#Squadron 303 new ship brainstorm
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Also fair. I wanted them to be a bit more visually interesting than "a square" but that can be reverted easily :>
You could somewhat fix this by using the peakock main engine method of hiding multiples engines at the same place behind a shroud
That's a hinge, granted, but you know what I mean.
Yeah yeah I get you ๐
Usually when working on stuff for this game I look at quarry equipment for references, but with this one I felt that certain umm
Blobject vibe
I've used construction equipment photo for inspiration a number of times, because that's essentially what our mining ships are.
Yeah :) Yeah
Mmmmmmmmmmmmmm . . . cement mixers?
Space ice cream machine
Hehe I was looking at the same vehicle I think
But yeah I'll uhhh angularize the spine
I love words
Just might be.
Not so much the spine I meant, but the curvy bits that I presume the ARMs should mount to.
Well they're part of the spine mesh so
Is the color of the paint on the K37, ATK255 and the ship you are designing made for visibility?
Does it have a name?
What is the RGB/hex code dor it?
The straight spine is probably a good thing, for structural integrity, I think.
Maybe I should separate them now that I think about it
so they can be switched out for redesigns
oh yeah that was a guiding principle for that part
Shapes angled that way have a much better resistance to pressure and shear
Alas, nothing can beat the Triangle
Away with me. I have to get some cleaning done. That way I can have a clear weekend.
Good luck :)
Just one more trash run, bundled with the trip to recover dry laundry. Some folding, and be chores are clear for the weekend, at least the big stuff.
Regarding this, we didn't pick the color for any speficic thing. The lore is that the manufacturer picked the cheapest color paint that was radiation-resistant from whatever suppliers they use.
But all this is straying into #general or #delta-v .
Dall-E really be like "If you won't greeble it, I will"
What did you ask it to do?
I just fed it the picture and hit 'generate variations'.
They're looking nice; but I think the cockpit will need more volume -- we need reaction mass tanks and processed mineral storage out there; we need them there to counterbalance the reactor to fix the center of mass in the cargo bay.
Moving reaction mass forward and back in the front should maintain CoM - in lore - to explain why COM is where it is, even when the amount of reaction mass on board changes.
Fair, fair
I'll slap some tanks and pipes on there
Also, I think maybe I could replace the engine block and reactor with a dedicated one? Unless we wanna stick with the CERF refit
It could stand to get unified wit the curved brace there to make it look more like part of the ship.
The spars out front are RCS pylons.
i like the bracing kind of thing going down the length of the circular part
would that be like stuff that controls the opening and closing
it doesn't look super firmly attached to the back booster
and like that whole segment
Structural support to hold it together without being directly attached to the bay, except at the center - and for mounting the hardpoints, which will be broadside. The two large chunks will be for two high-stress hardpoints.
Nope. Stock, it would mount two ARMs; original role is a construction ship.
are there any forward facing hardpoints?
I could imagine one here maybe but up to the others
Nothing settled, yet, but I would prefer not.
it was this part here that to me doesn't looks super structurally sound
yea the engine is very much a placeholder ๐
That's the part we were talking about just prior.
ah ok
i was thinking a forward facing hardpoint would be useful for fighting pirates, as sideways you're suuper open to them popping your reactor
I wanna make it a bit curvy to fit the rest of the ship; not the pretty kind of curvy, the "this is curved to withstand impacts better" kind of curvy
that sounds pretty sweet
if only there were some heavy duty point defense things to make the high stress points a little more interesting
Well, there's the shrapnel cannon thing in the works :)
not exactly point defense but you know
Cement-mixer curves.
Yeah something like that
maybe a laser pd would be cool
it would probably be a little bulky cause of the moving parts, maybe it would have like a circular shape
I think any PD would still have a restricted range on that thing,
Try stacking exposed spherical remass tanks between reactor and cargo bay. Like giant pingpong balls in hexagonal arangement. Might look cool, justify remass placement and provide radiation shielding
Didn't we want remass on the opposite side of the cargo bay, to counterbalance the reactor?
Hm. Perhaps? Fuzzy now, heat. We could add tanks both ways.
I was thinking the hab should be expanded a bit to put tanks behind them, and the COM can be fine-tuned as remass is consumed by shifting it between tanks that are more forward or rearward.
I love Hexgons on my ships
Hexagons are bestagons
Hexagons are the worstagons
24 hour ban, permanent
And sure thing! Honeycombed tanks with honeycombed cells
I think the tanks are already that, canon.
Yeah the Tanks are Honeycombed to stop Fuel Shifting in flight
Yeah that's why I said it :)
But it's useful for this - if the honeycombs aren't axial, you can selectively close up cells to shift the balance as needed.
Hydraulic rebalancing ๐
Or if they are, but you can selectively close them from the front or the back.
All this is just lore, because I don't think reaction mass weight is actually localized, and the frame's CoM is just where it is, but it should LOOK like it can balance.
The longer I look, the more it looking like a pizza cutter
[spends 6 hours perfecting a sci-fi pizza cutter only for it to be declared a spaceship in a videogame]
lol
Sir, your pizza cutter is missing a part of the blade
Household objects make great spaceships actually.
Household object make great space ship bridges actually
Raumpatrouille Orion anyone?
My other Spaceship is a Toaster
huh
I was thinking about Raumpatrouille Orion (old German scifi series) where they used plastic cups, pencil sharpeners, faucets and an iron as requisites
We should probably move this to General or Offtopic.
Nono unironically everyday objects make for genuinely great inspiration
Genuinely 90% of my design is just noticing something about a plant or object that I like and changing it slightly to repurpose for art
Gaming chair as a spaceship. When
Whenever I get around to making the other 17 ideas I have on the backlog
I'm scared of what I asked now
That looks like itd make for a great cruiser
Fucking
Capital-scale ringdiver right there
In fact, assuming there's a tourism industry that uses cruiseships, there's probably ringworthy cruiseships out there
Similar to the whole, Arctic cruises n shit
I'd like to see one of those
(At some point down the line)
Probably the wrong thread for it, though; we should start a new one or stop in #delta-v
Tried to do the fuel cells programatically but seems I messed something up in the hex calculating part lol
Nearly there tho which is nice
looks kinda baller tho . Keeping it for later
Actually you know what give me like 2 mins
maybe more
Yeah nevermind .
You could do a cylinder (or hex) aligned on the ship's axis, and just be able to close the pistons forcing water out from the front or back, allowing you to shift the balance as you wish.
That might aesthetically "bond" with the cargo section better.
Those curved braces, in final, should actually be the inner surfaces of the hab/fuel/storage and the drive sections, I think.
Those hex sections, once finished, look like they would be great as an array of cargo containers, though you couldn't use them in DV since it would overlap them in the Z axis.
They could be stacked with a slight offset or something, so that the layering is more obvious
buuut I don't really like the look of them right now, not to mention they're like half a million triangles which makes my laptop sad
I think I'm gonna take a little break from modeling and draw instead for a bit, I've been going through a bunch of iterations and none look too good honestly
unless,
I don't think we need an array to be able to shift weight forward and back, which is the primary requirement.
Well true, but Koder suggested an array and I kinda like the idea
I just can't get the scale down right - they're either too big to be reasonably like uhhh a grid, or too small for the game's level of detail
Worst comes to worst I'll just make some cylinders on the sides
I have a thought in mind, but let me get home first.
At least some should be axial, to shield the cockpit.
oh yeah I planned for those to be stacked
but like before I copy and paste I wanna get them looking right
Hmm
maybe like some cylinder stacked like O|||D
D being the cockpit
Thinking a group of four hexagonal columns (ever see basalt columns?) Axial from cargo to cockpit, for reaction mass and processed minerals.
Hmmm maybe !
Gimme 30-40, I can sketch something junky soon.
No rush ๐
Hmm. The volume might look oversize compared to visible tanks on other ships like the Cothon.
And the Cothon is supposed to support a large fuel reserve, stock.
One quick crapadoodle sketch.
The hex grid on the bottom being the cross-section of the same colors on the top.
Gonna have to scale them so they don't seem to dwarf other reaction mass tanks. Either that, or find a way to justify interplanetary tanks from stock. It is a construction ship, they may need to carry their own reaction mass, and startup mass for the reactor of whatever they're building.
Or the tanks need extra space for all the hydraulics and safety measures needed in a construction ship
or whatever
It's gonna be fiiiine
Could just be empty hull space so they can shift balance even when full, in case they take on processed cargo they need to balance, they can pull remass back a bit.
Also fair
One of them could also be like tool space or a docking bay for construction shuttles
It's not like the typical construction ship in most of the non-pirate-infested solar system needs to worry about their combat profile or anything.
True very true
I'm just entranced by the idea of this thing manhandling entire segments of a space station into place with giant ARMs for human crew to assemble and seal.
If implemented, we need a random encounter where sometimes the stations you visit have one holding something the edge of a Space Bar fixture or a phage station, and a swarm of human suits around the contact point, and welding sparks.
oughhh that sounds supremely climactic
is that the right word . It sounds like a nice vibe
Like, good climate, good mood?
Climatic is from climax, for the intense scenes.
Usually see it in anti-climactic.
Hmm
It's good for immersion and sets a nice spacey tone
Makes the world feel more alive
It is a nice vibe ๐
Ohhh I have the right term I think
It makes the world feel more lived in
Could be an occasional Enceladus set piece.
is this a good length?
maybe the ones on the sides could be a bit shorter like this
if you're looking for feedback I like the longer sides better.
Appreciable ! And yeah feedback is what this channel is for :)
I'd perhaps suggest working on the interfaces between prow, hold and stern. Feels like 3 pieces loosely held together right now, maybe it would be an improvement if they were more solidly connected on the outside?
They will be, but first I need to finish each piece
Doesn't make sense to connect them if they're still up for being completely revamped
But yeah they'll be more aligned with the clamps for the cargo bay
I find the thursters poles a bit to far, especially for a space assembling ship
it leaves enough clearance ๐
nice, it's looking a bit more like a hammerhead shark and less like an angle grinder on that pic ๐
I think that section can be smaller; the Cothon tanks are supposed to be interplanetary, right? 2/rds length would probably give it room to shift mass forward and back, and still have more than the volume of the display tanks on the Cothon.
Hmmm
Good point!
Also if I make the reactor and engine a bit larger than the current ones I see a nice opportunity for a golden ratio
The engine part is asymmetric, what are the two things on its sides?
I don't actually recall what they are, but symmetry wasn't a goal for this design. As long as the center of the frame, and every mass that can shift (fuel, ammo, etc) is aligned with thrust, she should behave as expected.The cargo bay is CoM itself, so its cargo should not interact at all with rotation.
Not sure it has a defined purpose, I think it's held over from Koder's early sketches.
This section can probably look a little more outward; when I was thinkng about it, I was thinking it'd focus on what the construction arms were holding, so someone on board can operate them - thinking of like holding space station parts together before riveting or welding begins, or whatnot.
Sure thing !
Also that's a funky radiator I think
And I wanna make another engine for this because the CERF one is a bit too angular compared to everything else (I feel)
What strikes me is that the ship is relatively flat. What if you rotated the engine so it had a flat side of the hexagonal shape on top, (yes, angling the radiator up at an angle) and kinda squashed the hex to fit the profile better?
I think if those were radiators, they'd be glowing like the main radiators. They remind me of the black panels on the K37's forward-right.
Sorry, left, when alighned with its direction of travel.
Maybe! I was thinking about making it kind of "hug" the cargo bay a little so it looks more solid
Hmm, remass tank then maybe? It's Something for sure
Fit it partially over the curved brace, I think.
Maybe, maybe
I'm also kinda tempted to make a bit of a cylindrical reactor that would be perpendicular to the cargo bay but not sure how good that would look
Also, more substantial bracing to carry pipes, since all reaction mass for the reactor and main drive is going to flow from the forward section.
Absolutely ๐ but those sorts of details are for the end when we know where exactly these pipes are going
True.
But, yeah, split the radiators top and bottom; carve out an arc that nestles up to that brace, and the break in the radiator pattern to make it clear that that's the axis of symmetry.
I think at this point it would be genuinely easier to just remake the engine block with a more fitting shape than try to adjust this one so it fits ๐ we'll see when I sit down with it
But I'll generally follow this one's design
Rear view of what I imagine, based on the current look:
Maybe mirrored on the bottom actually, with the asymmetric block on the other side.
Would give it an axis of symmetry, just at an unconventional . . . . 60 degrees?
At first I was a little upset that losing the sphere meant it lost the rotational freedom along some axes, but I think if it's for making space stations, then working deck-by-deck would limit its need to rotate much to one axis of rotation anyway.
Yeah I think this one's very justifiably flat
let's consider rotating habitat
probably too big on that doodle; the point would be to align with the thrust when thrusting, but also be able to align in the reverse direction when you put the entire ship to spin for interlunar transits
using a circular design would allow multiple configurations; things to keep in mind would be that the habitat itself would probably be in the bottom part, while the top should be mostly empty
this would allow these three artificial gravity configs:
3; is just linear thrust; 1 spin would allow AG to happen when in rings, but would be less comfortable than just spinning 2) the entire ship
I think that's a moot point
as in: with the design of the bay, it makes no difference, it can already rotate around it.
Yeah the moment I sent that message the realization came and yeah
Cylindrical works best, I think. Spherical is trickier design wise, and doesn't really help.
A chunky beam above and below it to provide the axis.
Then again, the bay itself probably is convertable to hab space, and could be used for G; we talked about that for transporting construction crew or station crew in G without having to have thrust the whole way.
And flattened/rotated the engine hex, I see.
The cockpit, if rotatable, probably needn't be actually articulated, since the player won't use it that way. But I'm thinking, since it's not a significant fraction of the ship's mass, you could mount it on top of the consumables bay.
Rather than a cylinder in front, a saucer on top.
https://youtu.be/FRZ64_lZf_8
Extremely early gameplay previw of Liqvo's new ship
Rotifers are microscopic animals found in aquatic environments all around the world. The name Rotifer comes the Latin words "wheel bearers" for the crown of cilia on their head, called the corona. The cilia on the corona beat to create a vortex that draws in food for the rotifer to eat, which consist of dead organic matter, algae, protozoa and o...
Gonna get me some haul drones and play pretend rotifer ๐
Which do we like more
I like the one with the habs at the bays more I think, makes the front part look so SOLID
I really appreciate the person reacting but both those images are in the same message ๐ญ
The reaction points to the second message directly?
I'm suggesting adding a second pair of thrusters poles to the back of the ship
Maybe !
And doubling the side windows to give a direct view to the cargo bay entrance
(remove the side windows and add the on the red lines)
This part is supposed to rotate :)
this thing rite here has a camera and sensor array to watch over the cargo bay
To create artificial gravity? Thats very clever
and the view from the window facing the cargo bay would be uhhhhhh less than useful
And the thing below the bridge is rotating in the other direction?
Wellllll you can see if the structure is still there or not xD
in-game it will rotate 90ยฐ to close or open
"JIM, is the heavy hardpoint still there?"
[Jim looks out the window]
Jim: "YEAH"
I'm talking about those
ohhhh ok, well those would kinda be the floor and also not visible in-game anyway
But I'll consider it !
hm i didn't like the habs at the bays as much, makes it look much chunkier compared to the curvy and long look i get from the top
i like the hexes but i don't know how apparent they'll be when we're just using the ship, its already got an interesting shape but some top down hexagons could be cool
i like the triangle wedge at the engine a lot
great progress! good job :>
The whole engine block was made by Koder but thank you ๐
Agree, the first design looks more visually interesting imo than the second one, which seems more squished and blocky.
Could probably still get that "SOLID" look on the first design by adding a bumper/deflector/cowcatcher hull structure-thing that makes it look reinforced, while still looking long and less blocky?
I like the first one more from top-down view but the second one look better if it is in fully 3D free camera environment ๐ค
The second one look off to me from top-down. idk how to put it in words
Indeed, but we don't get to see them from the sides in-game, so... ๐
That's . . . a very large hab.
It looks too "perfect" to me, reminds me of a square ice cream cookie
The entire cockpit of a prospector looks like it would fit in one of those windows.
True, its huge , even compared to the previous design, i hope the crew get their own Spa during interlunar transit ๐
Also . . . what about arranging windows like this?
This would make it so that windows were never under your feet, but at your sides, instead.
With windows around the outside, your feet will always be pointing at the front or rear windshield while under G, and this is meant to orient for G.
This would have three 'decks' to work on, with a window for each. (though should be smaller, still.)
Remember, the steel doors of this hatch on a K37 are as tall as a man.
Also, bonus points, the change in balance to keep the COM right for a normal-size cockpit means you don't need to replicate it on each side.
Another way to use the 'decked' windows - if you need forward visibility and all the flight crew is strapped down, you can turn it only 90 degrees, to give you three stations with forward windows - you're just gonna be sitting sideways relative to all the other furniture.
Something making me think. If she's supposed to have a centered rotation, she'll need a balanced RCS configuration . . . do you think she needs RCS spars in the back, matching the front?
Looking back through previous close-ups, I see that the forward windows are no actually the floor. Still, a curved window front, back, and one across the middle may work well for it.
I mean I figured it was supposed to fit a whole station construction crew :> but no issue scaling it down ๐
I think we talked about using habs constructed and secured in the cargo bay for moving whole crews.
Still not sure about rotating the hab for G while in the rings. Everybody will be strapped in anyway, and you should be expecting constant manuever to disrupt it. Might be useful with certain cargoes that need low G.
https://www.youtube.com/watch?v=1wJQ5UrAsIY dropping it here
Many ask in the comments: But isn't this Centrifugal force?
On centripetal motion:
(Google Definition: a force that acts on a body moving in a circular path and is directed toward the center around which the body is moving.)
By definition, all accelerations are due to a force. Yes? f=ma. So, for there to be a force, there must mathematical...
wow this really puts the ships into scale
any ship ever must be gigantic
even the smaller ones like the vulture
is there any art that puts ships into scale against like an actual person or something everyday that we'd be able to understand
Nevermind it's like 90x30m
One Second
Here it is with a 1.9m tall guy [highlighted in orange]
wow
also K37 because I have it on hand
its easy to think the ships are small when you play zoomed out all the time
must be some crazy g forces when i'm overtuning my ship's movement and stuff
wonder how they don't get sick
Yea, when you collect corpsicles you get a good feeling for size
the human for scale really show those ships are huge, even the K37
check the artbook, it has dimensions for K37
Yeah, but in the rings you're gonna be constantly changing vector with thrust. useful for construction, but you'll want to be strapped in for mining ops.
The grey steel doors on the hatch are as tall as a man, not the painted frame around it.
Also, the axis is turned 90 degrees, so the 'floor' of the airlock is toward the engine - the doors are wider than thay are tall.
Slightly.
I'm going with the scale Koder gave me - as far as I'm aware our ship models are 1:1, so that hatch is roughly 1.2x1.4m
Which tracks since you probably would be entering it with your feet toward the hatch
Huh. Okay. I was operating on an old sketch he did to show scale, with a human standing upright, feet toward the drives, in the airlock.
Fair, fair
Was an MSPaint sketch, though, so, not absolute.
So this is 14.4 / 8 and a scrap of change, which is . . . just over 1.8?
I guess that depends on whether the width of the line counts.
Overlapping the line I get 1.6ish.
But, then, that's clipart math, so . . . <shrugs>
I guess we could verify if the scale's right - see if one of the measurements matches.
Oops sorry I was shaving
I'll compare in the morning since it's 1am and I really should sleep ๐
But in the screenshot I sent you can see a grid, each square (important: not the transparent PNG squares) is 1x1m for comparison
Which would make the K37 in the screenshot just under 40m long ๐ค
Unless they're .5x.5m each and the ship is at 0.(6) scale?
Oughhhhh I'll need to get back to this, something seems off
Comparing to the obonto which is 90m long, this K37 seems to be about 40 so that's that, but then you'd think the hatch would be larger
The size of the person checks out, ~2 squares so just under 2 meters
[Not counting the outline]
Though the hatch on the diagram also has much less of a bezel
Maybe it's an earlier iteration?
OH
Hold on, I think we're looking at the wrong part
The access hatch is above that thing, the 2 silver panels inset into the hull - those would be just under 2 meters
The part that's 1.6m wide is the drone port according to the artbook
Behold
So the airlock dimensions check out - about 2 meters (probably exactly 2 meters if I were to take a guess)
@vestal idol take a gander real quick before I pass out
Ohhhhhhhhhhhhhhhhhhhhhhhh. Yes, that's probably the image he had scribbled on, and I had the wrong door.
Now to figure out why the ship is 10m longer than the diagram says it should be
Jk jk [passes out immediately]
yeah but that's for scale of the habitat and placement of the windows. I would imagine that a good way to approach that would be to have the habitat occupying the lower 1/3 slice of the disc, while upper is taken by machinery that doesn't care about thrust. This way you can just align the hab for thrust when in rings, but if you need centrifuge, you can spin it.
Yeah, that's pretty much what I was saying. Responding partly to an earlier post about centrifuge for ring ops.
Window placement I figured out when I realized I'd overlooked the image showing that the windows weren't a floor.
Interesting feature of this, the centrifugal floor will have seats that are on the wall and ceiling for thrust or full-ship-spin G.
"please remove all pens, tools, and coffee cups from degrees 30 to 330 as we prepare to transition to thrust G."
actually
I would add slightly rotating sections
so under thrust the stations tilt by 15 and 30 deg
(sometimes you'd have smooth floor, sometimes steps)
You'd want the base to rotate, too.
I suppose every seat could face a designated forward, but you'd lose the easily balanced symmetric floor plan.
Not insurmountable, though.
Actually, no. Only the few seats that are actually on the floor during thrust/full spin G need to face forward, or those with wall stairs. Nobody will be using the ceiling chairs, right?
what ceiling charis?
So we want windows on a segment of the hab? Or all around it
Not sure how to interpret the 1/3 of a disc ๐ is it radial or just height?
Ok makes sense ๐
Not home yet so I can't do much but how about this kind of window setup then?
Gonna clean it up a bit when I have more time :)
it would be on the opposite side. TBH I'm not sure we need windowes on this one.
you are not going to see anything wit them anyway
you could have copula at the center
Hmmm true, it could also be a bit of a nuisance to see the sky spinning in there when the centrifuge is active
Windowless it is then
we have a rotating habitat on CERF with windows, but that one is not meant to make gravity, but counter the spin of the entire ship.
...so the hab itself is designed for zero-g
How about this
Hmmm now that I look at it some more it looks like a nipple . Maybe I'll adjust it a bit more
bit more โจ visually interesting โจ
Design inspired by the tried and true Philips head screw
I was thinking about a visual difference between the hab zone and the non-hab zone. Like, exposed pipes in the upper part, or some other kind of broken symmetry
Sure thing ๐
but this is just me throwing stuff at the wall here
A chance to slap some greebles on the ship is not something I'm gonna miss ๐
But for now I gotta go :) color theory lectures starting in 3 minutes
I'll be back in like an hour
If you use the entire ring for have rotation, with a symmetrical floor plan friendly to balanced rotation, there would be stations all around.
But not insurmountable to have equipment occupy much of that space.
I like this one a lot. Maybe panes with angles instead of a sexy sports-car curve, but that's a good concept.
Feels weird to have a rotating centrifugal section so large and then use only a fraction of it for the people that need G, and burden the mechanics with whatever equipment balances out the people.
Compared to the CERF hab, it still feels comically large.
Though, counterpoint, the model E hab.
It's like 10m in diameter, and with most of that being dedicated to equipment, that really isn't all that much space I think
I get that it's not that big, it's just bigger than many depicted habs.
Maybe I'm only thinking of working space, not crew cabins. The COCKPIT on most ships is much smaller.
Though, if you use the "upper" decks for crew cabins, those cabins would have the "chair on the ceiling" problem, when radial g turns to linear g.
Ugh. Not easy to hold two gravitational frames of reference in my head at once. Need more coffee.
(Three, really, but two are close enough that hab design can mostly treat them the same.)
i really like this style of window
to me it's a lot more interesting than both of the central variations
it has flair, it has personality
my opinion might change with the full view of the ship combined with the window variations
fixed this for you
Perfection
lol
Cupola + this bow thing?
I mite consider it but koder suggested windowless so we'll see :)
hm
that must suck to be the crew without any windows
ooh actually you could say that they have the fancy thing where there's cameras on the outside and monitors covering the walls, so its as if you're looking outside the ship anyway
though thats just headcanon, it wouldn't be visual lol
When you're spinning, having windows would make the crew very, very dizzy
yeah i suppose
Without windows they just feel the centrifugal force as gravity - with windows, they'd have 2 conflicting reference frames (inner ear telling them they're just standing, eyes telling them they're spinning) which would make for a lot of vomit
So I'm installing Linux on the ship instead
maybe some cool lights
That's why I made this one :)
or some metal reinforcements
There's gonna be some machinery and reinforcements jutting out
...tomorrow because I should sleep soon
Have you decided on how many hard points there will be on the ship?
are you set on habs like this or would a hab ring be a better fit since rather large anyway?
Most of the time, it'll have linear, or almost-linear G, especially in player hands. Koder said there would be no chairs on the ceiling while under linear G, so I imagine that, even under rotation, he means that humans wouldn't be occupying the whole thing.
Otherwise, some ceilings would HAVE toturn into floors when they switch from rotation G to linear G.
I think that ring design would be better for an axial mount - but I'm also not sure we have enough people to justify it, nor do we need full G for a huge ring.
While cool this kind of thing would look goofy as all heck from an orthographic top view ๐
I suppose you could mitigate the floor/ceiling issue by limiting it to crew quarters, in the unwindowed part.
Ehh add a break and some things to show movement and it could be cool. Also wouldnt it be more reliable gs? Less mass moving on your main thrust vector
Not sure what you mean by break, and it probably won't BE rotating in the rings, since thrust will be alternating on/off so much. GS?
Oh, you mean the view top-down on an axial mount? I thought you meant mounting it as the hab is mounted now. Can't work in the engine, though.
Remember, these are all going to be sprites.
Ahh tech limits mb
You do have a point, though, that when switching from rotation to linear, it would always be the SAME wall that turned into a floor.
Though, in this design, I expect the space with the workstations is the space where the floor stays a floor.
Also you could spin the ring faster so it could offset the linear movement
So floor is always floor
Well, give you more friction against it, not offset it so much.
But if you're under 1G thrust, you'd have to spin 2G to get the combined axis to only 120 degrees off-balance.
Sorry, half that, only 60 degrees.
Trying to math without coffee.
Wouldn't be much worse than a ship at sea in a storm id imagine
And question could you not just create a visual looped image to slowly play over the axial hab ring's space or do i have a terrible understanding of what is possible.
Technically we could but it would be very hard on the performance [compared to the usual ship] - since it would need to be done frame-by-frame which means it would take about 60x as much VRAM as the usual sprite
(can't make it a seamless image that scrolls since we also need a normal map for it)
Though I suppose maybe there are some tricks that could make that work, wouldn't say they'd be worth the effort though
Ahh i have only the tiniest experience programming so i thought id ask.
I don't think a sea in a storm requires you to endure double G, though.
True just was thinking equivalently bumpy
We did talk about this for the hab, since the core was an obvious option for a docking point.
not really
imagine you are burning 1g. You'd have to spin up the hab to 2g in order to have 1g on other side and 3g on the other side; with the size we are working here it would mean gravity changing between 1g and 3g every few seconds.
...and I think Lurk already covered that ๐
that's what I get for drive-by comments
Compulsory sit-ups
this doesn't really look ring-worthy to me, one unfortunate collision or some mass driver dire from a pirate could do devastating damage to the ring structure
We don't be there that long either. Thought, it could serve as a variant that customized for rings condition so the hab ring turn into something else like impact cage
maybe it could be part of a deluxe edition like the pelican
I think he was talking about an axial ring (he was proposing a new design), but you would still have to have a 2G spin to have 2G outward and 1G toward the wall - a collective . . . 3Gs? 2 point something Gs? At a 60 degree offset to the actual designed floor.
The less you spin up, the more severe that offset.
Bit many collections in here. I know what to do ! I will simply make Nested Collections
Working on the reactor and engine today, then we're going back to the habitat because it's a very heated subject
incredible
thank you for tuning in dear listeners, for added immersion play some radio transmission from a baseball match from the 80s or whatever
(2180s of course)
Jokes aside overall so far I feel like it's turning out alright :)
The engine is a bit too angular compared to everything else though (I feel)
Although you know what, Mite do windows first
is this a good compromise? providing a bit of visibility when not spinning, but also not obstructive when in spin
oh my god just noticed the habitat was 0.037 meters off center . Close call
yeah it could be a bit more rounded
isn't the the engine part of the CERF?
It is
The engine part sill stay the same or not?
The fact ist hexagonal and not round is strange
Working on the hab for now
and yeah it's a placeholder
Some detailing
I think I'm happy with it for now
Engine Lifted (Carefully)
I like the details on the Hab. One thing once it is spinning would you not end up with problems, because some of those things are not balanced by things on the other side?
They are balanced, in lore ๐
The part without detailing is for storing humans
But I'll give it a bit more bulk just so it looks more balanced
how about now
that looks good
Bit Stubby at the Moment
What are the greebles supposed to be? Detail is good, but functional detail is better.
I like the forward cockpit. Moving the center off the storage means they can both turn on one axis.
Koder asked for some piping and stuff so I added some exposed coolant pipes and someuhhh
uhhhh
I don't remember what those were
Thingimajigs
Call them external access for EVA O2/water/coolant.
Lockers for tanks with hookups to refill the swap-outs, and a small emergency shelter for suit beaches.
You know what, they're right above the electronics and stuff , they might as well be like service access hatches or whatever
Construction ship, so lots of EVA.
Also very true
oooooo
Miniature shuttle docks
Man I'd love to make some shuttles down the line
Not sure I'd imagine shuttles smaller than CC's. Maybe for EVA transport rigs, not airtight, just a little armor and some strap-on RCS.
Robot arms maybe.
EVA power loader, Aliens style.
("get off her you--")
You know, like a tiny uhh
Jet-scooter? for hauling power tools
I'd imagine would make it much easier to move around than, say, a jetpack
Well, also arms for moving big heavy pieces of space station, but I guess the ship itself has that covered. But the player won't have access to or benefit from them, so maybe just EVA supplies and shelter.
Well, also a place to stash someone with a suit breach. Just a closet you can pressurize so they have time to patch.
That and so they don't have to cross a lock to top off air and drinking water.
I like the idea
They kinda look a little like escape pod berths on both sides
if they'd run the whole length they would, it looks like there's a depression in the middle
Can't use them that way, though. Overlapping colliding objects is hinky, physics wise.
What will be the RCS layout?
see the metal mounts jutting out
RCS masts much like the Cothon, but four of them, and probably with a better configuration than the Cothon.
Does blender provide any kind of way to estimate CoM?
I'd be surprised, but I thought I'd ask. CoM can be wherever we say it is, since the internals are where we say they are, but still.
Thinking about whether elements should be shifted at all to ensure a thrust axis through the CoM.
Well, kind of
You can establish a center of mass for each object (in blender known as the object origin [simulations use it as CoM]) and you can ask blender to make a median point out of all the origin points of the objects
However this doesn't take the mass of each object into account
Though there might be a way. I'll look into it in the morning
Also, sorry about no progress today . Had a bit of an art block with the reactor design
No worries.
Octopus inspired ship design maybe or I'd be happy with a bigger ship that has a high stress point with more that 2 low stress points. I dont wanna give up my grabby arm
How do we feel about this kind of reactor design?
[I'll add more details of course IF we like it]
it looks good but a little skinny without greeble or supports
for example, adding supports like these would make it look fragile
but since its a construction vessel something like the cothon structural exoskeleton would make more sense
much better
I think it'll get some connective beams like the front did, if we decide it fits. It does seem a bit anemic, though. The section forward of the radiators doesn't seem to do anything.
This might be a @brave knoll question . . . how reasonable would it be to give it animations that activate on power up/down?
I'm thinking of those RCS masts - have them spread out shortly after boot, so that it clears the docking bay, then opens up. In the rings, this would translate to the same thing happening during a reboot.
Maybe fold in the sensor mast while powered down, too.
Ah. Just realized; the narrower forward section doesn't establish a shield keeping radioactive exhaust form shining forward.
Now that I think if it, with the top/bottom saucer cockpit, the cockpit isn't protected by the reaction mass/processed cargo as we'd intended earlier.
Suppose the bulk of the reactor itself is enough for direct shine.
What kind of radiators? Just hot panels, like the K37? It might make sense to get them hotter from one end, and cooler at the other.
Just barely, but it is shielded
But not by the water, which it's above/below.
Looks nice ๐
How big is the radiator btw? K37 has 100 mยฒ iirc, i guess it should have a similar area. Maybe more, if it is meant for a stronger reactor?
As for radiators I kinda want to make them extendable like on the K225, but not sure how feasible that would be
Well, it works on the 225, so it should be fine. An X-pattern isn't a good idea, though, cross-shine.
I had an idea for like ones that would extend like a fan on boot, but that's probably for another ship ๐
If we shortened the hexagonal sections and closed the saucer inwards so it's a single squat cylinder, the consumables would be free shielding.
Something like this?
Do keep in mind also this change absolutely won't be visible in-game ๐
I was thinking, make them part of the same mass, so they could be two decks with a stairway, put it behind the side hexxes, too, but that would need a redesign. You'd have to have the pivot for the axis top and bottom, instead of in the middle.
They would be visible in the dealer, but also not that big a deal.
Is it time for a shitty MS-paint sketch again?
they are already a single component with a cylinder between them
Having radiators extending out on a building ship is probably the vest way to weld the radiator to the station your are building
Well, you don't necessarily want it to shine on your construction, either. So, leftward-shining radiators might not be a bad idea. And give us extra asymmetry points.
Ooh that's a nice idea
Oh also ! I've been thinking more about how this ship looks like a rotifer and like uhh
I think it would be a very fitting name for it too . After all "rotifer" means "wheel-bearer" and this ship does bear quite a wheel
As for the pivot I was describing, I meant something like this, so that the full saucer section (where you have people and workstaions) was one part, and fully behind the hexxes, with your consumables that can shield it.
I know, I know, crappy MS paint, but you get the idea. That's a rather big redesign, though.
Wheelbarrow wheel rotated 90ยฐ
Yes, that.
My sketch is a little fatter than I intended it, though. Ignore that, feel free to put it on a diet. ๐
Or even keep it as is, if it takes too much time. It feels like it would be time-consuming, and we COULD justify what we already have, anyway.
The radiator could extend all the way to the cargo bay
The line on the left is the length when extended, which should nuzzle right up.
Girder done
It should be snugger against the hull, or even sliding in grooves in the hull, so that it has easy delivery of coolant through it.
I usually can't focus. But when I do I am unstoppable
But you know, conceptually, it gets the message across.
(Talking about the radiator at this point.)
๐
I think I get what you mean, will try to implement it somehow
Not sure how it'd fold out though
like animation-wise
Will the hab spin on it self?
Think of the BBW rads.
on the other hand maybe the overlap wouldn't be much of a problem yeah
Oh right it will just obscure itself so no layering problems lol. I'm dumb
The hab won't normally spin, but it would be capable of it for long interplanetary stretches without thrust the whole way.
While technically possible, it's best to avoid moving parts that have physical presence (aka, moving rigid bodies). Things like radiators that don't actually collide are fine, but RCS pylons - not a great idea. It requires to have the whole simulation perform a lot of additional work, as it would now have to simulate thrust applied over joints.
So the radiator - which here, would collide - probably also should not be animated.
Dang
Well I'll make it NASA style radial radiator panels then
Just like way hotter
I hate the space heater industry! I hate the space heater industry!
Prototype
RIP the RCS though in this case
hmm
Think the heat source would be a coolant channel, so, maybe an s-shaped zigzag instead of a grid?
hmmm perhaps !
The 225 uses something like that.
I'll see how that will look since right now this is a quick trick with an ambient occlusion node >:)
the fact that you can see them heating up the RCS indicates a potential problem
Shift the radiator forward, over the narrower section? Though it does put it closer to the heat, nothing says it HAS to be right on the radiator, and it'd take shine off the mast.
Super-superheated propellant for the left RCS
but yeah no worries I'll move them a bit :)
This profile is very awkward to radiate from - it wouldn't look spectacular in-game, but realistically I might have vertical radiator fins, top and bottom.
Only problem is, it's not gonna look very interesting in-game.
Honestly, your original radiators look the best of all these initial designs, I think.
Though, they still have the RCS-shine issue.
FYI, since you were looking for good radiator panel images:
๐
Tried to do it the quick way, didn't exactly work out whoops
but alrite I'm reverting to the old design and fleshing it out a bit more
You know what we haven't done? Wire-filament radiators.
maybe I'll keep them just on the left for that asymmetrical look
I'm not sure those are good for handling high heat, though. I suppose it depends on how many filaments you use.
like a big ol coil? Just a bunch of times
certainly looks interesting
I think the thermal mass of the filament would be less than that of a panel, meaning it might need much more surface to be effective, and the second image, they'd wobble under thrust, and we can't make that look right in-game.
Hmmm yeah true
Unless they'd be under a ton of tension
tho wait that can't be good at those temps
Let's stick to panels for now ๐
We could use a sheet of them, but once you do that you're basically using a glorified belt-loop radiator.
This plus a gradient (and a way to heat up the RCS less) should be fiiiine
Tempted to make some lateral ones as you suggested but then again that won't show up in game oughhh
It is an interesting design challenge though, making a ship that will simultaneously make sense but also have a ton of detail on only one axis
Maybe move them out a bit - instead of facing 45 and 135, facing 25 and 155?
I like the asymmetric design challenge. It's not the way you'd WANT to make a spaceship, but once you have a use-case for wanting it that way, the challenge of it is interesting.
very true, very true
moving them is a bit cumbersome at the moment since they're integrated into the reactor mesh whoops
Gotta make a separation
amputated
I like them this way I think
just gonna add some struts and stuff for the sake of looking better
quite alright I think
With the rest shown
Tempted to make them larger also
Gonna be it from me for today :) Gotta get up early tomorrow
That's nice- no shine on the mast at all. That grid needs some love, but I gather from what you said that it's a temporary shortcut, so that's set.
She's looking like she finally has some real mass to her. ๐
May want to adjust the torque mount on the saucer so the greebles on it will fit under when it rotates. It looks like they might not. Other than that, I think it looks good.
Space Pacman
The EIME is going to function a lot more like a pac-man than this thing, I think. Her bay has the look of it, but she's much weirder than that.
This is the weird, ugly, asymmetric working ship that is absolutely not made for convenience which I've been wanting for a while now. ๐
I just noticed all these . . . cables? Or is that an artifact?
That looks like blender gizmo; it's a relationship hint, not something that will render
Yes they simply let me know that the sensors are child objects to the mast they're on, nothing to worry about
As for the grid on the engine I think I'll remove it altogether and add some hand-made detailing instead :)
Might Still end up a grid, just a better looking one ๐
Not sure why the hot parts should look like a grid though. Usually you'd run coolant through a channel back and forth, and each bend will be an s-curve to avoid a high pressure point. Think AC or automotive radiator.
You can see it if you look close at this: #1041996532859289640 message
Image of a radiator panel from ToughSF.
Oh yeah I meant a grid in the sense of some channels with coolant on one axis and thin panels running between them on another axis
Overlapping cylinders and cuboids
im still attached to this style of window, the new design you showed seemed really small and if the idea was to save from nausea couldn't there be some big shutter on the window that extends when spinning fast
i like the new style of radiator, i equally like the old one. what about a continuous radiator ring? i think that would look cool
The idea is not to have radiators on the right, since that's the side of the ship that would be facing the station it's servicing :>
How about a radiator that can be disabled? Probably a lore-only feature for the time being, since a mining ship doesn't need it. That way the ship has more radiator surface during flight.
It could even be set to a low temperature, to provide heating to the construction zone if necessary.
Could shutter them. Those are cool windows. Though divided into panels would be better.
It's a bit late to add windows like that in a quick way but I'll see what I can do
I think if you need to heat the station, you probably have environmental support up, since people will be there without a suit.
Not a big issue, just like the style of that vertical drop on the sides. It looks cool from above.
I'll see what I can do either way ๐
If it's burdensome, it's also ignorable.
This look like a blender
oof. Ringroid dust. Don't breath it in
Just Some Noise. The RTX is off to save battery power and the integrated GPU isn't as good at rendering fast ๐
Are we also getting a new hud with this ship? Because I don't think any of the currently available ones would fit
Gotcha
Any specific ideas on the HUD?
I would like it to have some swoops and circles, to keep in line with the Obonto logo and the ship's circle-ness
Maybe being able to change the "front" of the vehicle to the cargo entrance side?
[the logo, for context]
I'd like this to be the theme on some of the HUD borders too
like u know umm
I'm a professional graphic designer as you can see
And colors will be white, gray, light green and light blue?
Low saturation colors like I saw before
We get there when we get there
I'm partial to some amber
since the ship is orange and the habitats are orange
and I like amber terminals
a lot
that's nice
i like
Hope it will like neat like the model E but will be actually usable
And that fusion reactant is displayed if stored
i hear people like arms so this should go down well
i think it'll be very interesting for its unique cargo bay
wonder how the heck the MPUs will look
I like it. though maybe it should not cover up a lot of space considering this is a work vehicle. (I hope I remembered that last part correctly)
Yeah it will probably be either in corners or like a strategic spot right next to the ship
Or maybe at the sides of the screen, making the field of view more square?
What is this? HAL Fanta edition?
oooohhhh... I had an amber monochrome display back in the day... I like this
Then again, I also like the idea of making some sort of space vista cruiser... so uh...
maybe don't take what I recommend seriously
A passenger cruiser is on my agenda so don't get too too discouraged :>
Why do I feel if you had infinite time and sanity there will be more ships and variants in this game than I can remember?
Because that is probably what will happen
Like modded StarSector when the game freezes for a solid 3 seconds when I open the ships codex?
Soon I'll have more free time and by then it should already accelerate somewhat :)
That was basically this game a while ago when owned ships were inside the dealer menu. You would open up the menu and it would lag like crazy for a few seconds if you had a lot of ships.
we are putting windows on the floor?
They're at a 45ยฐ angle to the floor
And the idea is they'd be shuttered
But if that's not something we want it's an easy change to make :)
no worries yet, that decission will come after we see the thing in-game
Oh also since [I think] I'm almost finished with the ship, do we want the hab to be completely stiff in-game or should I move it so it can be a separate sprite for Slight Spinning purposes?
I do like the mental image of it rotating very slightly to look wherever the player is turning ๐
I think we should do separate sprites
@brave knoll test [final?] ship sprites in the cloud. let me know if I did anything wrong or overlooked something :)
so, I know I'm doing drive-by on the final stage - sorry for that, I'm terribly preoccupied with life stuff ATM.
Looking at the sprites, why didn't we opt for larger opening?
On it ๐
Oh, I want to hear a reason for this design first ๐
Honestly mostly just aesthetics ๐ it fit nicely with the width of the braces around it
also, this will be visible. Was it meant to be visible?
(doesn't look like it was supposed to by normal maps)
! Turned down the subdivision modifier and forgor ๐ to turn it back up for the render
Good catch
They may actually be useful in normal operation at the construction site(this is a construction spaceship right? Or did I not remember correctly?) if the seats reorient to face them. Just turn the hab to face the construction area and you have a great view of that area.
I'm wondering how the MPU layout will look like on this thing ๐ค
A drone that flies into your cargo hold and starts spamming thrusters
Actually I wouldn't mind having a new or a unique MPU for the ship
That sound kinda rad tbh. A drone system acting as MPU and only operate when your hold is open
Iirc it's supposed to be on the outer diameter of the hold, so it scoops up chunks when the bay rotates.
How do you call that? Laterally?
Or maybe tangentially.
query:
You press W; which thrusters fire?
I'd say for the sake of movement consistency, the ones that are pointed the same way as the main engine
(assuming the alternative is "the front would be where the cargo bay is facing")
The ARMs should give plenty of room to get used to the non-standard roid-eating side
there are things to consider gameplay-wise
if we rig it so the front is this way, things like EIAA1337 is going to be bonkers on it.
Maybe opening the cargobay while locked on to something it should rotate?
hm
Id also suggest changing the manual steering controls and maybe disabling the main torch automatically (both could maybe be turned off in tuning), but that might be a good chunk of work and bugs.
I could try to define "front" in relation to the rotating part of the bay
so what would happen is that when you are locked on something and try to open the bay, the entire ship would turn
(with thrusters, on AP)
You could also say that the Elon autopilot is just not suitable for it, because of the odd arrangement.
Personally i wouldn't want to have "forward" perpendicular to the main engine.
That won't stop it being reported as a bug. It never did in the past.
Hmm, true
Certainly worth a try, but i can also see this being confusing and it will eat remass. If that's possible, a tuning option to set the ships frame of reference could be great.
but the alternative option is that you click on ore and it aligns your ship in a way that makes taking it in impossible
or maybe the ship has a built in sytem that change the "front" of the craft on demand for the AP
Isn't that what I just suggested earlier and we are discussing?
That is going to be bonkers, but you ARE using that AP on something it wasn't designed for, like trying to install tesla self-driving software on an electric skateboard.
I'm not sure I'm a fan of this; I designed that mostly out of the CAT logo, but I feel like it could be fairly utilitarian.
Then I'm going the way of the amber CRT ๐
Problem is, construction equipment doesn't really have instrumentation to the degree a car or tractor does, since you're meant to be watching what you're doing, I suppose.
I mean, this particular one is first and foremost for transporting equipment in space, so I feel like ample interface would be in order
Also, nobody says you can't just slap a screen on there and rewire it to display whatever
Yes, but when I mean is that reference is hard to find.
This actually looks a lot like what the K37 should look like in lore, given that the player view, OMS, etc are all supposed to be separate monitors.
Oh also, idea I had in the shower - the ship could shift its "front" between the thrust vector when the main drive is on, and the bay vector when the main thrust is off (in the OMS) - and the habitat could turn to face the front so it's more intuitive
Though, of course, still without reference for informational displays. Most displays are for cameras, everything else is physical.
I feel like that would mess with the AP. How would I get it to fire the main drive? The AP won't use the main drive unless it's aligned with the translation vector.
Well, the idea is when the main drive is enabled the vector would be aligned with it
And when it's not aligned, the engine would be disabled completely so that doesn't matter
But when it's not, you couldn't turn the main drive on without using manual.
It's not aligned with the thrust needed, so it won't fire.
Oooooooooooh. Hm.
Not sure I'd mind that; though, on the other hand, I also often disable the mains through most of a dive, too.
But also I should sleep so sorry if I don't respond for the next 7.5 hours ๐
Well, then you'd simply be piloting a very W I D E ship most of the dive ๐
Like, I'll go in with 350's and NTTRs, so I have efficient thrust and GTFO thrust, and just disable NTTR unless I need it - which means this ship would be sideways the whole way.
Remember the variable configuration suggestion?
What if this ship had a system specifically for the configuration?\
That's a question for koder I think
Also I keep procrastinating sleep, not good ๐
Goodnite !
Get some good sleep.
I think our best approach to this might be to describe the ship as unsuited to autonomous autopilots that are not programmed to handle its unconventional configuration.
if it ends up looking like some sort of space-vista cruiser station wagon complete with fake wood paneling, I am probably going to die. XD
We could also have the orientation change trigger with relative velocity
all of this applies only to autopilot flight
we need a name for this thing
My suggestion would be Obonto Construction Platform 209; aka OCP-209
Also, this is the time to iron out specs like dry mass
Stock torch, thrusters and other equipment
baffles are going to be a challenge
okay, first in-game view
okay, @thin furnace couple of suggestions based on what I see in-game:
- I think we could make a room to embed the cabin a bit inside the tanks, so it doesn't pop out so much
- on pristine ship this looks boring, could probably use some details
- these stripes look like shading artifacts
All perfectly doable ๐ I'll get on that later in the day
- you can't really see the dividing line when the bay is closed
there is a faint thing visible, but it looks more like shading artifact; we could use some meatal bevel there, or even an interlocking pattern
I'm really partial to calling it something relating to "Rotifer"
Because it looks like a rotifer, and rotifer means "wheel-bearer" in Latin, and this ship bears a wheel alrite
Not a hill I'd die on though so no worries if that doesn't fit
OCP-209 "Rotifer"?
hm, this thing, as modelled, is 90m long
๐ค fortunately, it fits the dock. Barely.
...but that would put our ballpark estimated dry mass around 600 tons
it's bit longer than AT-K225 and much wider (not accounting for the docking bays, which are mostly empty); AT-K225 has dry mass of 150 tons
these parts look damaged even on the pristine sprite. Different material?
First thng I can see; maybe the radiators need more detail, and the reactor body. Maybe some maintenance hatches, ports, pipes to/from the gantry for remass/power transfer, whatnot.
tried 600t dry mass. Suprisingly nimble when rotating, but that was the whole point. Dreadful decceleration and dV; pulls about 2m/s^2
The sensors maybe should use a different material than the mast, so they seem like tacked-on items, which they kinda are. They seem very uniform right now.
Might be the light, but that's the light we'll always see it in, so . . .
2 is a space where pristine makes in-game sense; maybe painting a logo here would be better than adding greebles? That can be done via ship paint instead of the model.
Huh. Had to google it. Kinda? I feel like construction equipment is usually purpose-named; like a CAT Excavator, with a model number, rather than a CAT Artic Thunder Excavator. (If we're using men's deodorant names to compare.)
Hmm fair fair
Oops, most likely an oversight on my part
I like the idea, there's a lot of real estate for painting something there
Nothing wrong with the aesthics, to be fair. And the out-of-universe reverence is fine. Orbital Construction Platform RTFR-TK429?
The painting can also be done in-game, so the player can use the canvas.
I don't really know what I'd even add as the detail on the bay part, since it's supposed to rotate it can't really have anything jutting out of it
If you need surface detail, maybe like the prospector nose; make it out of panels that are assembled, with indented lines between them.
Perhaps! Perhaps
Also, as for the size I just used the measurements that were there already when I started ๐ granted, the fuel + cargo containers did add a real bunch of length
I can size it all down though, victimless crime
I think barely fitting is okay - the bays may even have been made with construction platforms as the largest ship model they'd accomodate.
I'm not sure cutting a notch in cargo to move the cockpit back makes sense; the cargo bays are shaped linearly like that so you can shift the cargo balance, and any notch like that is space you can't shift in.
Really kind of a treat to see something come together collaboratively, and have time for feedback cycles and such. Koder works so hard and so fast that a lot is often locked in before feedback comes back.
Obviously not a negative, working fast, but, you know.
A lot of this perceived patience is just me not having a lot of time to model currently ๐ but hopefully when I have enough to speed up with this stuff considerably I'll try to make things as modular as possible so we can make changes on the fly
I know you're not full time, so I'm not ragging on you for speed.
Didn't assume you were, no worries :)
And I do enjoy collaborating like that a lot too ๐ having alternate perspectives is really helpful with inspiration and stuff
And especially with spotting oversights that I'm selectively blind to
Ok small list so I don't forget later:
- some sort of detailing on the bay [or leave it up as real estate for painting]
- more visible bay door edges
- double check materials on the hardpoints
- adjust engine details
- more contrast on the radiator
- QUADRUPLE check symmetry
- move hab axle halfway into the containers (make a boolean cutout in the containers for the hab?)
So, double checking references, it looks like we can have mass of this in range of 200-600 tons
I'm not sure I like the idea that it's bigger and heavier than the titan
I can size it down no worries ๐
Would it be better in the realm of let's say, 70m long?
Not really sure at this point.
If it's only about scaling down, that can be done in post/engine
but we'll get a shorter version already if we pack that habitat a bit inside the front of the ship
Should look quite nice if it's like halfway into the hull yeah ๐
I might also adjust the 3D model to have some space there so it makes sense if someone tinkers with it later in the DLC or stuff
That would make that part of the bay not useful for cargo shifting, which is really the only point of that section of the hull, though.
I suppose you could put the machinery for shifting in that space.
Motors and piston drives.
Hmm, might just spread the containers apart a bit then? Or dedicate it to hydraulics or stuff
Same braincell ๐ค
Nono it's perfect โจ
As an extreme measure you could remove the autonomous autopilot from the ships equipment menu.
Ok, maybe you'll get "EIAA1337 is missing" bug reports then...
In 2D the radiator looks a bit odd and too small imho. Could it maybe cover half of the reactor assembly?
I can make it w i d e r
Oh, wait, on closer inspection, does it already wrap around? It looked like just one panel to me. ๐
It's 2 panels (to allow for the thruster pylon to fit) but yeah it's wrapped around top to bottom :)
Aah, ok. Maybe with the added details it will be more clear that it wraps around. The flat glowing panel gave me no hint to that.
Yeah I'll need to increase the contrast between the parts - it's supposed to go from dark red to yellowish-white in hotness depending on the spot
But as you can see it's kind of all orange right now ๐
๐I like orange
Orange is good, but it would be nice to have color variation.
It was a construction related vehicle doesn't it? It should be orange
Ohhh my godde
we had a problem with symmetry, I meticulously checked each part to make sure it's where it should be. Everything was! I was puzzling over it for a good 40 minutes
Then I switched to view the model from the top . The camera was 0.5 meters to the left .
accidentally assigned the radiator material to part of the engine and by Gosh this looks baller
Not Likely to be in the final version but we can dream
opinions on this radiator look?
Inverted intensity compared to the other
Pro: areas look hotter where they would be hotter irl
Con: the rods don't look as hot
Of note: the con can easily be fixed
I thinkk I like this
First one is fine imho but the second gives me weird vibes. It feels like i'm not looking on the surface but rather into something. It has kind of a weird depth perception. Sorry, i don't know how to word it better ๐
I mean it does have some depth to it ๐
But if the first one's better I'll stick with that :)
is this okay
Yeah, looks good
I think the stark contrast between the pipes and the surface behind them made it look like the pipes were way above the surface.
ohhh ok understandable
But this image shows they are right on the surface
Now i know! This was the vibe i was getting from this version
I mean in a lot of ways that's literally what it is ๐
Yeah, kinda, but i think the surface between the pipes is not meant as a reflector, so i guess the temperature difference shouldn't be that big :)
True true very true
Anyways, last picture looks nice imho
made it a liiittle more realistic I think
Not much of a difference, is there? A little brighter. But yeah, also good
It's the small things that make the biggest changes ๐ (this will be literally invisible at in-game resolution)
Also, to address the lack of a nice border between bays, the new and improved (!) Larger Bay Door now has a nice border and clamp
Oh, nice! Clamps are a good idea
with the bridge completely out the ship looked a bit too long and brittle
Honestly, that doesn't bother me much. It's a construction ship, and cranes aren't built to look like a wrestler. The bigger concern was whether it could dock at Enceladus. And I guess the hab dock is a concern, too.
This does look awesome, and there is something to be said for cooling an engine bell, but it'd be a bit out of place for this lumbering hulk.
BBW rubbing her hands together ready to slamming this ship against her nose
Do we need to give NPC a longer ARM?
Try moving it out by 25%
perfect, I'll just make myself coffee and can start integrating it.
Actually... I could probably set it up in the engine by splicing the sprite, right?
Probably yeah ๐ I can also just cut out the hab holder separately so you can move it wherever
though that would make the image a lot longer for not a lot of graphics, maybe I'll stick to as it is
Moving it out a little for easier edits ๐
Do you have ideas on how to make bigger ships fit in docks then?
@brave knoll new sprites uploaded :)
I suspect that being unable to Dock is going to be the Downside of using Larger Ships
! odd
I'm on mobile net, perhaps it didn't download yet?
definitely 11 for me, maybe you're seeing the old cached image?
oop, no worries then
Okay, we need to now figure out some basic stats - first thing, dry mass and stock equipment
Titan is at 150t; this one is bit larger ATM; our ballpark estimation for the mass would be somewhere between 150 to 600t
(that's based on l^2 and l^3)
I tried it at 600 and it was kind of flyable, pretty nimble at rotating (it has good RCS placement for that), but the acceleration on K37's was about 2m/s^2
I'm going to try with 200t, I think it can be justified
Yeah, it's larger but ~80% of its volume is also hollow
Most of AT-K225 is also hollow
Hmm true that
other things - hardpoint placements? Do we have visible mounts on the model?
These two Bricks and also maybe the girder on here if we want a light hardpoint facing "forward"
Pardon the abysmal handwriting I was using a mouse pointer ๐
Slapping 2 NANIs on this thing would be a great idea let me tell you
larger ships will also require to make a bigger dock at enchilada
This one is just small enough to be a snug fit on the E's dock, if we keep it at the default scale
...I think
A forward facing hardpoint needs to be further up.
future you will need that for the dealer renders soon ๐
Yeah, unfortunately now I am the future me ๐
Also, I am not in favor of forward hardpoints.
An additional light stress or two facing out, maybe. Broadside is awkward enough that maybe we have wiggle room for extra mounts.
@thin furnace here is my problem ๐
Ohhhhhh whoops, that's on me ๐
The one with a space was supposed to be the backup
In case I messed up post-processing ๐
it would be cool if the has hard points facing in both direction, it would make the ship very versatile for the player
I'm going to change the in-game files all lower-case to avoid file name case sensitivity problems
Thank you to past me for making this easy
I would not be a fan of constantly toggling hardpoints to switch left and right. Anyway, she's a construction rig that has a definite "work is this way" direction.
Thank you for the entertaining image of an RCS-driven hab rotation.
so, after dropping it just in, everything is messed up, as expected ๐
Just in case your crew needed to know what being in a blender felt like.
actually, while we are at this stage; @thin furnace do you do that compositing into a final sprite with a script by any chance?
this will be the new make shift combat barge of the rings
yup, I set up one that executes this:
this space between sprites uses up some vram without any benefit
Currently working on making it agnostic
you think you could trim that to ~4 pixels? top and bottom too.
I think the 225 will definitely keep her place as the heavy gunboat, but this girl will have some interesting characteristics worth experimenting with.
Hmm, I could try ! But that's probably better to do in blender since that's where that space comes from
I'm obsessed with standardization so I just had to set it to 480px width ๐
any approach will work, and I know we don't do that for the previous ships, but it might be a good idea to start
5 mins and it'll be done ! I also moved the sensor pylon a bit since it's the only part that juts out that far
so that allows some savings
Hmm
could also squeeze the separate parts a bit tighter but not sure if it's a great idea
eh, I'll leave them be ๐
as long as I can snip it with a rectangle it will work great
It shall be done then :>
As for this, I think the only way is to place the grab on the front, which is a little problematic because, as I understand, the point that it rotates around in the ARM just be hand placed. But carefully doing so is the only way I see a ship like this accessing both hab services and enchilada.
I've seen the BBW try to manifest at Enchilada and it has a spaz trying to find a way to fit, eventually popping into a weird angle.
the point where the docking arm grabs the ship?
Yeah. Moving it forward rather than placing it CoM.
it could be on the very front or a side making big ships able to dock to more things
Has to be close to both the front and side for E' and SRA docks.