Fendorin concept star ships (various)

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Post by charlieg »

:shock: niiiice
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Post by loki1950 »

Ill son beau com tojour :D as said nice very nice and now the Minister of Information's touch so you can proceed to crafting the model itself 8)

Enjoy the Choice :)
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EURYPON, GALAHAD

Post by pyramid »

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.
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.
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.
@Fendorin,
Should you require any help with the decoding of the comments, please do not hesitate to post back here.
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Post by Fendorin »

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:

Image


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 )
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Post by Deus Siddis »

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.
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Post by Oblivion »

Fendorin AWESOME concepts! :shock:
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Post by jackS »

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.
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Post by Fendorin »

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
Then they look like a civilian transporter and have a some flight bay
cargo space and life unity for biological implent??
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Post by jackS »

Fendorin wrote:
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
Then they look like a civilian transporter and have a some flight bay
cargo space and life unity for biological implent??
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.
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.
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Post by Fendorin »

ok write a clear list

and please try to explain the difference between each faction/race

maybe they don't use the same system
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Post by Neskiairti »

ohh I so want to take a crack at it :P

but that ship concept you made.. is awesome, I could see it as a planet or station destroying capital ship! :P not much anti-battleship and lower firepower, but when it takes aim.. anything in its path dies :P
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Post by Fendorin »

concept for a heavy modulable ship by Purist
first: the heavy and long range mining boat

Image
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Post by Neskiairti »

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.
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Post by HoodedWraith »

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.
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 :P), 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.
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Post by Phlogios »

It's just a concept - whichever artist decides to make it can concentrate on detail.
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Post by Neskiairti »

oh I know.. I do like the style the outlaw star used.. but to me it didnt seem to fill quite the same purpose :P 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 :P they are pretty cool.. though I cant imagine the Torque that arm would have to go through.
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Post by Fendorin »

improved concept for EURYPON:

Image


improve and explain for Galahad
(i didn't understand all JackS said)

Image
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Post by HoodedWraith »

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 :P 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 :P they are pretty cool.. though I cant imagine the Torque that arm would have to go through.
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.
Fendorin wrote:improved concept for EURYPON:

Image


improve and explain for Galahad
(i didn't understand all JackS said)

Image
Definitely like the way this stuff looks, and I'm waiting to get to see more.
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Post by Neskiairti »

i wouldnt be so sure of that.. the CAT's scoop... requires gravity to push against it.. 'scraping' the surface.. in space... the objects would just push apart.. More likely you would use a cuting arm to slice through the object.. and then grapple the chunk you want and bring it in.
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Post by Fendorin »

i thougt this "arm" more like a anchor when the ship work near a asteroid
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Post by HoodedWraith »

Fendorin wrote:i thougt this "arm" more like a anchor when the ship work near a asteroid
Well that works quite a bit better than what we were assuming it was. Thanks for clearing that up, Fendorin!
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Post by jackS »

Galahad looks improved.

Eurypon:

Needs to look a bit more substantial -- I'd make the forward projections thicker.
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Post by Fendorin »

if some body want work with the GALAHAD shipconcept(for make the Galahad of course), it s open (until i begin, but maybe it will be in 1 year) then don't hesitate

need more info?? ask me or do your self-creativity ( i m not so picky...)

thank
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Re: Fendorin concept star ships (various)

Post by Fendorin »

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
Image
http://i277.photobucket.com/albums/kk75 ... alahad.png
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Re: Fendorin concept star ships (various)

Post by charlieg »

Looks great - another good quality loading screen as well as a design reference! :D
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