Fendorin concept star ships (various)
Moderator: pyramid
-
- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact:
niiiice
Free Gamer - free software games compendium and commentary!
FreeGameDev forum - open source game development community
FreeGameDev forum - open source game development community
-
- The Shepherd
- Posts: 5841
- Joined: Fri May 13, 2005 8:37 pm
- Location: Ottawa
- Contact:
Ill son beau com tojour as said nice very nice and now the Minister of Information's touch so you can proceed to crafting the model itself
Enjoy the Choice
Enjoy the Choice
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
-
- Expert Mercenary
- Posts: 988
- Joined: Thu Jun 15, 2006 1:02 am
- Location: Somewhere in the vastness of space
- Contact:
EURYPON, GALAHAD
Via email, jackS was so friendly as to offer his sparse time to comment on the here presented concept. I want to share this authoritative guidance with the artist(s) that would like to take the challenge of further improving the current concept. Authoritative in this context means according to the UTCS (Upon the Coldest Sea) cannon and aligned with manufacturing styles of the faction by which the vessel in question was manufactured.
Should you require any help with the decoding of the comments, please do not hesitate to post back here.
EURYPON: Very good fundamentals. I'd increase the scale a bit - I didn't really imagine it to be quite so small (assuming the sketch next to it is intended to be an Aeran fighter, you could come close to doubling the length without getting to be too big). Also, some indications of support for long-ranging activity might be nice: perhaps something indicating largish fuel-tanks underslung between the fore and aft wings? Designing a rotating sensor "turret" to go along with the ship would be a good idea too.
@Fendorin,GALAHAD: re: names -- Oblivion's bomber-thingy was scrapped, so no conflict on the name Galahad. Not sure who Ballian was, but I can't seem to find anything on Google with Ballian as a name from Arthurian legend, so Ballian would _not_ seem to be a potential High-Born name (fwiw).
The colors seem a bit off, but that doesn't worry me too much at this stage in development (one thing it shouldn't be is marred or dirty - the Highborn take pride in the appearance of maintenance to the point of being vain about it). This concept has some nice lines, but it's not quite working for me - assuming those big fins end up as radiators (for which believe them to be well placed), I'm digging that though . I'm assuming the spinal projections are intended to be weapons? if so, they're more than a bit on the largish side in comparison with the main body of the ship. In fact, if I may be completely bold, I'd suggest reversing the sense of front and back on this design, and having the long projections be the rear-facing engine arrays, with the current engines being the retro engines. Then, spinal mounts or torpedo launchers could be added along the sides of the main body, while the large, flat areas on the top and bottom would be excellent places for fairly large turrets. As it's a multi-purpose corvette, its spinal mounts, and even its primary turrets can't be the whole of its armaments, as it will need to be capable of performing small-craft deterrence (escort & patrol/pursuit roles) in addition to engaging other sub-capital and support craft (screening (vs. Aeran corvettes) and raiding roles). Thus, it'd be good to think about where on the design the anti-fighter (don't forget missile turrets can be anti-fighter as well) and point defense turrets will go.
Should you require any help with the decoding of the comments, please do not hesitate to post back here.
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
hello
i will remake the concept but
two point of view
For Galhad if you inverse the ship direction it will look like than a pick up! ( i m not sure if highborn would be agree to drive a pickup or trailer truck...)
and for retro truster thing (this point of view is about all ship) : i understand sometimes is usefull for drive forward but (on my car i haven't 5 gears for forward just one)
on big unit i m ok for put retro truster : corvette is a light ship no need retrotruster, ( and for highborn retro truster is feel like have a safari's Bumper on a Lamborghini) i m sorry if i m not agree with this cannon
i though retrotruster is for :huge ship, cargo mover (maybe mining boat too), meccanist and unadorned ships , but for other kind of ship please don't ask for this ugly thing
-for me is not so stylish that all-
Retro truster is a good detail for differentiat faction/kind of ship more than texturing....
i will remake a Galahad concept between my meaning and yours ;
thank for understand me
and question/proposition about terraformer:
i m not sure if you think the terraforming unit is working in orbital place or in planet atmosphere (is not so important question ) but the concept would like different. Currently most of the "scifi univers" have this kind of method: big unit(one shot) came in orbit and will transform in station.
But maybe for VS u prefer terraforming with a lot of light (or maybe heavy ) unit in atmosphere ............. could you clear this point
The ship will be the Progenitor:
P.S Ballian is a old early medieval surname nobody use now ( the french knight bring this surname when they come back to crusade in middle east
it was an Armenian surname (maybe is for signifie to other knight house they went in orient and made crusade... i don't know )
i will remake the concept but
two point of view
For Galhad if you inverse the ship direction it will look like than a pick up! ( i m not sure if highborn would be agree to drive a pickup or trailer truck...)
and for retro truster thing (this point of view is about all ship) : i understand sometimes is usefull for drive forward but (on my car i haven't 5 gears for forward just one)
on big unit i m ok for put retro truster : corvette is a light ship no need retrotruster, ( and for highborn retro truster is feel like have a safari's Bumper on a Lamborghini) i m sorry if i m not agree with this cannon
i though retrotruster is for :huge ship, cargo mover (maybe mining boat too), meccanist and unadorned ships , but for other kind of ship please don't ask for this ugly thing
-for me is not so stylish that all-
Retro truster is a good detail for differentiat faction/kind of ship more than texturing....
i will remake a Galahad concept between my meaning and yours ;
thank for understand me
and question/proposition about terraformer:
i m not sure if you think the terraforming unit is working in orbital place or in planet atmosphere (is not so important question ) but the concept would like different. Currently most of the "scifi univers" have this kind of method: big unit(one shot) came in orbit and will transform in station.
But maybe for VS u prefer terraforming with a lot of light (or maybe heavy ) unit in atmosphere ............. could you clear this point
The ship will be the Progenitor:
P.S Ballian is a old early medieval surname nobody use now ( the french knight bring this surname when they come back to crusade in middle east
it was an Armenian surname (maybe is for signifie to other knight house they went in orient and made crusade... i don't know )
-
- Elite
- Posts: 1363
- Joined: Sat Aug 04, 2007 3:42 pm
Retro thrusters are very important for non-Rlaan vessels. Without them, you would not be able to slow down unless you turned the ship 180 degrees around and then fired your main thrusters. And then to speed up again you would have to turn 180 degrees around once again and begin another burn. Lateral thrusters are also very important, both for maneuvering outright and course correction.
The reason we really need visible retro and lateral thrusters though is for interface purposes if nothing else. We need to see thrusters firing visibly as they are firing in the physics engine to make it more clear why the ship is moving the way it is and to give instant feedback to the player when he is thusting the ship in a particular direction manually.
But you don't have to make the retros real obvious or unstylish. If you think about it for a little while, I'm sure with your well demonstrated creativity you can come up with a way of adding retro and lateral thrusters to a ship that fits perfectly with its style and the style of the faction that built it.
About knights, I think what jackS means is the names of knights only from the legend of king arthur and literature built around it like le morte darthur. Mostly the knights of the round table.
The reason we really need visible retro and lateral thrusters though is for interface purposes if nothing else. We need to see thrusters firing visibly as they are firing in the physics engine to make it more clear why the ship is moving the way it is and to give instant feedback to the player when he is thusting the ship in a particular direction manually.
But you don't have to make the retros real obvious or unstylish. If you think about it for a little while, I'm sure with your well demonstrated creativity you can come up with a way of adding retro and lateral thrusters to a ship that fits perfectly with its style and the style of the faction that built it.
About knights, I think what jackS means is the names of knights only from the legend of king arthur and literature built around it like le morte darthur. Mostly the knights of the round table.
-
- Artisan Extraordinaire
- Posts: 1269
- Joined: Tue Mar 21, 2006 10:55 am
- Location: Philippines
-
- Minister of Information
- Posts: 1895
- Joined: Fri Jan 31, 2003 9:40 pm
- Location: The land of tenure (and diaper changes)
Wow. That Progenitor pic is so pretty I'm very sad to say that, the beam part at least isn't going to make it.
Terraforming ships in VS don't have any magical "terraforming beams"
They're construction, management, and processing vessels
They manage large numbers of specialized parasite craft and one-way landers.
Many such craft will be deployed at once to a given planet undergoing terraforming, and that terraforming process is very timeconsuming.
Depending on the initial state of the planet they're working on, they may be overseeing the steering of comets or other objects toward planetary impact by parasite tugs.
At later stages, they'll play crucial roles, especially for the Shapers, in seeding the planet with a blanket of extremophile bacteria and other microorganisms. These same ships then often play key roles in wiping out these new populations when their task is through to ensure that the next batch of microorganisms finds suitable purchase.
However, once the planet is outpost-colonizeable (if not actually surface-habitable) most of the terraforming craft will be restocked and redeployed, with only one or two such craft remaining to continue to orchestrate the continued terraforming process while colonization begins.
Terraforming ships in VS don't have any magical "terraforming beams"
They're construction, management, and processing vessels
They manage large numbers of specialized parasite craft and one-way landers.
Many such craft will be deployed at once to a given planet undergoing terraforming, and that terraforming process is very timeconsuming.
Depending on the initial state of the planet they're working on, they may be overseeing the steering of comets or other objects toward planetary impact by parasite tugs.
At later stages, they'll play crucial roles, especially for the Shapers, in seeding the planet with a blanket of extremophile bacteria and other microorganisms. These same ships then often play key roles in wiping out these new populations when their task is through to ensure that the next batch of microorganisms finds suitable purchase.
However, once the planet is outpost-colonizeable (if not actually surface-habitable) most of the terraforming craft will be restocked and redeployed, with only one or two such craft remaining to continue to orchestrate the continued terraforming process while colonization begins.
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
Then they look like a civilian transporter and have a some flight bayThey're construction, management, and processing vessels
They manage large numbers of specialized parasite craft and one-way landers.
Many such craft will be deployed at once to a given planet undergoing terraforming, and that terraforming process is very timeconsuming
cargo space and life unity for biological implent??
-
- Minister of Information
- Posts: 1895
- Joined: Fri Jan 31, 2003 9:40 pm
- Location: The land of tenure (and diaper changes)
Yes, but they also need to have a factory-like component to them, producing new parasite craft and one-shot landers from materials being either brought back from mining craft they deploy in the system, or refined from raw materials brought to be processed at the terraform craft by tugs.Fendorin wrote:Then they look like a civilian transporter and have a some flight bayThey're construction, management, and processing vessels
They manage large numbers of specialized parasite craft and one-way landers.
Many such craft will be deployed at once to a given planet undergoing terraforming, and that terraforming process is very timeconsuming
cargo space and life unity for biological implent??
They need to be somewhat self-sufficient, because there won't (generally) be heavy infrastructure already in the system to support them.
It might be worthwhile to think of each of the various tasks the ship needs to accomplish getting different portions of the vessel's real estate.
-
- Confed Special Operative
- Posts: 334
- Joined: Thu Jan 11, 2007 4:10 am
-
- Confed Special Operative
- Posts: 334
- Joined: Thu Jan 11, 2007 4:10 am
-
- Merchant
- Posts: 62
- Joined: Thu Aug 21, 2008 4:25 am
- Location: Drifting through the wreckage
- Contact:
While I agree that the joints do not look like they move at any angle that would allow for required flexibility, take a look at Outlaw Star. Grappler type ships aren't a completely out of the question idea (we've got one, hint: it's the current space vehicle for the US ), and if Fendorin added something like a ball joint to give it some visible indication that it could move at more than a simple up-down angle then I personally think it'd make a great addition to the models. Very visible (especially the arm, good for pilots who prefer to fly by dead-stick as opposed to autopilot) making it a good target to look for, as well.Neskiairti wrote:whats with the arm.. it doesnt seem to have an arc of motion to make it usable to do anything.. a more likely use would be small detatchable craft that lock on to the surface of a chunk of something.. and drive it to the ship carefully.
Tramp freighter for hire. Will work for good whiskey, overstocked weaponry, or just a good story.
-
- Confed Special Operative
- Posts: 298
- Joined: Sun Jul 30, 2006 1:38 pm
- Location: Sweden
- Contact:
-
- Confed Special Operative
- Posts: 334
- Joined: Thu Jan 11, 2007 4:10 am
oh I know.. I do like the style the outlaw star used.. but to me it didnt seem to fill quite the same purpose seemed to be like the scoop on a CAT or some such..
if some one does go with that method, definitely check out the grappler ships they are pretty cool.. though I cant imagine the Torque that arm would have to go through.
if some one does go with that method, definitely check out the grappler ships they are pretty cool.. though I cant imagine the Torque that arm would have to go through.
-
- Merchant
- Posts: 62
- Joined: Thu Aug 21, 2008 4:25 am
- Location: Drifting through the wreckage
- Contact:
Well it's definitely purpose designed, a CAT style arm would be much more useful scooping asteroid chunks and debris than a combat designed arm.Neskiairti wrote:oh I know.. I do like the style the outlaw star used.. but to me it didnt seem to fill quite the same purpose seemed to be like the scoop on a CAT or some such..
if some one does go with that method, definitely check out the grappler ships they are pretty cool.. though I cant imagine the Torque that arm would have to go through.
Definitely like the way this stuff looks, and I'm waiting to get to see more.Fendorin wrote:improved concept for EURYPON:
improve and explain for Galahad
(i didn't understand all JackS said)
Tramp freighter for hire. Will work for good whiskey, overstocked weaponry, or just a good story.
-
- Confed Special Operative
- Posts: 334
- Joined: Thu Jan 11, 2007 4:10 am
-
- Merchant
- Posts: 62
- Joined: Thu Aug 21, 2008 4:25 am
- Location: Drifting through the wreckage
- Contact:
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
Re: Fendorin concept star ships (various)
Hello i did a clean (i hope is clean) draw of the Galahad :
Then if someone one want make it (maybe Rivalin?)
The new recommanded polycount is like below in the wiki
but the model must be separate in 10K maximum triangles mesh ( 30K model = 10K x3 mesh)
Rough guideline:
* Fighter: 15k triangles
* Corvette: 30k tris
* Cruiserer: 60k
* Carrier: 120k
* Space station: 250k
http://i277.photobucket.com/albums/kk75 ... alahad.png
Then if someone one want make it (maybe Rivalin?)
The new recommanded polycount is like below in the wiki
but the model must be separate in 10K maximum triangles mesh ( 30K model = 10K x3 mesh)
Rough guideline:
* Fighter: 15k triangles
* Corvette: 30k tris
* Cruiserer: 60k
* Carrier: 120k
* Space station: 250k
http://i277.photobucket.com/albums/kk75 ... alahad.png
-
- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact:
Re: Fendorin concept star ships (various)
Looks great - another good quality loading screen as well as a design reference!
Free Gamer - free software games compendium and commentary!
FreeGameDev forum - open source game development community
FreeGameDev forum - open source game development community