OOC: Opinions on my starship renders
Hey everyone. I'm new to making 3D models, and started playing around a bit with DoGA to make some starships for my nation. Some constructive criticism will be great!
First, though, I should probably mention that my ships are Star Trek-based (but a little more advanced), with a hint of Stargate. Yes, I know all my designs are dark and lack texture, but I have reasons for that. If the darkness interferes too much with your ability to see the ship, though, please say so and I'll keep that in mind for future works. And yeah...they all have a similar shape; I tried to keep them all vaguely draconic, as per my national animal. I might redesign them to make the different classes more distinctive. But let's see what you guys think, first!
Fighter (http://people.ucsc.edu/~mattko/fighter01.JPG)
This example of a Rhinaran fighter is equipped with large impulse and thrusters for speed and maneuverability, but lacks any form of warp drives, thereby requiring a carrier ship. Due to its compact size of 6 meters and the power requirement for the engines, only a single weapon system is used: a disruptor array mounted on the top of the vessel. All fighter classes are atmospheric-capable.
Fighters are often in the 6m-15m range.
Corvette (http://people.ucsc.edu/~mattko/corvette01.JPG)
This class of corvettes is usually used in long-range scouting and reconnaissance. It sports both warp and transwarp drives, the latter of which is more similar to the Stargate hyperdrives than to the Star Trek transwarp ones. Corvettes typically serve the roles of scouts and small transport ships.
Corvettes are often in the 20m-50m range.
Frigate (http://people.ucsc.edu/~mattko/frigate01.JPG)
This class of frigates typically undergo long-range exploration of uncharted regions that have expected low threat levels, and are also often used as patrol ships. Most frigate classes are specialized, whether it be for scientific, intelligence, battlefied disruption, sensor, or any other number of purposes.
Frigates are often in the 40m-100m range.
Destroyer (http://people.ucsc.edu/~mattko/destroyer01.JPG)
Destroyers fill the role of medium fighters, often seeing service as quick-response, interception, or patrol vessels. These are the grunts of the fighting fleet, much as the Defiants are for the Federation and the various Birds of Prey are for the Klingon Empire.
Destroyers are often in the 50m-200m range.
Cruiser (http://people.ucsc.edu/~mattko/cruiser01.JPG)
Rather than simply being larger versions of the destroyers, cruisers also fill various other roles. Like the Federation's Galaxy class starships, a number of Rhinaran cruisers are designed as armed, long-term exploration vessels. There are, of course, ones designed for fighting. These fighting cruisers, although much smaller, have shown to be equally matched, if not superior, to the Galaxy and the Vor'cha class of ships.
Cruisers are often in the 200m-400m range.
Battlecruiser (http://people.ucsc.edu/~mattko/battlecruiser01.JPG)
The first type to be designed mainly for war, battlecruisers lack the extra comforts found in the other types of ships, utilizing every bit of space onboard for its aggressive purposes. The smaller battlecruisers are on par with the Federation Sovereign, the Klingon Negh'var, and the Romulan D'deridex, while the bigger ones surpass them.
Battlecruisers are often in the 400-600m range.
I haven't had the inspiration to work on the battleship, dreadnaught, and carrier types yet. But what do y'all think of what I've got so far?
Very nice for DoGA, you did a great job blending edges together. And the same shape idea is a good thing, as in space it can be hard to tell if that's a fighter up close or a gargantuan superdreadnought far away, as long as you make sure to use ECMs properly. Admittedly, it could use a bit of texturing, but I could see that screwing up your profile due to the edges of the parts not matching up.
Thank you, Otagia. Yeah, I spent a lot of time aligning the different parts so that the ships would have a smooth look. As for the texture, DoGA wouldn't let me do it, really. Most of the ship would have the texture, but certain spots (typically the neck and the rounded parts of the warp nacelles) refuse to have any texture whatsoever. I figured that having splotchy texturing is worse than having no texturing at all, especially since I don't know how to fix that problem. To account for the lack of texture, I developed an hull camouflage system using nanites, where when active, it'll blend in to whatever is behind it regardless of the angle it is viewed from, with a slight shimmering at the very edge that's almost unnoticeable if the ship doesn't move. It could also be set to any mixture of colors and then the nanites go inactive, thus retaining that color on the hull while using no energy (and thus emitting no energy as well). Since space is black, the most common color used in this phase is black (thus the pictures). For ceremonial purposes or whatnot, the ships would change colors like an officer would change into a dress uniform. In this case, it'd be red for the red dragons.
No endorse
19-12-2005, 01:09
Your stuff looks a lot better than mine!
http://photobucket.com/albums/a161/anomaly149/
I really like the way you've gotten everything in style really well.
I am curious about your legnth/designation system. I'm not sure about the idea of a large corvette being larger than your smallest frigates. A better example is the legnth of 50m you have listed under destroyer, allowing a large corvette to be as big as a small destroyer.
This is Star Trek based, so I'm not completly familiar with the scaling norms. (I think more in terms of SW/my own wierd custom dimensions) However, unless you are planning on making 'older' designs and 'newer' designs, you're going to want to change that legnth thing.
Unless it's determined by mission profile and not size/armarment.
Thanks for the comments, NE. Your stuff looks pretty good too. The hanger must've taken forever to do!
I'm glad the design scheme is getting good reviews. As for the designations, yup, it's determined by mission profile. Star Trek ships are all over the place too. Theoretically, I could have a destroyer totally outgun a bigger cruiser that was designed for non-combat purposes. The designations are just a category reference, and I figured it'd be easier for people to grasp the idea right away by using those ones than to make up completely new category names (although, I still might do that).
I'm still a little iffy about the lengths for the fighter/corvette/frigate groups, so I may just take you up on your suggestion. I'll have to see how things work out once I get down to writing out the stats and stuff for them.
Thanks again for the advice. Keep 'em coming, peeps!
Very nice. All lines are clean, all part connections are flush, and your lighting schemes are pretty good too.
I see a strong Romulan influence here, which is nice. It's good to see another person put emphasis on nice, sleek, clean ships are well.
I should also add that if these are your first attempts, then you're on your way to become the best "DoGa'er" around here. My first models weren't nearly as good. I could whine, and say I started with L2, and you started with L3, but nothing can replace talent, which you've got plenty of here.
Not bad.
Korgarein
19-12-2005, 04:55
Like Kyanges and NE said, very good lines. Nice and flush and all. Love that they look Romulan (which happens to be my favorite next to borg and species 8472).
I would say that you are topping most of us in this little 'Doga World' of designers. I hope to see many more.
The only thing i would really work on would be stats. You have reasonable discriptions but people like more depth and at least approximate numbers for weapons, power supplies, crew numbers which i'm sure you just haven't got to or haven't finished yet. It took me considerable time to do mine. Good luck with that and i'm sure if you need more advice let us know and we will try to help, not to volunteer others but they are good helpfull guys.
Um.. Link to mine.. its in my sig too;
Korgarein website with techs (http://webpages.charter.net/durst95/korgarein%20main%20page.htm)
It has Small arms, Ships, ground systems, and planetary defence stuff although the planetary defence stuff isn't my best.
Y'all caught me. I'm a huge Romulan fan. Even my national flag is designed after the pre-Nemesis Romulan emblem.
I'm honored, Kyanges. Seeing the great works on your thread was what inspired me to play around with DoGA to make these. I learned how to do a lot of it because of you! So if anything, it's because
I have stood on the shoulders of Giants
Korgarein: Oooh, puuurty ships. Yeah, I'm currently working on the stats. I'm getting bogged down a little with details though. Since the power output of Star Trek ship weaponry is known, I've been working with my weapons power output as well. But in calculating torpedo yields (photon, plasma, quantum, etc.), I've been getting very different estimates from researching the internet. I might just stop researching soon and just pick a number for the yield, I dunno. Am I going into too much detail here?
Thanks for your critique, guys!
Spizania
19-12-2005, 16:18
You could set up a service for doing other peoples renders, you are very very good
No endorse
19-12-2005, 17:24
Thanks for the comments, NE. Your stuff looks pretty good too. The hanger must've taken forever to do!
I'm glad the design scheme is getting good reviews. As for the designations, yup, it's determined by mission profile. Star Trek ships are all over the place too. Theoretically, I could have a destroyer totally outgun a bigger cruiser that was designed for non-combat purposes. The designations are just a category reference, and I figured it'd be easier for people to grasp the idea right away by using those ones than to make up completely new category names (although, I still might do that).
I'm still a little iffy about the lengths for the fighter/corvette/frigate groups, so I may just take you up on your suggestion. I'll have to see how things work out once I get down to writing out the stats and stuff for them.
Thanks again for the advice. Keep 'em coming, peeps!
Ah, done by mission profile. Just try not to have corvettes as long as your main line destroyers :p
And the hangar didn't really take too long. I made a few small modules, used the secret method of 'duplicate part,' and then duplicate reversing on either side of the axis running down the center of the hangar. The axis are your friend, specially with stuff like this!
Since the power output of Star Trek ship weaponry is known, I've been working with my weapons power output as well. But in calculating torpedo yields (photon, plasma, quantum, etc.), I've been getting very different estimates from researching the internet. I might just stop researching soon and just pick a number for the yield, I dunno. Am I going into too much detail here?
Weapons outputs are difficult to compare in NS, mainly because almost everything works a tad bit different. Example: I use continuous-beam cannons, which is like spewing energy through a firehose. You can't compare that to a turbolaser, which is more of a slow pulse cannon. Specific yields are sweet to have, but how do you compare the yield of a type 1 quantum torpedo to X type of shield at Y frequency and Z type of armor at A density and B thickness? Just seems easier to me to say Plasma<Photon<Quantum for, say, shields, and Photon<Plasma<Quantum for, say, armor. ::completly pulled out of my rear there::
Get it apporximate, and let the story flow from there, only stopping for stats when the other player appears to underestimate the effectiveness of your weapons.
But I'm the type of person who cares about how many of what type of ship is in a fleet and not really the exact power of each weapon, so I'm completly, totally, and unashamedly biased!
/from the same twisted mind that brought us all inane newscasts and religious zealotry in the 'Star Wraith' thread
Korgarein
19-12-2005, 18:49
Yeah, I'm currently working on the stats. I'm getting bogged down a little with details though. Since the power output of Star Trek ship weaponry is known, I've been working with my weapons power output as well. But in calculating torpedo yields (photon, plasma, quantum, etc.), I've been getting very different estimates from researching the internet. I might just stop researching soon and just pick a number for the yield, I dunno. Am I going into too much detail here?
Personally I like just saying that 'X' weapon is capable of doing this much damage to this class of ship or is capable of destroying this kind of ship in one hit. I use weapons that do damage in 'effects' rather then heat damage and simular. My basic cannon causes sheers in space that basicly rip a ships hull appart. I guess it really depends on the weapon and what you want to have for it.
Spizania: Why, thank you. Are ya gonna be the first customer? ;)
NE: I'm thinking about the 100m range for the main line destroyers. Both Defiants and (more common varieties of) Birds of Prey are over 100m. As for weapons output...yeah, you're right. It's just that I'm more of the one-on-one (or at least a small number vs a small number) fights person than a huge battle person, which is where individual stats become important. Of course, the problem with that is getting bogged down with numbers...which is exactly my current problem :D
Korgarein: Hmm, maybe I could include some kind of comparative indexing system, say, against a well-known class such as a Galaxy. ie if a Galaxy's weapons output rating is 100, then one of my fighters would be 2, or if the Galaxy's shield is 100, then my dreadnaught would be 500 or something.
Korgarein
20-12-2005, 04:25
Korgarein: Hmm, maybe I could include some kind of comparative indexing system, say, against a well-known class such as a Galaxy. ie if a Galaxy's weapons output rating is 100, then one of my fighters would be 2, or if the Galaxy's shield is 100, then my dreadnaught would be 500 or something.
You could do something like that. You must also keep in mind that the majority of NSers that do not make their own equipment including ships tend to use Star Wars tech. For weapons you may want to give examples of the damage vessels from that tech might take from fire of what ever weapon you are discribing.
You could do something like that. You must also keep in mind that the majority of NSers that do not make their own equipment including ships tend to use Star Wars tech. For weapons you may want to give examples of the damage vessels from that tech might take from fire of what ever weapon you are discribing.
Agreed here. Comparative descriptions seem to work best. /End paraphrase.
Also, thanks for your comments man. Nice to know I inspired. ^_^ .
Korgarein: Yeah, even though I find SW neat and my girlfriend is a big fan of it, I don't really know much about SW ships, unfortunately. As for examples of damages, I'm not sure how to go about that. Do you mean something like beam weapons cause heat damage? I haven't really put much thought into making special weapons like your gravimetric cannons, so my weapon damages are basically your standard ones from beam and torpedo weapons.
Kyanges: Any time.
No endorse
20-12-2005, 05:18
He means more like a type whatever phaser will lower the shields of an ISD in one shot, etc.
Korgarein
20-12-2005, 05:51
Korgarein: Yeah, even though I find SW neat and my girlfriend is a big fan of it, I don't really know much about SW ships, unfortunately. As for examples of damages, I'm not sure how to go about that. Do you mean something like beam weapons cause heat damage? I haven't really put much thought into making special weapons like your gravimetric cannons, so my weapon damages are basically your standard ones from beam and torpedo weapons.
NE said it, basicly you say that 'X' Weapon can take a certain ships shields down 'Y' %. Or can blast through 'Y' amount of armour in one hit.
Yeah, i prefer 'effect' based weapons rather then just energy weapons that do heat damage or partical weapons that do heat/kenetic physical damage. I also like multipurpose weapons so that you have more generalized armaments.. rather then have one or two of these and one or two of these and so on and so forth.
You might even use a generalized discription of weapons such as Standard(cause i hate the words small and light cause they sound weak), Medium, and Heavy. Those are used by some people. They sound basic but you say that standard are used mostly for fighters and frigate, mediums are for use on and against frigates, destroyers, cruisers, and Heavy that can basicly be used for anything. This idea is very simple but some like it.
Hmm. The problem is, I don't know how much weapon X can burn through armor Y with density Z, not even for something as well-known as a Galaxy class, simply because such information is not stated anywhere. The best I can do is weapons output versus how much the Galaxy's shields can take, which is the information that's available to me. Heh, and it's hard to tell from the shows and movie, since armor strength and whatnot depend on what the plot wants it to be, so it seems to always be changing. And then the difference between a standard shield and an auto-modulating regenerative shield? Oi. I'm not sure how to go about it all without getting a big headache. So maybe the general weapons type category would work best, even if it is very vague.
Grr @ stats.
Spizania
20-12-2005, 20:34
I would be the first customer, but i havent got my ships stats worked up either
Anagonia
20-12-2005, 20:38
Damn good designs my man! I might even ask for purchases.... *smirks* Yes...new ships are always good....and images....good images too...
*laughs* Looks awesome dude. Never have been able to do anything of the like, but it looks awesome.
Dweladelfia prime
20-12-2005, 20:45
What program do you guys use?
Thanks, guys! I might even make custom ships for people if I have the time. But I probably won't have the time once school starts again :(
And DP, I use DoGA L3. You can get it at http://www.doga.co.jp/english/download/index.html
No endorse
20-12-2005, 22:07
Hmm. The problem is, I don't know how much weapon X can burn through armor Y with density Z, not even for something as well-known as a Galaxy class, simply because such information is not stated anywhere. The best I can do is weapons output versus how much the Galaxy's shields can take, which is the information that's available to me. Heh, and it's hard to tell from the shows and movie, since armor strength and whatnot depend on what the plot wants it to be, so it seems to always be changing. And then the difference between a standard shield and an auto-modulating regenerative shield? Oi. I'm not sure how to go about it all without getting a big headache. So maybe the general weapons type category would work best, even if it is very vague.
Grr @ stats.
Here's the easy way:
2 of my Aardvark cruisers will keep an ISD mark3 at bay indefinatly 3 Of them, however, are able to tear an ISD mark3 to shreds in minutes.
My Ajudicator class dreadnoughts... let's just say an ISD mark3 better be able to run.
Just say things like 'in a one-on-one fight, 'A' many of 'X' ships will destroy 'B' many of 'Ygenericscifiships.' Keeps things easy and gives people an idea of how an RP battle might progress.
Then there's the favorite 'X' ship can turn a 'B' type planet to slag in Y time.
*snip*
Hmm, alright, I'll try to do something like that.
Bump
Almost done with the general stats. I should be posting it tomorrow, if not tonight.
As promised...
Fighter (http://people.ucsc.edu/~mattko/fighter01.JPG)
CLASS
Yvinnor
ROLE
Light fighter
DIMENSIONS
LENGTH: 6m
BEAM: 8m
HEIGHT: 2m
DECKS: 1
CREW:
1
ARMAMENTS
1x type II Disruptor Array
(total output: 750 TeraWatts)
DEFENSES
Standard shields
(total capacity: 50,000 TeraJoules)
Standard Tritanium/Trinium single hull
+2cm high density armor
Low level Structural Integrity Field
POWER PLANT
MAIN: 1x Naquadria Reactor
SECONDARY: 1x Naquadah Generator
DRIVE SYSTEMS
Thrusters
Impulse (.99c)
STEALTH
Shroud
EXPECTED HULL LIFE
10 years
MINOR DESCRIPTION
Rhinaran designs value speed and agility over raw strength, since you can't hit what you can't target, and this is a perfect example. While significantly smaller and weaker than the Federation Peregrine fighters, these ones can run circles around the larger fighters. Their weapons output is just over half that of the Peregrine (coming in at 1,200TW) and they lack the torpedo tubes that a Peregrine has. Their shields are weaker than the Peregrine's 67,500TJ ones as well. Nonetheless, two Yvinnors should fare pretty well against one Peregrine, and given their much lower production cost and size, four Yvinnors could easily be constructed and fielded for the price of one Peregrine.
Corvette (http://people.ucsc.edu/~mattko/corvette01.JPG)
CLASS
Vhalarra
ROLE
Long-range scout
DIMENSIONS
LENGTH: 42m
BEAM: 22m
HEIGHT: 8m
DECKS: 1
CREW
MINIMUM: 1
STANDARD: 5
ARMAMENTS
1x type IV Disruptor Array
(total output: 1250 TeraWatts)
DEFENSES
Standard shields
(total capacity: 75,000 TeraJoules)
Light Tritanium/Trinium single hull
+5cm high density armor
Low level Structural Integrity Field
POWER PLANT
MAIN: 1x Artificial Quantum Singularity
SECONDARY: 1x Naquadria Reactor
DRIVE SYSTEMS
Thrusters
Impulse (.5c)
Warp
Normal Cruise: 6
Max Cruise: 7.8
Max Rated: 8.6 for 10 hours
Transwarp
STEALTH
Shroud
Model L Standard Cloak
Model F Phase Cloak
EXPECTED HULL LIFE
40 years
MINOR DESCRIPTION
Though sporting more firepower, better shielding, a stronger hull, and maneuverability equal to a Danube runabout despite being twice as long as the runabout, its smaller firing arc and lack of torpedo tubes is a glaring disadvantage. Even so, it can definitely hold its own on a 1-on-1 fight with a Danube, but versus two Danubes, it'll be a little hard-pressed. Against three, and it'd be best for the Vahlarra to get out of there.
Frigate (http://people.ucsc.edu/~mattko/frigate01.JPG)
CLASS
Kilanna
ROLE
Short-term exploratory
Patrol
DIMENSIONS
LENGTH: 75m
BEAM: 70m
HEIGHT: 10m
DECKS: 2
CREW:
MINIMUM: 1
STANDARD: 20
ARMAMENTS
2x type V Disruptor Cannon
(total output: 4000 TeraWatts)
DEFENSES
Standard shields
(total capacity: 100,000 TeraJoules)
Standard Tritanium/Trinium single hull
+9cm high density armor
Standard level Structural Integrity Field
POWER PLANT
MAIN: 1x Artificial Quantum Singularity
SECONDARY: 1x Naquadria Reactor
DRIVE SYSTEMS
Thrusters
Impulse (.6c)
Warp
Normal Cruise: 6.2
Max Cruise: 8
Max Rated: 8.9 for 10 hours
Transwarp
STEALTH
Shroud
Model M Standard Cloak
Model F Phase Cloak
EXPECTED HULL LIFE
50 years
MINOR DESCRIPTION
A single Kilanna can take on two Romulan scouts or 3-4 Danube runabouts.
Destroyer (http://people.ucsc.edu/~mattko/destroyer01.JPG)
CLASS
Mivori
ROLE
Light escort
Patrol
DIMENSIONS
LENGTH: 80m
BEAM: 65m
HEIGHT: 15m
DECKS: 3
CREW
MINIMUM: 3
STANDARD: 25
ARMAMENTS
2x type VI Disruptor Pulse Cannon (5000TW each)
1x type V Disruptor Strip (1000TW)
1x rotating type III Disruptor Array (1000TW)
(total output: 12,000 TeraWatts)
10x type III Disruptor Turret (point defense)
1x class 4 photon torpedo tube (30 rounds)
DEFENSES
Standard shields
(total capacity: 150,000 TeraJoules)
Standard Tritanium/Trinium single hull
+12cm high density armor
Standard level Structural Integrity Field
AUXILIARY VESSELS
1 shuttle
POWER PLANT
MAIN: 1x Artificial Quantum Singularity
SECONDARY: 2x Naquadria Reactor
DRIVE SYSTEMS
Thrusters
Impulse (.7c)
Warp
Normal Cruise: 6.6
Max Cruise: 8.4
Max Rated: 9.2 for 12 hours
Transwarp
STEALTH
Shroud
Model L Standard Cloak
Model F Phase Cloak
EXPECTED HULL LIFE
40 years
MINOR DESCRIPTION
While having only half the shields of a B'rel bird of prey, the Mivori nonetheless outguns the Klingon ship, has a larger firing arc, much better hull, and a smaller size with higher maneuverability. Thus, this destroyer can easily take on a B'rel.
Cruiser (http://people.ucsc.edu/~mattko/cruiser01.JPG)
CLASS
Khervalon
ROLE
Long-term exploratory
DIMENSIONS
LENGTH: 282m
BEAM: 276m
HEIGHT: 44m
DECKS: 12
CREW
MINIMUM: 10
STANDARD: 150
ARMAMENTS
2x type VIII Disruptor Pulse Cannon (10,000TW each)
4x type VIII Disruptor Strip (3,500TW each)
1x type III Disruptor Repulsor (15,000TW)
(total output: 49,000 TeraWatts)
30x type VI Disruptor Turret (point defense)
3x class 7 standard torpedo tube (150 rounds)
DEFENSES
Standard shields (1,500,000 TJ)
Hull-conforming standard shields (500,000TJ)
(total capacity: 2,000,000 TeraJoules)
Standard Tritanium/Trinium double hull
+15cm high density armor
Standard level Structural Integrity Field
AUXILIARY VESSELS
6 light fighters
Various shuttles
POWER PLANT
MAIN: 1x Artificial Quantum Singularity
SECONDARY: 3x Naquadria Reactor
DRIVE SYSTEMS
Thrusters
Impulse (.8c)
Warp
Normal Cruise: 7
Max Cruise: 8.8
Max Rated: 9.6 for 15 hours
Transwarp
STEALTH
Shroud
Model N Standard Cloak
Model G Phase Cloak
EXPECTED HULL LIFE
75 years
MINOR DESCRIPTION
Just slightly weaker than a Galaxy-class vessel in terms of firepower and shielding, the Khervalon can still hold its own as it has better armor, a smaller profile, and a much higher maneuverability rating.
Battlecruiser (http://people.ucsc.edu/~mattko/battlecruiser01.JPG)
CLASS
Andaalion
ROLE
Medium combat ship
DIMENSIONS
LENGTH: 500m
BEAM: 425m
HEIGHT: 75m
DECKS: 18
CREW
MINIMUM: 20
STANDARD: 400
MARINES: 500
ARMAMENTS
2x type V Rapid Fire Disruptor Pulse Cannon (60,000TW each)
2x type IV Rapid Fire Disruptor Pulse Cannon (35,000TW each)
6x type IX Disruptor Strip (6,000TW each)
1x type X Disruptor Cannon: (10,000TW)
1x type V Disruptor Repulsor (40,000TW)
(total output: 276,000 TeraWatts)
150x type VIII Disruptor Turret (point defense)
1x class 9 heavy torpedo tube (75 rounds)
4x class 9 standard torpedo tube (400 rounds)
DEFENSES
Auto-modulated shields (2,500,000 TJ)
Hull-conforming standard shields (1,000,000 TJ)
(total capacity: 3,500,000 TeraJoules)
Heavy Tritanium/Trinium double hull
+20cm high density armor
+10cm ablative armor
High level Structural Integrity Field
AUXILIARY VESSELS
12 light fighters
1 runabout
Various shuttles
POWER PLANT
MAIN: 1x Artificial Quantum Singularity
SECONDARY: 1x Matter/Antimatter Chamber
TERTIARY: 5x Naquadria Reactor
DRIVE SYSTEMS
Thrusters
Impulse (.9c)
Warp
Normal Cruise: 7.5
Max Cruise: 9
Max Rated: 9.8 for 20 hours
Transwarp
STEALTH
Shroud
Model N Standard Cloak
Model G Phase Cloak
EXPECTED HULL LIFE
90 years
MINOR DESCRIPTION
Despite its smaller size, the Andaalion has more total firepower than the top ships that the Federation, Klingons, or Romulan could field. It has less shielding than the Sovereign, however, but this is offset by better maneuverability on this battlecruiser's part.
Disruptor Turret: This pops out of the hull like a Protoss photon cannon, the parts fitting so snugly together in its dormant state that each turret is almost unnoticeable. It has a very large attack arc and quick firing rate, making it an excellent point defense system. Its drawback is that this is the weakest form of disruptor armaments.
Disruptor Strip: The elongated bumps on the ships, similar to the phaser array strips on Federation ships such as the Galaxy and Sovereign. While its attack radius is less than that of the turret, it nonetheless matches those of the Federation phaser arrays. It is much more powerful than the turret, but still significantly less powerful than most other forms of disruptors.
Disruptor Array: Its firing radius is limited to a forward, wide conical shape. This has increased firepower over the previous two. Arrays have a lower power consumption and a larger attack arc than the disruptors lower on this list (but also less yield), making them more suitable for smaller vessels.
Disruptor Cannon: Similar to the array, but with a reduced firing arc and increased firepower.
Disruptor Pulse Cannon: These stack layers of disruptor fire up rather than emit a continuous beam. Coupled with increase firepower and recharge rate, the result is something akin to a sudden punch rather than a gentle push. (This is what Klingon Birds of Prey use)
Rapid Fire Disruptor Pulse Cannon: A pulse cannon on steroids, this disruptor packs an extremely powerful punch, but at the cost of high energy consumption.
Disruptor Repulsor: A disruptor capable of switching between stream and pulse, and wave and particle beam. The disruptor stream can also be charged up and released as a high-intensity beam, like an unbroken, continuous stream of pulse cannons. Due to the size of such devices, these cannot be mounted on smaller vessels.
Standard Torpedo Tubes: These fire your standard torpedoes, such as photon torpedoes. All standard tubes can launch multiple torpedoes simultaneously and have a rapid reload rate, varying with the class.
Heavy Torpedo Tubes: These fire what are classified as heavy torpedoes, such as quantum torpedoes. All quantum tubes can launch multiple torpedoes simultaneously and have a rapid reload rate, varying with the class.
Shields: Unless otherwise stated, shields are your normal Trek bubble shields.
Tritanium/Trinium Hull: By using trinium rather than duranium, the hull becomes much stronger than the duranium/tritanium variant.
Shroud: The nanite-induced active/passive camouflage mentioned on page 1.
Anything I missed?
No endorse
21-12-2005, 20:19
Looks excellent! Well-fleshed out and everything!
Got a medium fighter done. Now working on a carrier. I shall debut them together.
(aka bump)
Any more suggestions of improvement for ships or stats?
Korgarein
22-12-2005, 18:44
Personally, I think there seems to be a big jump in the amount of weapons on the Frigate to the Destroyer. I would give the Frigate at least 1 torpedoe tube and bump the destroyers torpedo tube number to 2.. the next ship already has 3 so then you just go up from there as you were doing.
Korgarein: Yeah, I agree. I'll probably design other ships that fill in those gaps better. For now, I'll just say that these are just on different spectrums of their respective classes, and thus why the difference (the frigate was designed for low-threat exploration rather than fighting, thus the lack of real weapons). Thanks for your advice!
Medium Fighter (http://people.ucsc.edu/~mattko/fighter02.JPG)
CLASS
Yvenna
ROLE
Medium fighter
DIMENSIONS
LENGTH: 11m
BEAM: 17m
HEIGHT: 2m
DECKS: 1
CREW:
1
ARMAMENTS
2x type III Disruptor Cannon
(total output: 1,800 TeraWatts)
1x type III microtorpedo tube (15 rounds)
DEFENSES
Standard shields
(total capacity: 65,000 TeraJoules)
Standard Tritanium/Trinium single hull
+4cm high density armor
Low level Structural Integrity Field
POWER PLANT
MAIN: 1x Naquadria Reactor
SECONDARY: 1x Naquadah Generator
DRIVE SYSTEMS
Thrusters
Impulse (.99c)
STEALTH
Shroud
EXPECTED HULL LIFE
15 years
MINOR DESCRIPTION
The Yvenna has better weaponry than the Peregrine fighter, but slightly less shield. It does, however, have a high agility and more microtorpedo rounds, giving this fighter the upper hand versus a Peregrine.
Large Carrier (http://people.ucsc.edu/~mattko/carrier01.JPG)
CLASS
Pa'athalae
ROLE
Large carrier
DIMENSIONS
LENGTH: 1025m
BEAM: 775m
HEIGHT: 225m
DECKS: 55
CREW
MINIMUM: 100
STANDARD: 800
PILOTS: 700
ARMAMENTS
2x type XI Disruptor Pulse Cannon (40,000TW each)
4x type XI Disruptor Strip (13,000TW each)
1x type VIII Disruptor Repulsor (115,000TW)
(total output: 247,000 TeraWatts)
1000x type IX Disruptor Turret (point defense)
2x class 10 standard torpedo tube (300 rounds)
DEFENSES
Standard shields
(total capacity: 3,500,000 TeraJoules)
Heavy Tritanium/Trinium double hull
+50cm high density armor
High level Structural Integrity Field
AUXILIARY VESSELS
Fighters
Standard Light Fighter Complement: 300
Max Light Fighters Allowable: 1875
Standard Medium Fighter Complement: 300
Max Medium Fighters Allowable: 750
Standard Heavy Fighter Complement: 100
Max Heavy Fighters Allowable: 560
Total Standard Fighter Complement: 700
3 runabouts
Various shuttles
POWER PLANT
MAIN: 1x Artificial Quantum Singularity
SECONDARY: 1x Matter/Antimatter Chamber
TERTIARY: 7x Naquadria Reactor
DRIVE SYSTEMS
Thrusters
Impulse (.9c)
Warp
Normal Cruise: 8
Max Cruise: 9.5
Max Rated: 9.9 for 35 hours
Transwarp
STEALTH
Shroud
Model O Standard Cloak
Model G Phase Cloak
EXPECTED HULL LIFE
120 years
MINOR DESCRIPTION
Despite its similar look and size to the Romulan D'deridex, the engineers who designed the Pa'athalae assure that it is merely coincidental. Given the thickness of the wings (15m), the outer hull of the wings can have considerable armor while still having plenty of room leftover on the inside to support the fighter bays, which are divided into 90 total bays between the four wings (25 per upper, 20 per lower). Typically, 20 bays are devoted to light fighters, 50 to medium, and 20 to heavy. The artificial gravity field is designed in such a way as to keep the entire wing a single deck, curving as the wing curves. The above-mentioned maximum allowable fighters per class is the number of that size of fighters that the carrier can carry if it carried only this class of fighters, packed so tightly that there is only 2 meters of walkway between each fighter. This, of course, leaves little space in the bays for repairs and refitting. Thus, keeping the current 20/50/20 layout, this class of carriers can theoretically hold up to about 955 fighters, though 700 is the standard cap. The fighters exit the bay and into the cavity between the ship before engaging the enemy. Since the warp and transwarp engines create a field around the entire vessel, the fighters need only be inside said field (usually a little smaller than the shields of the carrier) to warp out with the carrier, rather than having to reenter the bays. This saves a considerable amount of time in the event that the carrier needs to make a quick escape.
Spizania
23-12-2005, 00:26
It can handle much of a pummeling from its own weapons can it? And is teh shield rating he power flow into it or just the fully charged shields total energy?
It can handle much of a pummeling from its own weapons can it? And is teh shield rating he power flow into it or just the fully charged shields total energy?
Yeah, the firepower is probably too high, huh? They're mostly for defensive purposes, in case anyone gets the idea to attack the carrier when most of its fighters are away, especially with its poor maneuverability. They're not meant to be used, really, leet alone to fire simultaneously, as the power requirements would be killer. I should probably tone it down nonetheless.
As for the shields, that's the beating it can take when fully-charged. In comparison, a Sovereign as shields of 4,590,000 TeraJoules.
Korgarein
23-12-2005, 01:58
I understand.. i have a couple of well lets just say less armed ships for such perposes.
The Large Carrier (D'deridex WarBird) Looks really good. I've been planning on working on something like it but never got around to to.. i did however make a 'romulanized' B'rel Bird of prey that you might like.
Keep up the good work.
Korgarein: I would love to see your Romulanized B'rel! Heh, and to think, that design was originally supposed to be Romulan in the first place. Oh well.
Korgarein
23-12-2005, 08:42
Well, not to highjack the thread but since you wanted to see it I figure its ok. Yeah there was supposed to be a klingon-romulan alliance a couple of times cause the klingon cloak was origionally romulan too.. its one of those things trek doesnt cover much.
The Romulanized Bird of Pray. It's mostly just a more aerodynamic looking which is more romulan then klingon. well you can judge for your self.
Romulanized BOP (http://webpages.charter.net/durst95/romulanbrelbop1.JPG)
Since you are interested in Romulan stuff as I am; Here is a somewhat failed attempt at a Norexam 'Valdore' WarBird.
Norexam 'Valdore' WarBird (http://webpages.charter.net/durst95/Valdoreattempt1.JPG)
I knew that it would be hard if not impossible to get that bird wing look out of a texture so i kinda decided to build the wings to look like the textures normally on romulan and klingon ships.
No endorse
23-12-2005, 09:41
I would give a leg to be able to make those 'failures'... well... at least fifteen dollars and sixty three cents (All I have in me pocket right now)
Adejaani
23-12-2005, 10:47
OOC: Excellent job, Mack! And yes, it's Quincy.
Do you mind especially if I buy the looks? I'll put in my own technology, but the outer hull forms, the images...
Korgarein: Those look really nice! Yeah, the textures would be hard to make, and I would've done the same as you by building it directly into the model. It's definitely doable, but it's not worth the effort for me at the moment. I prefer the smooth look anyway (and it preserves my sanity).
Qball: If you're gonna pay me real money, then sure (and no, that "the cheque's in the mail" thing ain't gonna work :P). Otherwise, I'd like to keep Rhinaran military starships as the only ones with these designs. Rhinarans are really secretive and haven't made much of a debut here, after all. I am, however, considering designing custom ships to sell in the future, which you're free to take advantage of. And since we go way back, you can get special treatment.
Elite Guard (http://people.ucsc.edu/~mattko/eliteguard01.JPG)
Here is one of the elite guards, wielding a disruptor pulse rifle. The armor is similar to that of the Stargate Kull warriors, impervious to standard energy and projectile weapons while staying relatively thin and mobile. However, given the cost of such armors, only the elite guards (whose official name I've yet to decide on) get them. The head piece is in the form of a dragon's head, and can slide back into a hidden compartment much like those of the Horus and Serpent Guards. Unseen in this shot is the microthrusters (pretty much like jet packs) on its back, and draconic wings that are retractable like the head piece.
The "shroud" ability is in use. When in the active camouflage state, the user will be almost transparent, with a slight shimmering effect on the edges, especially if they move. Right now, it is using passive camouflage, initially setting the shroud to blend into the surroundings, then keeping it static as to decrease the power output given by the shroud.
Yes, I know the lighting angle is wrong. But if I use the angle from the elongated star, then almost all the details will be in shadows.
Comments?
Made that yourself? O_O. If so, then I officially stamp this thread, "Master works", and humbly ask for your teachings, heh.
Nice background I must say, how was the curvy, mountainous terrain done?
EDIT: I believe Adejaani's comment warrants some attention.
Korgarein
26-12-2005, 08:00
I must agree with comrade Kyanges. This is endeed impressive work with doga and much praise is awarded to you from the Kor.
It would appear we have our work cut out for us Kyanges if we plan to catch up...lol.
Again, good work Rhinara, and we all await your next creation.
Kyanges: Thanks! Yeah, the soldier's my creation. The background, however, is not. It can be done, though, if you have Metasequoia. Hit the "Primitive" button on the main bar and choose one of the shapes. The sphere and the cone work best for mountains, in my opinion. I recommend the sphere if you want rounded mountains. Hit "Property" button and increase the U and V values to give the primitive more vertices, which allows it to be more rounded. For my starship heads, I go with 50/50. However, in testing out the various values in DoGA, 30/30 will give you a fairly smooth sphere, enough, at least, for mountains. I usually ignore the radius and modify it manually after creating the primitive.
Next, hit the "Magnet" button on the main bar. The four buttons on top are how you want to pull on your object, so if you want rounded, go for the second one. Pull on your primitive and you'll elongate it in the direction you're pulling. By playing with the Range field, you can pull big chunks of the primitive, or little ones. You'll notice by now that you can only pull in two directions (one main, and the second is more like a skew of the main direction). To work on in the third dimension (or in the second direction without the ugly skew), I would rotate the entire object by 90 degrees in the relevant direction, and now you can pull in that direction too. As you can see, this is a tedious effort for something of relatively little value, so I just went with a premade image instead.
As for Adejaani, I've already started making custom stuff for him (he calls me Mack, I call him Qball).
Korgarein: Why, thank you!
Rifles1 (http://people.ucsc.edu/~mattko/rifles.JPG)
Rifles2 (http://people.ucsc.edu/~mattko/rifles2.JPG)
A few of my rifle designs.
The first is the pulse rifle as seen in the render with the elite guard. The second is a standard disruptor rifle, and the third is a sniper's rifle that utilizes tritanium bullets and a microtransporter rather than energy shots.
Not bad. But here's where I'll be honest, I don't really like them as much as your other models. Maybe it's just my "pickiness" when it comes to firearms, or maybe I'm not quite awake... I think that they look somewhat hard to hold, and the sniper rifle's stock could use some reworking.
In any case, the second link, the sniper rifle is it? I like the sniper rifle's front profile the best. The rest just look kinda like vacuum cleaners...
This is all just opinion on little details remember. Your overall modeling is still top notch.
Kyanges: Okie dokie. What part of the rifles make them hard to hold? Is it the back grip? Maybe it's slanted backwards too much, and I need to slant it forwards some? Is it the middle grip or the entire back & middle grip thing I have going? Or is it the forward grip? Or is it something else altogether?
I designed it like this because a lot of Star Trek rifles have similar looks, and I wanted to keep the Star Trek look, where the back handgrip is used when holding the rifle up near the head, the middle one for when holding the rifle at the waist level (angled as such to reduce wrist strain), and the forward grip for steadying/aiming. But if the style detracts too much from the function, I'll consider revamping it.
As for the vacuum look/sniper stock, I'll see what I can do with those. Thanks for your advice!
Korgarein
27-12-2005, 07:49
The rifle designs look good. The first one, i believe is the pulse disruptor rifle looks the most 'Trek' to me. It seems to have a blend of Romulan-Fed like qualities.
I'm not sure I understand your question to Kyanges about the 'back, middle, and fore' grips. Most 'Rifles' have a fore stock/grip, a grip or pistol grip (middle) and a buttstock. Now some rifles/carbines in ST have a forward pistol grip and a rear pistol grip with no butstock. These enclude models made by the Romulans, Cardassians, and the TNG and DS9 federation type III rifle as well as the 'Compression Phaser' Rifle from Voyager. Later versions of Federation rifles from the movies and later parts of DS9 and Voyager used more rifle like designs with a foregrip/stock, pistolgrip, and a buttstock. Other races such as the Dominion and Klingons also used this configuration for 'grips'.
I think that besides the grips issue, it might be good to add something like an admitter or something to the muzzle of the first two rifles to kinda close them up and make them seem more like they have 'barrels' with admitters. Most Trek weapons come to some sort of a point or something that acts as an emitter for the discharge of energy.
Heres a couple of links to ST weapons that might give ya some more ideas and stuff;
Star Trek starfleet-weapons1 (http://www.ex-astris-scientia.org/gallery/starfleet-weapons1.htm)
Star Trek alien-weapons1 (http://www.ex-astris-scientia.org/gallery/alien-weapons1.htm)
I myself pride myself in my eye for the firearms I design with Doga. I am currently working on a new line of smallarms for my nation as well.
Korgarein: Heh heh, you guys can probably tell I'm no expert in firearms. I guess it's probably because I focused the past few years on studying starship designs and only the past few days in firearms :D I guess in lieu of a more vertical forward pistol grip, I went for the horizontal grip to make my weapons a teeny bit more unique. I'll keep working on them some (especially the muzzle!). Thanks for the links and the advice.
In other news, I've made the suit for the standard marines.
Pic 1 (http://people.ucsc.edu/~mattko/soldier.JPG)
Pic 2 (http://people.ucsc.edu/~mattko/soldiers.jpg)
I went for a knight-ish look. This armor has a fatter look than the elite guard's, since the armor is of lower quality, and thus needs to be thicker to compensate. The helmet has retractable visors (all of which are in the down position in the pictures) that add extra protection to the front of the helmet.
(The background in the second pic is from startrekaustralia.com)
Korgarein: Heh heh, you guys can probably tell I'm no expert in firearms. I guess it's probably because I focused the past few years on studying starship designs and only the past few days in firearms :D I guess in lieu of a more vertical forward pistol grip, I went for the horizontal grip to make my weapons a teeny bit more unique. I'll keep working on them some (especially the muzzle!). Thanks for the links and the advice.
In other news, I've made the suit for the standard marines.
Pic 1 (http://people.ucsc.edu/~mattko/soldier.JPG)
Pic 2 (http://people.ucsc.edu/~mattko/soldiers.jpg)
I went for a knight-ish look. This armor has a fatter look than the elite guard's, since the armor is of lower quality, and thus needs to be thicker to compensate. The helmet has retractable visors (all of which are in the down position in the pictures) that add extra protection to the front of the helmet.
(The background in the second pic is from startrekaustralia.com)
Not bad at all. The knight look is definitely there, so congrats on a job well done.
About the firearms, well, the "Hard to Grasp" look for me comes from just how the grips themselves look, not their placement. I'm no expert in fire arms either, but they just don't look very ergonomic. But I do keep in mind that it's DoGa here, so I stand by my original statements.
Tell me, do you use the muti jointed model feature?
Korgarein
27-12-2005, 23:47
I was wondering Rhinara, this are 'power armors' correct? They have servo, hydrolic, or some other sort of stringth, spead, ect... enhancements.? If not the size of them is a little bulky and could maybe be tuned down some or turned into power armor. If they are power armor they look really good for it.
No problem with the links, always glad to help. And i love startrekaustralia.com. they have some quality modelers there and texture people as well.
If i get some of my new stuff (small arms) transfered to my webspace I could so you some of them for ideas if you would like.
Kyanges: I tried by first putting all the pieces on there, then putting in the points of which they rotate around, but the program is glitchy and keeps making various parts relocate elsewhere, screwing up everything. After a while, I gave up and just did it through the parts assembler. It may be more work in the long run, but it allows me to make more minute changes. Why? Do you get the same glitchiness I do?
Korgarein: Yup, these are all power armor, capable of functioning in no atmosphere. And yeah, the models on that site are great. Too bad the software they use is so expensive, though. Thanks for the compliment, and yeah, I'd definitely like to see some of your arms whenever they're available.
Kyanges: I tried by first putting all the pieces on there, then putting in the points of which they rotate around, but the program is glitchy and keeps making various parts relocate elsewhere, screwing up everything. After a while, I gave up and just did it through the parts assembler. It may be more work in the long run, but it allows me to make more minute changes. Why? Do you get the same glitchiness I do?
Actually no. The MJM part works perfect for me. I did have a problem with parts randomly moving into some freaky pose after I hit the default pose button or something, but after a while, the problems just kind of went away. O_o. It signifies that started doing something differently, but I'm not quite sure what. Trust me though, it helps immensely. Especially those Human models.
Korgarein
28-12-2005, 01:07
Here is a High rez Picture of the basic 'CDR' model Rifle that I am designing for my nation for later and a lower rez picture of the various types and modifications of the weapon including a pistol type or 'CDP'. Hope they help ya some in ideas for basic design aspects.
High Rez Compression Disruptor Rifles (http://webpages.charter.net/durst95/CDR_Basic1.JPG)
CDP and CDR variations (http://webpages.charter.net/durst95/CDR_CDP_Compiled1.JPG)
Here is a Rifle and Carbine I'm working on for my friends nation. The models are a little dark as they are colored to match his ships.
Sharira High-Energy Rifle and Carbine (http://webpages.charter.net/durst95/ShariraShockRifle1.JPG)
I'll probably delete this from my webspace If I need the room when I actually update my website with them after IC develpement in a few weeks or months just to let ya know.
No endorse
29-12-2005, 03:34
Excellent looking guns guys!
I hunt a bit, so maybe I can help some with 'em. Please note that everything I mention is uber11 picky, and I'm in no way a firearms expert. These are prety much the only problems I could find, and I'm blowing them up a bit. Feel free to take them as lightly or heavily as you'd like, they're not intended negatively.
Koregarian, your pistols and rifles are excellent! There are only 2 problems I can see with the rifles, and the problems are in the stocks and butts.
1) the way those butts curve is going to be a little hard on your men's sholders. Unless everyone has the same arm size, there are going to be some severe problems. For some people, it will be too small of a nook, and it will hurt their sholders. For others, it will be too big and not stay correctly. (buck around and such) A solution would be to have it in several sizes that can be exchanged. You'll save a lot of sore sholders.
2) the scopes (if they zoom) are too far forewards (unless you do an uplink to a HUD in the helmet) If it doesn't zoom, then it's perfet for iron sights or something.
Rhinara, your designs look interesting. However, I have a few things to mention. The back grip is going to be strange on the disrupter and pulser. It reminds me of the Halo Assalt Rifle. You might want something more of a P90 (http://www.d3lf.net/p90/images/p90tac2.jpg) look. This is just for ease of holding. Try to imagine yourself holding that gun to your sholder, it would be extremely difficult because of the proximity of the rear grip to your sholder. HOWEVER, you could change it so there is only that middle grip, which is perfectly placed.
This is assuming that you made these weapons to be steadied on your sholder. Those rear grips are decently well placed for slinging around one-handed. However, remember the sheer ammount of leverage the legnth of that gun will exert on the person's hands. I know you're using battle armor, but if you make this gun using weight limits for powerarmor, it will be pushing it to have that kind of stress. Again, try to imagine slinging a rifle around by its stock. You'll want a counter-weight to move the center of gravity towards the rear or to use the middle grip to have the grip closer to the center of gravity.
That sniper looks great. I like the integral scope design, is it digital? ::gets excited at the design possibilities of a digital scope:: If so, you can uplink to an HUD in your power-armor. My grandpa mentioned that if there's any kick whatsoever and it rares, that stock design is gonna break the user's wrist, especially at the angle of the grip. Also, the front grip is angled a little wierd. Just angle the front end of the foregrip up, add a small guard to block the stock from hitting the user's wrist, and you're perfect. (also add a bipod, and you've got yourself a sniper that is worth your special ops)
Again, all of this is just to perfect the designs.
Kyanges, if you can use that posing/action/movement stuff, I worship the ground you walk on.
Korgarein
29-12-2005, 06:47
Koregarian, your pistols and rifles are excellent! There are only 2 problems I can see with the rifles, and the problems are in the stocks and butts.
1) the way those butts curve is going to be a little hard on your men's sholders. Unless everyone has the same arm size, there are going to be some severe problems. For some people, it will be too small of a nook, and it will hurt their sholders. For others, it will be too big and not stay correctly. (buck around and such) A solution would be to have it in several sizes that can be exchanged. You'll save a lot of sore sholders.
2) the scopes (if they zoom) are too far forewards (unless you do an uplink to a HUD in the helmet) If it doesn't zoom, then it's perfet for iron sights or something.
Hey its great to meet a fellow gun lover. Myself and members of my family have been target shooting, hunting, and collecting firearms for some time now. We even had a family Gunshop before the firearms licences became so expensive to sell firearms. Good Hunting and shooting to you friend.
1) I think the problem would be solved better by just simply making the buttpad part of the buttstock ajustable so that the curvature doesn't effect the user as much. I'm not a big fan of the interchangable stock idea because if for some reason a soldier needed to pick up a weapon from the field they would not be used to it and it could effect the useage of said weapon by said soldier. I also keep in mind that these weapons are made only for the Korgarein Military, and various other Korgarein groups. These weapons are not to be sold to other nations or individuals because Korgareins are paranoid, introverted, and secretive people who do not like their designs getting out. While Korgareins are humanoid they are not human and do not share their weeknesses and tendencies to whine.
2) The scopes on the regular rifles, carbines and pistols are what they consider 'long eye relief' scopes intended to be used much like 'red dot' and 'halo' type scopes. While they do have a zoom function the long eye relief doesn't really effect it. If you notice the Sniper and Spec-ops models have much larger scopes designed with extended long range zoom features but they are also set back farther on the weapons.
Thanks for sharing your opinions. As I told Kyanges; Constructive criticism is always welcome and is one of the only ways we learn and improve our designs.
No endorse
30-12-2005, 01:42
Hey its great to meet a fellow gun lover. Myself and members of my family have been target shooting, hunting, and collecting firearms for some time now. We even had a family Gunshop before the firearms licences became so expensive to sell firearms. Good Hunting and shooting to you friend.
Ah, excellent! Tis deer season in good ol NC, and I haven't seen a single thing bigger than a forky horn. Too bad about that liscence thing though. It is so absurd some of the things the government has been doing to small buisnesses and gun stores.
The adjustable setting is a good way to compensate for the butt. I think a curved butt that fits is better than a regular one, though I've never tried one. (if they even make them) I've never heard of a 'Long Eye Relief' scope though, but it sounds like it would work.
Constructive criticism is always welcome and is one of the only ways we learn and improve our designs.
Agreed! Without it we might miss some the important stuff.
Korgarein
31-12-2005, 01:08
I do not mean to seem to highjack Rhinara's thread but since I changed my weapon designs I posted for him to see I thought I would repost the new ones. These also fit more into the line of what Rhinara seems to be working on so I thought he might want to see them as well.
Taking into mind NE's comments on the buttstocks of my rifles and carbines I began to think more about them. Trying a new design that would be more 'comfortable' to my troops I found something I liked but it didn't fit well with the rifles that I had already designed. To make a long story short; I ended up changing everything about the rifle except for the very basics and in turn came up with a single rifle that would replace all the ones posted earlier except for the sniper rifle and pistols.
CDR MkI - Iron Sights (http://webpages.charter.net/durst95/CDR_MkI_1.JPG)
CDR MkII - Scoped (http://webpages.charter.net/durst95/CDR_MkII_1.JPG)
Equiped with either an advanced Neural Link Optical system (scope) or Iron Sights the CDR series come standard with Tactical Laser Target designator(laser sight) and Tac-Light. It is fitted with an intigrated bipod as well as a 40mm Reloadable Launch Tube. Its compact Bullpup design gives it the lightweight and compact carry ability of a carbine with the accuracy and power of a maim battle rifle and allows this weapon to replace nearly all designs before it.
Kyanges: Hmm, ok. I'll keep playing around with it and see if I can get it to work correctly. Thanks.
Korgarein: Neat. There's a lot of little details in there! Like I mentioned before, weapons are pretty low on my priority, which is why I haven't put as much effort into my rifles as I have my other stuff. But yeah, this gives me a little more incentive to put forth real effort into new rifle designs! (and yeah, those look more akin to the designs I was aiming for! Cool!)
NE: Yeah, the sniper scope is digital, and does indeed feed into the helmet. The soldier can be looking in a completely different direction than where the rifle is pointing and still see exactly what the rifle see's (which is actually modern tech, used by the US military right now). Using Star Trek transporter technology, the microtransporter at the tip of the rifle can teleport the bullet, keeping its velocity, to a spot as close to or as far away from the target as the soldier wishes. Thus, hiding behind a wall is no longer going to protect you. Heck, the sniper could be the one hiding behind a wall, making him extremely difficult to detect. Of course, this rifle has its drawbacks (aside from higher costs), but I shan't go into that in public ;) I'll look into the guard and stuff you mentioned to protect the wrist.
All the other rifles have a sensor and can up-link to the wielder as well. That way, you don't need to position the rifles on your shoulder to aim, as holding it in any position, including at the waist, will give you just as good an aim as in any other position (especially when the energy weapons have negligible kick. Star Trek rifles are held at the waist a lot of times). These particular models are also designed for people without power suits (like pretty much every Star Trek rifle), so they're fairly light. So for someone with power armor, should the design work? They probably won't feel it at all. If I design heavier assault rifles for the power suits, then I'll have to be more careful with the weight distribution and leverage and all that, I guess. Or should I just dump the semi-unique design altogether? I guess I'm the type who likes a neat look for sci-fi stuff rather than a more mundane but more efficient design (which Star Trek does for a lot of things too, actually). What d'ya think?
Thanks for the advice, everybody. Believe me, I'm gonna put them to good use when I redesign the rifles.
The Confed
31-12-2005, 20:37
Their pretty good
Haven't really done anything since school started, but I was playing around last night and came up with this, which I'm sure needs little explanation.
Zealot1 (http://people.ucsc.edu/~mattko/zealot1.JPG)
Zealot2 (http://people.ucsc.edu/~mattko/zealot2.JPG)
Ah, a starcraft fan, I see.
No endorse
10-01-2006, 23:03
excellent!
Jenrak: Who isn't? ;)
NE: Thanks!
No endorse
11-01-2006, 05:08
Jenrak: Who isn't? ;)
NE: Thanks!
Everyone with a pulse (and a few without... I think Washington and Lincoln liked it, but we never got the chance to ask...) loves Starcraft.
Now if Blizzard would only make SC2... ::has heard rumors, but doesn't know whether they're true or not::
Got bored to death with my math reading, so I decided to design a Borg cube invading a Rhinaran world instead. The background's from startrekaustralia.com.
Borg attack (http://people.ucsc.edu/~mattko/borgattack.JPG)
Korgarein
23-01-2006, 21:21
Looks good. You did a real good job on the torpedoes and the borg tractor/cuting beam. Something that might make it look good is a borg version of the 'torpedoes' make them green like the beam.. towards the later shows the borg use a lot more 'pulse' like weapons such as pulse energy cannons and gravimetric torpedoes. All and all good job though.
Ooooh, I don't remember the Borg using those things. But then I guess I didn't pay a whole lot of attention to the latter seasons of Voyager. I'll have to try to find some pictures of the weapons you were talking about. Thanks!
Got bored to death with my math reading, so I decided to design a Borg cube invading a Rhinaran world instead. The background's from startrekaustralia.com.
Borg attack (http://people.ucsc.edu/~mattko/borgattack.JPG)
O_O ... FREAKING ... *awesome.* Very nice.
Aha, that site rules...
The Phoenix Milita
24-01-2006, 05:09
very nice romulan esque designs BUT u need to do textures!
very nice romulan esque designs BUT u need to do textures!
I think he had an explanation for that somewhere in here...
No endorse
24-01-2006, 05:16
Doga is... well, Doga is terrible for textures. As in so bad, not even someone who got a Minimac would try it. SO BAD, the FCatfish thing would look completly sane comparatively.
Doga is... well, Doga is terrible for textures. As in so bad, not even someone who got a Minimac would try it. SO BAD, the FCatfish thing would look completly sane comparatively.
(OOC: Lol, Mac Minis... Heh, heh, glorified doorstops...)
The Phoenix Milita
24-01-2006, 05:20
Doga is... well, Doga is terrible for textures. As in so bad, not even someone who got a Minimac would try it. SO BAD, the FCatfish thing would look completly sane comparatively.
no doga is actualy decent for textures if u know what you are doing, there is a limited selection but you can combine them and change things about it to make thousands of types
no doga is actualy decent for textures if u know what you are doing, there is a limited selection but you can combine them and change things about it to make thousands of types
Well, as R said in the beginning of this thread. The textures "didn't connect." well or something...
I agree that with practice, DoGa can sorta be made to work. But I wish there was a way I could just draw on my models...
Phoenix: Thanks. And yeah, there's an OOC and IC reason for the lack of textures. OOC, because I designed the ships from scratch with Metasequoia, some parts of it wasn't compatible with the texturing abilities of DoGA. What resulted was half the ship having texture, and half not. It turned out really ugly, and I couldn't figure out any way to fix it, so I dropped it altogether. ICly, my ships use a layer of nanites that cover the entire exterior hull of the ship. One of their purposes is that they can serve as an active camouflage system by changing their individual colors, or otherwise "paint" the ship any color they're told to. The more texture on the ship's hull, the bumpier it is, and the less effective the active camouflage becomes because of a slight shimmering effective around the edges. Thus, my ships are smoothed down as much as possible to as to get the most out of the camouflage.
Korgarein
24-01-2006, 10:08
Ooooh, I don't remember the Borg using those things. But then I guess I didn't pay a whole lot of attention to the latter seasons of Voyager. I'll have to try to find some pictures of the weapons you were talking about. Thanks!
One example would be on the movie 'First Contact' about 10 minutes or so in after they travel back in time and the Borg Sphere is firing at the planet's (earth) surface.