| Prototype fleet MKII | |
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+14Tiel+ torrentialAberration Acu2010 The Schmetterling Ivan2006 _Shadowcat_ Commander Kobialka Julo Grand Imperial Thunder kokonus Captain stufuzzycat Last_Jedi_Standing ShadowS56 Iv121 18 posters |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Prototype fleet MKII Fri Nov 16, 2012 7:35 am | |
| I like the guns, the use of iron with the dark grey material (whatever it is) provides a good contrast. I approve. The mech should be deleted, it has too many problems with it (such as an over-sized head, a long neck, disproportionate gun, lack of detail, or the random emerald block). | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Prototype fleet MKII Fri Nov 16, 2012 3:48 pm | |
| - Prototype wrote:
- Tiel wrote:
- Last_Jedi_Standing wrote:
- Surp. Grm. Ivan Kintobor wrote:
- That mech looks... quite well, considering it´s about the size I would still use models if I were a dev...
...
People confuse 'good' and 'well' all the time, but I don't think I've ever seen it go that way before. For future reference, 'good' is an adjective and 'well' is an adverb. This applies to everyone, not just Ivan. Grammar Nazi away! Kintober's German, you know. I hear any reference to Nazism can be considered offensive over there. Nazism is wrong, call it fascism to avoid offending anyone, for suture reference, instead of grammar Nazi, its just grammar fascist, which means the same but won't offend anyone, but I won't do anything about it if anyone misuses grammar because I am a grammar communist.
This thread is now 20% more politically correct Calling it facism won´t stop it from offending me, because Nacism was brought to us Austrians, while Facism happened to us. Also, every trivilisation (including but not limited to parodies; even worse: glorification) of the NAZI is illegal in Austria and can get you to lifetime prison if you, like, shout "Hail Führer!" at the President of Austria. Actually, wasn´t extnsive fachism the reason CMA was banned? | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Prototype fleet MKII Fri Nov 16, 2012 4:11 pm | |
| - Surp. Grm. Ivan Kintobor wrote:
- Prototype wrote:
- Tiel wrote:
- Last_Jedi_Standing wrote:
- Surp. Grm. Ivan Kintobor wrote:
- That mech looks... quite well, considering it´s about the size I would still use models if I were a dev...
...
People confuse 'good' and 'well' all the time, but I don't think I've ever seen it go that way before. For future reference, 'good' is an adjective and 'well' is an adverb. This applies to everyone, not just Ivan. Grammar Nazi away! Kintober's German, you know. I hear any reference to Nazism can be considered offensive over there. Nazism is wrong, call it fascism to avoid offending anyone, for suture reference, instead of grammar Nazi, its just grammar fascist, which means the same but won't offend anyone, but I won't do anything about it if anyone misuses grammar because I am a grammar communist.
This thread is now 20% more politically correct Calling it facism won´t stop it from offending me, because Nacism was brought to us Austrians, while Facism happened to us. Also, every trivilisation (including but not limited to parodies; even worse: glorification) of the NAZI is illegal in Austria and can get you to lifetime prison if you, like, shout "Hail Führer!" at the President of Austria. Actually, wasn´t extnsive fachism the reason CMA was banned? I don't believe he was banned. Anyway, Nazism is bad, fascism rarely works, and this is off-topic. Back to the ship thread. | |
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Captain stufuzzycat Sergeant
Posts : 826 Join date : 2012-05-02 Age : 24 Location : At my computer, pwning s*** up with my warfrigate
| Subject: Re: Prototype fleet MKII Fri Nov 16, 2012 8:48 pm | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Nov 17, 2012 7:06 am | |
| - The Schmetterling wrote:
- I like the guns, the use of iron with the dark grey material (whatever it is) provides a good contrast. I approve. The mech should be deleted, it has too many problems with it (such as an over-sized head, a long neck, disproportionate gun, lack of detail, or the random emerald block).
The random emerald block isn't random, I use them as beam focusers for laser type weaponry, I used to use diamond blocks, but the emerals blocks have a better texture and look better. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Nov 17, 2012 4:40 pm | |
| got a hanger thingy done: big cannon and heres a (almost) lovely view of about one third of the ship: | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Prototype fleet MKII Sat Nov 17, 2012 4:56 pm | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Prototype fleet MKII Sat Nov 17, 2012 5:44 pm | |
| >Aims for center with four railguns >>Ship goes kablooey | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Nov 17, 2012 6:14 pm | |
| - EmoTiel wrote:
- >Aims for center with four railguns
>>Ship goes kablooey You haven't even seen the centre of the ship,and I can assure you all systems with the potential to cause self destruction are covered by at least 6 layers of obsidian, not that's I've made any yet. And that would more likely go like: "Aims for centre with four rail guns" >>>Gets shot down | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Prototype fleet MKII Sat Nov 17, 2012 6:16 pm | |
| With what? The pointy antennae things jutting out of the ship? You don't mean to call those guns, do you?
If so, you're not going to have enough ammo for all of them unless a significant portion of the ship is devoted to storage, in which case single shot=boom. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Nov 17, 2012 6:40 pm | |
| - EmoTiel wrote:
- With what? The pointy antennae things jutting out of the ship? You don't mean to call those guns, do you?
If so, you're not going to have enough ammo for all of them unless a significant portion of the ship is devoted to storage, in which case single shot=boom. Silly boy, why use physical ammunition when you can have high power energy weapons? Most of my weapons are energy weapons, and most do not require physical ammo (those that do use non-volatile substances) and railgun ammunition is not explosive, for railguns rely upon impact force to do damage, rather than chemical explosives. Plus the smallest guns visible there would have a barrel diameter of three meters (three blocks) which is a ridiculous calibre, and the "big gun" I have put up already pales in comparison to the "planet busters" (can't actually destroy a planet in one shot), which I have not yet displayed. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Prototype fleet MKII Sat Nov 17, 2012 8:16 pm | |
| See, the phrase "bristling with weapons" is just that - a phrase. My only complaints about your ship so far are the ridiculous amount of armaments and that it's really two rectangular prisms tethered together. I'd say scale up the detail you added to the rear portion so it aligns to the cube by only a few blocks and be a little more realistically minded with your weaponry. It's all going to probably be replaced with entities anyway, so no need to cover the craft in block-based turrets. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sun Nov 18, 2012 11:39 am | |
| - EmoTiel wrote:
- See, the phrase "bristling with weapons" is just that - a phrase. My only complaints about your ship so far are the ridiculous amount of armaments and that it's really two rectangular prisms tethered together. I'd say scale up the detail you added to the rear portion so it aligns to the cube by only a few blocks and be a little more realistically minded with your weaponry. It's all going to probably be replaced with entities anyway, so no need to cover the craft in block-based turrets.
By I like my turrets, and the number isn't ridiculous, yet... And I don't like the tethering bit much myself, so expect that to change at some point. Also having huge turrets can work wonders when it comes to breaking the monotony of the bare chassis, but so do the runways and launch pads for the carrier sections, so it's somewhere between a huge gun platform and a carrier ship. | |
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Captain stufuzzycat Sergeant
Posts : 826 Join date : 2012-05-02 Age : 24 Location : At my computer, pwning s*** up with my warfrigate
| Subject: Re: Prototype fleet MKII Sun Nov 18, 2012 12:23 pm | |
| That looks great, and having it so big and zoomed out makes it look really awesome. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sun Nov 18, 2012 3:04 pm | |
| started on the "planet buster" cannons first view of the barrel (the easy bit) now, some of you may be thinking "thats too big, that is too big to be a plasma cannon, laser cannon or a MAC/railgun", you are right, it is too large to be any of those, its a Neutron decay/proton acceleration cannon (a new form of MAC) basically takes a very dense cluster of neutrons (a small neutron star) and a device in the back of the cannon induces beta decay, causing the neutrons to break down to give a proton, an electron and an anti electron neutrino. With the neutrons turning into protons, the mass can now be accelerated by a magnetic field (the magnets must be kept at a distance, to stop the projectile from obliterating the barrel), and the electrons are absorbed by the barrel of the cannon (50% can be recycled to compensate for the huge power required), while the proton mass is fired out the other end. Not only is the projectile very dense, and carries huge kinetic energy, it also ionises almost everything it touches, releasing more energy. there are few things that can surive a direct hit now you must be thinking "thats stupidly OP" almost, due to the huge charge of the projectile, its course can be altered by a strong magnetic field, and the projectile will not keep going forever, it will break down relatively quickly. that and the dense neutron material is very hard to get a hold of. so it works similar to a MAC, but with a unique projectile. I can't say that this would actually work, in the way I describe it, but after all this is sci-fi, and realistic sci-fi cannot exist (otherwise it would be science fact) This is my contribution to the sci-fi systems of FC, the planet buster cannon (or NDC)
Last edited by Prototype on Sun Nov 25, 2012 4:27 pm; edited 1 time in total | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sun Nov 18, 2012 3:48 pm | |
| another third + two early planet busters, compared to the "big gun" i put earlier I am aware turrets/guns will likely be entities, but I will deal with that when someone actually makes that happen. | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Prototype fleet MKII Mon Nov 19, 2012 2:38 pm | |
| - Prototype wrote:
- another third + two early planet busters, compared to the "big gun" i put earlier
I am aware turrets/guns will likely be entities, but I will deal with that when someone actually makes that happen. Actually, the small guns will be entities. You build the bigger guns with special blocks and joints. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Mon Nov 19, 2012 3:12 pm | |
| - Surp. Grm. Ivan Kintobor wrote:
Actually, the small guns will be entities. You build the bigger guns with special blocks and joints. thank dog for that. perhaps each gun has a block where the shot originates from, so people can change their barrel sizes by adding more blocks | |
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Acu2010 Newbie
Posts : 10 Join date : 2012-10-18
| Subject: Re: Prototype fleet MKII Mon Nov 19, 2012 3:52 pm | |
| Prototype, the HC/V-46 Beluga: I don't add fins is because, it's a weak point in the hull. The fin can easily be blown off and is likely the first place you'd aim. And it's directly at the back of the ship which can breah teh hull and probably cripple the ship. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Mon Nov 19, 2012 3:53 pm | |
| done another mech the AHM-74 Goliath cockpit+shoulder cannons Rapid fire 25cm gun howitzer cannon front view rear vew+missile silos trying to find a way to make a compact (folded up) form to fit in the Tormentor | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Mon Nov 19, 2012 3:54 pm | |
| - Acu2010 wrote:
- Prototype, the HC/V-46 Beluga: I don't add fins is because, it's a weak point in the hull. The fin can easily be blown off and is likely the first place you'd aim. And it's directly at the back of the ship which can breah teh hull and probably cripple the ship.
the Beluga is a very old ship of mine, so is the humback. now i style ships more like the extinctor and tormentor | |
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Acu2010 Newbie
Posts : 10 Join date : 2012-10-18
| Subject: Re: Prototype fleet MKII Mon Nov 19, 2012 3:55 pm | |
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blockman42 Sergeant
Posts : 938 Join date : 2012-01-30 Location : in my office designing new ships
| Subject: Re: Prototype fleet MKII Mon Nov 19, 2012 4:35 pm | |
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Grand Imperial Thunder Infantry
Posts : 714 Join date : 2012-01-31 Location : Saturday is awesome.
| Subject: Re: Prototype fleet MKII Mon Nov 19, 2012 7:47 pm | |
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Last edited by Prime Arc Thunder on Mon Nov 19, 2012 8:14 pm; edited 1 time in total | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
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