They wouldn't be too expensive in the distant future setting of VS though. . . except for a mysterious alien plot device that eats all other nanotechnology in the universe.pheonixstorm wrote:For realism, space elevators are very possible.. just too costly. I have read several articles, one from popular mechanics that shows we can use carbon nanotubes to create a working space elevator easily. Its just way too expensive
Nah, it's not at all the expense of your graphics card. It's if you have an entire render farm crank out pre-rendered footage at .0001 frames per second for several months.Actually just nothing us poor gamers could afford you mean. Most sci-fi series/movies no longer use models like they once did for the original Star Wars trilogy. Its all CGI on graphics cards that run circles around what we use for gaming.
A 1 kilometer long Aeran Leonidas and probably much stouter 600 meter Rlaan Dezong. Then a few battlecruisers in the ~400m length range, a shit load of cruisers around the size of RL super carriers or battleships, etc.I think as long as we have one or two nice HUGE ships we should be ok.
In other words I'm saying we'll have those two huge ships plus a lot of other quite big ones. And then you have stations too.
The repetition of elements to varying degrees will be necessary for any capital vessel. But when you get up to measuring things in kilometers, the repetition goes beyond intense. We shouldn't push the limits like this more than a half dozen times or the technique will begin to show through.As for walkable interiors.. we don't need the ENTIRE interior just parts of it. And this is where we CAN get away with reusing the same stock models over and over again. How often are the corridors going to change appearance? I think huge ships should realisticly be modeled in section anyway then pieced together when completed.