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 Prototype's temporary and somewhat dissapointing development log

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_Shadowcat_
Keon
The Schmetterling
Saravanth
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Groot
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Groot
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 3:19 pm

SR mech will be a walker with turrets for arms.

And hands don't work due to how tools are placed.

And Mercury, love those mechs, I'll have to re drawn them in a way that I can replicate them, but I don't have to change as much as these shape box functions are very versatile, and I can do a lot with them.
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MercurySteam
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 3:42 pm

Iv, I do mechs, not mecha, not tanks. Quads are usually just repetitive, esp. with our limited modeling, and too slow and cumbersome to compete against bipeds, but I could draw up a few.

@Proto: I was a little facet-happy with these, I think most of them can be smoothed out without much aesthetic loss.
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Tiel+
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 3:44 pm

MercurySteam wrote:
esp. with our limited modeling,
Prototype wrote:
these shape box functions are very versatile, and I can do a lot with them.
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Groot
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Prototype's temporary and somewhat dissapointing development log - Page 12 Empty
PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 3:49 pm

Tiel+ wrote:
MercurySteam wrote:
esp. with our limited modeling,
Prototype wrote:
these shape box functions are very versatile, and I can do a lot with them.
A lot more than I could previously that is, it's still not total freedom, but it's much better than before.
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Iv121
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 4:02 pm

Anyway I do want to see new things and you don't have to be the one to draw them (also WTH is mecha or that stuff ...). As a matter of fact if you do a mech or a tank (if you bring that up ...) they are identical in their role as in both cases a human drives a big machine with cannons to combat with, and actually having a rotating turret makes much more sense than an arm, an arm cant shoot backwards for example while a turret has 360 deg shooting arch.

The reason we add these arms is because we are bored of the same old tanks, replace that turret of a tank with a body and arms and you get a mech on wheels or tracks, again breaks the repetitive design, same goes for hovering mechs. On the opposite side of the spectrum you can replace the arms on mechs with turrets, add one below a platform or make a big turret on 4 legs instead like a tank but on legs. This also varies the design.
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Groot
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 4:20 pm

Mecas play so much differently to tanks, they can dual wield, jump, they handle differently, and they are so different to drive than tanks, trust me.

And I am replacing arms with turrets on the SR mech.

As for hovering mechs, well I do love the design of the Neo Arcadian Golems from Megaman Zero, I may do something like that, but first off I want smaller mechs for each faction, then I can make huge faction less mechs.
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MercurySteam
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 4:32 pm

Iv121 wrote:
having a rotating turret makes much more sense than an arm, an arm cant shoot backwards for example while a turret has 360 deg shooting arch.
A mech's entire torso is turreted, the arms just add more freedom and speed.

The reason we add these arms is because we are bored of the same old tanks, replace that turret of a tank with a body and arms and you get a mech on wheels or tracks, again breaks the repetitive design, same goes for hovering mechs.[/quote]The problem with tracked/wheeled/whatever "mechs" is that they look absolutely pants-on-head retarded. By definition mechs are legged. There's plenty of potential variation with bipeds.

Is Flan or someone else working on jointed legs?
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Iv121
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 4:55 pm

Don’t call something retarded just because you don't like it. What mechs you build and how is not my choice, all I can do is to give some advice, and I do want to see you trying to make something new. You have to agree that even the most simple step of adding just two more legs already turns your mech into something memorable and interesting.

Spoiler:
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Joel
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Prototype's temporary and somewhat dissapointing development log - Page 12 Empty
PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 5:10 pm

Iv121 wrote:
Spoiler:
How does a quadraped prove your point about track/wheeled/whatevers.


Last edited by Vinyl on Sat Oct 26, 2013 6:11 pm; edited 2 times in total (Reason for editing : The fourth leg should be more obvious)
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Tiel+
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 5:11 pm

Actually quadruped.

Robotnik:
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Iv121
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 5:17 pm

Vinyl wrote:
Iv121 wrote:
Spoiler:
How does a triped prove your point.
Ill let you figure it yourself Smile .
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_Shadowcat_
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Prototype's temporary and somewhat dissapointing development log - Page 12 Empty
PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSat Oct 26, 2013 7:43 pm

Iv121 wrote:
Vinyl wrote:
Iv121 wrote:
Spoiler:
How does a triped prove your point.
Ill let you figure it yourself Smile.
Thats a lot of lifting power and size for such a small amount of dakka.
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Admiral Rekiin
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 7:12 am

_Shadowcat_ wrote:
Iv121 wrote:
Vinyl wrote:
Iv121 wrote:
Spoiler:
How does a triped prove your point.
Ill let you figure it yourself Smile.
Thats a lot of lifting power and size for such a small amount of dakka.
Solution: Add more dakka
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Commander Error
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 12:11 pm

Admiral Rekiin wrote:

Solution: Add more dakka
I support this message.
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Ivan2006
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 2:15 pm

Admiral Rekiin wrote:
_Shadowcat_ wrote:
Iv121 wrote:
Vinyl wrote:
Iv121 wrote:
Spoiler:
How does a triped prove your point.
Ill let you figure it yourself Smile.
Thats a lot of lifting power and size for such a small amount of dakka.
Solution: Add more dakka
I see a large autocannon and missiles as well as very large exhaust pipes that make me wonder if that thing's engine has ANY efficiency at all.
Solution: replace engine with more efficient/smaller variant, exchange exhaust pipes with jet engines for hovering and fill leftover space with dakka. This should be a heavy artillery mech with its current dakka as secondaries.
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Iv121
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 2:18 pm

Lets begin with the fact it walks, lets end with the fact that it wasn't what I talked about at all... Though one way or another that picture managed to do it's job, after all you cant stop talking about it Razz .
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Groot
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 3:57 pm

Quadruped mechs are a no, the code only allows two legs. 
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Ivan2006
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 4:43 pm

Prototype wrote:
Quadruped mechs are a no, the code only allows two legs. 
How much dakka can be fitted on said legs?
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Groot
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 4:45 pm

Ivan2006 wrote:
Prototype wrote:
Quadruped mechs are a no, the code only allows two legs. 
How much dakka can be fitted on said legs?
Dakka is my middle name.
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Ivan2006
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 4:47 pm

Prototype wrote:
Ivan2006 wrote:
Prototype wrote:
Quadruped mechs are a no, the code only allows two legs. 
How much dakka can be fitted on said legs?
Dakka is my middle name.
How much firepower can you put on a mech?
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Saravanth
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 4:52 pm

Ivan2006 wrote:
Prototype wrote:
Ivan2006 wrote:
Prototype wrote:
Quadruped mechs are a no, the code only allows two legs. 
How much dakka can be fitted on said legs?
Dakka is my middle name.
How much firepower can you put on a mech?
Exactly 72.3
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Caramell
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 4:55 pm

Desdenova wrote:
Ivan2006 wrote:
Prototype wrote:
Ivan2006 wrote:
Prototype wrote:
Quadruped mechs are a no, the code only allows two legs. 
How much dakka can be fitted on said legs?
Dakka is my middle name.
How much firepower can you put on a mech?
Exactly 72.3
Is that in dakka or metrical shitloads?
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Groot
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Prototype's temporary and somewhat dissapointing development log - Page 12 Empty
PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 4:56 pm

Ivan2006 wrote:
Prototype wrote:
Ivan2006 wrote:
Prototype wrote:
Quadruped mechs are a no, the code only allows two legs. 
How much dakka can be fitted on said legs?
Dakka is my middle name.
How much firepower can you put on a mech?
A lot, I can ramp up the damage and explosion radius of missiles, and make the reload time as short as I want.

But mechs can only hold two guns at the moment.
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Saravanth
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 5:00 pm

Daynel wrote:
Desdenova wrote:
Ivan2006 wrote:
Prototype wrote:
Ivan2006 wrote:
Prototype wrote:
Quadruped mechs are a no, the code only allows two legs. 
How much dakka can be fitted on said legs?
Dakka is my middle name.
How much firepower can you put on a mech?
Exactly 72.3
Is that in dakka or metrical shitloads?
All data is given in imperial micropandas.
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Iv121
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitimeSun Oct 27, 2013 5:04 pm

I wonder proto if it is possible to combine two leg meshes and thus making four legs using 2 slots only, they have to be synced anyway. Im just wondering didn't say you have to build a bot like that, could be hovering for all I know ...
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PostSubject: Re: Prototype's temporary and somewhat dissapointing development log   Prototype's temporary and somewhat dissapointing development log - Page 12 Icon_minitime

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