the normal mapping tools for LW but I hope I will have some good results, as internet is fast this day I attach a sample for that too
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I see dead polygons....