Something big

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FSTargetDrone
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Re: Something big

Post by FSTargetDrone » 2009-11-04 10:58pm

fractalsponge1 wrote:Mm, for a repulsortank? I don't think it quite works the same way as a Leopard 2 with a dozer blade... Why wouldn't it just fly over the obstacle, or vaporize it with laser fire? If it couldn't do either, you're probably not using it right. No one thinks its a great idea to operate large MBTs in dense rainforests or swampland, right?

Which sort of brings up a question: where do you draw the line between aircraft and repulsor-equipped star wars "ground" vehicles? Are there altitude limits for most vehicles besides, say, high atmosphere? After all, commercial vehicles could keep themselves aloft over canyon-like Coruscant terrain just fine.
If you are having this vehicle fly around and just descend close enough to the ground to deploy the troops before immediately taking off again, I suppose there really is no issue. However, if you intend for it to be used as ground support near troops on the ground, there is always a chance that something can snag on those protrusions, be it cables or whatnot.

I was thinking you could have those side-mounted weapons in some sort of armored housing from which they could pop out when needed but could be otherwise retracted and protected. Of course, that adds more complication with internal space used up for the mechanisms and such, not to mention having to model all that!
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Azron_Stoma
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Re: Something big

Post by Azron_Stoma » 2009-11-04 11:01pm

fractalsponge1 wrote:Which sort of brings up a question: where do you draw the line between aircraft and repulsor-equipped star wars "ground" vehicles? Are there altitude limits for most vehicles besides, say, high atmosphere? After all, commercial vehicles could keep themselves aloft over canyon-like Coruscant terrain just fine.
I was always under the impression that there were two main types of speeder, Airspeeders and Landspeeders, the former having a much higher flight ceiling than the latter and generally (but as coruscant showed us clearly not always) enclosed, maybe even pressurized cabins.

still, an entirely Repulsor driven military vehicle is, imo, ill advised, there should be at least one secondary drive system of the wheel, tread or even leg variety for operation in environments like say Jabiim or to pass through gungan like shields (though such conditions may be extremely rare) as well as Magnapulse weapons, which as I understand it can disable repulsorlift driven vehicles.

it does beg the question of how vehicles and troops were deployed and more importantly retrieved from Jabiim if the environment screwed up repulsorlifs.

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Re: Something big

Post by fractalsponge1 » 2009-11-05 05:45pm

JointStrikeFighter wrote:The ability to operate from cover and concealment might be important to a tank.
Well, yes, but I mean you generally won't be deliberately driving into obstacles you don't expect to be able to knock down (and given SW construction, that really might not be very much). And really close support might be better delegated to a much smaller vehicle anyway. If this can fit where an AT-TE can fit, I'll be happy.

(Of course, I might just decide to be obtuse and keep it the way it is because it looks good :P).
FSTargetDrone wrote:I was thinking you could have those side-mounted weapons in some sort of armored housing from which they could pop out when needed but could be otherwise retracted and protected. Of course, that adds more complication with internal space used up for the mechanisms and such, not to mention having to model all that!
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Re: Something big

Post by Abacus » 2009-11-07 05:23am

I like the tank just like he made it. In case anyone forgot, there was the XR-85 tank droid that the Imperials made that had laser turrets and such on the side of it. You also have to remember that if the tank is as big as from what I am thinking, and its going to be as well armored and armed as I imagine, then being sneaky really isn't going to be an issue. I think if an Imperial commander were going to use these type of tanks that fractal made, then subtlety is way past his concerns. Just like how you don't use an AT-AT if you're trying to achieve surprise...
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Re: Something big

Post by Thanas » 2009-11-13 03:24pm

I haven't been online as much as I would have liked to, Fractalsponge, but I just want to add excellent work and that I am looking forward to seeing the final tweaks on the Dreadnought. :D
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Re: Something big

Post by dorn70 » 2009-11-29 05:33pm

Hi Fractalsponge,

Your designs are really way awesome and being a Star Wars fan especially leaning towards the Imperial starships, I have been sourcing the best pictures on the net and designs for years. And I must say, yours are my favourites in my personal collection.

I sincerely want to thank people like you who give life to these awesome starships and come up with superb canon designs as well as innovative and non-canon designs which makes it very meaningful for fans like myself.

Btw, I really hope to be able to download the picture on Post subject: Re: Something big Posted: 2009-09-20 03:30am. It is a comparison picture of the Empire's finest starships and somehow when I tried downloading the picture, it cuts off halfway and is not complete. Would appreciate if you could forward it to my email: ignatiusch@yahoo.com.sg or ignatius.primeax@gmail.com

Thank you.

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Re: Something big

Post by Azron_Stoma » 2009-11-30 06:46pm

mine doesn't get close to halfway through before cutting off, it cuts off halfway through the first SSD right after the World Devastators, Factory Ship and Torpedo Sphere,

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Re: Something big

Post by fractalsponge1 » 2009-11-30 07:06pm

I assume you mean the composite of some of my ships along with evillejedi's warlords catalog render?

Save the link as a file instead of trying to load it in your browser. Firefox at the very least occasionally chokes on massive jpegs.

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Re: Something big

Post by Azron_Stoma » 2009-12-01 05:08am

sadly that doesn't help and all the renderings of your huge ships work fine, and the thumbnail works fine too (z_mod_small) but z_mod.jpg just goes all dark grey after the cutoff point i mentioned.

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Re: Something big

Post by fractalsponge1 » 2009-12-01 07:51am

You mean you right click, save the file as a jpeg on your desktop, and the downloaded file still has that cutoff issue?

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Re: Something big

Post by Torben » 2009-12-01 08:00am

I had the same issue, tried downloading it with IE, Firefox, Chrome, Getright download manager, saving to different locations, always cut off about 2/3 of image, right where Executor begins to appear. File size I can download is 288 kb. Any thoughts?

Edit - Also tried loading it as a separate tab in all three browsers, as well as just "view image." Still cuts off at same point every time.
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Re: Something big

Post by fractalsponge1 » 2009-12-01 08:48am

Well I just re-uploaded it. See if that helps.

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Re: Something big

Post by Torben » 2009-12-01 09:18am

Huzzah! Thank you, sir! Issue resolved.
“I prefer Gary,” the Centurion said. - Centurion GRY-237427, "The Hunted"

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Re: Something big

Post by fractalsponge1 » 2009-12-06 07:00pm

Image

A collection of very low poly orbital installations and containers. I'm not really very good at low poly, so someone better at it could do better for less, but it'll serve my purposes. I'll slowly add to this collection and eventually put something together using them. I might even detail a few to my usual standard...

To start, a really small (~10m) low poly tug/workpod, based on the TIE Fighter games (sviwel nozzle thruster is my addition):
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X7 factory (650m tall):
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Modular dock, configured for three frigates (~620m length):
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Larger manufacturing facility, using X7 modules and components (~1400m long):
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Modular accomodation/control facility, loosely based on the Cardan-look from Empire at War, with a docking/servicing facility sized for corvettes attached (~800m max length):
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Large refueling/resupply station. Two refueling booms, container storage and marshalling yard at the top, command and accomodation facilities built in (1600x1000m main platform, so star destroyer-sized).
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And, the containers themselves. From top to bottom, CN/C (~75m), CN/E (~40m), CN/J (~100m), CN/A (~75m):
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Re: Something big

Post by fractalsponge1 » 2009-12-07 11:12am

Another, slightly more refined shot:
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And a materials/lighting test for the big ship:
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I know some of the glows are over-exposed, will fix those later.

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Re: Something big

Post by fractalsponge1 » 2009-12-10 04:48pm

Small update - fixed the glows, mirrored enough detail to call this angle complete:

Image

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Re: Something big

Post by Raesene » 2009-12-10 05:35pm

A few questions after seeing Picture 131 - what's the gun count of that monster now ?

Is your computer up to fleet pictures with one of those beasts, a Bellator and some Allegiances, ISDs and Customs Corvettes :-) ?

(would the latter even be visible next to the Star Dreadnoughts ?)

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Re: Something big

Post by fractalsponge1 » 2009-12-10 08:29pm

376 720-teraton HTL (188x2)
2132 240-teraton HTL (533x4)
2048 40-teraton HTL (256x8)
280 240-teraton equivalent heavy ion cannon (70x4)

Plus the little thing in the prow - not sure about the yield, but probably not more than 200 petatons per shot, max.

Smattering of tactical missile tubes. I'm not even going to attempt to count MTL quad turrets and LTL, mounts- thousands of the latter, and hundreds to >1000 of the former.

Maximum simultaneous throw weight (HTL and heavy ion), all arcs, 931520 teratons (~372x ISD). Sustained power closer to 1e27W

And the corvette is ~180m, so it's around three times the length of one heavy turret. So, probably not :P.

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Re: Something big

Post by Thanas » 2009-12-11 04:46pm

Lovely work, as always.
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Re: Something big

Post by Force Lord » 2009-12-12 04:05pm

That Star Dreadnought is scary! :shock:
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Re: Something big

Post by Abacus » 2009-12-13 12:57am

I really like the refueling/resupply station. I'm guessing its mobile somehow correct? Or would it be the type that requires tugs to pull it around?
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Re: Something big

Post by evillejedi » 2009-12-13 11:44am

I have a few low poly containers if you want them

Image

I love your larger manufacturing facility

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Re: Something big

Post by fractalsponge1 » 2009-12-19 05:17pm

I could probably use some of those, when I finally set up the scene. If you want the large facility for warlords or something else, I can get that to you in 3ds or obj or something, usual not sharing/not using for profit things applicable, blah blah.

Latest little project over the past two days to inaugurate a new laptop; a medium corvette. ~210x185x70m right now, ~6e5 m3. Anywhere between 2.5e20W and 1e22W power generation. That's a big range, and mainly because the scaling is tricky - using a reasonably sized reactor bulb with ISD power density, I can get this ship to 1e22W. Using the queen's barge from ep2, I can only get it to, at best, low e21W (the latter calculation is fairly annoying, since I'm not sure how much of each engine nacelle is reactor, but assuming about a third of the nacelle, the energy density is at least an one, if not two orders of magnitude lower than an ISD. Of course, the queen's barge is civilian, and probably tuned for endurance rather than output, and the fact that the reactors and engines are integrated pods might skew things, but it is a fairly large gap. The Acclamator also has a lower power density than an ISD, but that's a transport more than a proper warship. Larger powerplants do seem to be more efficient, or at least potentially compact... I would imagine this ship tends towards the military end of the power density scale, so I'm going to take a wild-ass guess and peg it at 1e21W for now. I will hear out complaints and comments.

Fairly versatile little ship, suitable for fleet outrider/scout roles, but also mid-range patrol, convoy escort/raiding. Fully military, unlike the possibly partially civilian-spec customs corvette. A decent complement to a Carrack at a low end, and much better than the Corellian corvette/gunship series (partially by virtue of being a lot more voluminous, but also higher energy density). Lieutenant/junior lieutenant commander's command, if it's the latter it'll work well with having an ground force lieutenant and junior fighter squadron leader. Typical carriage 2 platoons, 1 squadron TIE/ln class fighters, single shuttle or boarding craft. The collection of boxes represent the volume of 12 TIE/ln, and the larger box the size of a stormtrooper transprt. The ship would probably carry less of heavier fighter types, maybe 6 TIE/D if it ever got the chance to carry any, or 6 TIE/sa bombers. Single troop transport/shuttle. Small craft would deploy from that ventral spine, most of which will be dedicated to hangar ops; troops in the aft ventral superstructure that fairs into the spine, with the troop transport immediately adjacent.

Weapons are currently three twin turrets for lightweight medium turbolasers, 25 gigatons per barrel per shot. Not a huge threat to frigates except by sheer volume of fire, but quick firing and powerful enough to heavily threaten light and medium corvette types. Supplementing that, at the moment, three twin mounts of ultralight turbolasers, half megatons per barrel per shot, very rapid fire area defense lasers (same type as the customs corvette). Will probably have a few more of those dispersed along the centerline and on the ventral surface.

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Re: Something big

Post by Raesene » 2009-12-19 05:52pm

I'd suggest a missile/torpedo launcher, or better a ball-turret ion cannon at the prow instead of the most forward twin laser turret. Moving the lower heavy guns more aft might improve the look, maybe even drop the centerline turret and add two of those to the wings, keeping the point defense guns on the centerline. That should free space for the TIEs. What will the bridge look like ? We haven't seen a tower similar to that of the [Ii]mmobilizer[/i]-interdictors ?

I'll watch this one with much interest (as usual).

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Re: Something big

Post by fractalsponge1 » 2009-12-19 06:49pm

Well an Immobilizer's module is probably too big for this ship, but it'll be a smaller variant thereof. I might yet decide to try playing with the Acclamator module setup too, I haven't decided about the bridge yet.

As for the turrets, the flank turrets will stay, definitely, if only because I don't want to redo the plating. More than one on each flank would be overkill, I think (aesthetically, not technically). I might move the centerline one elsewhere, though, or make it ventral. The ball turret ion might be an idea, though. Missiles; we'll see - might not be the space, or it'll be too small a volley to be worthwhile.

The TIE hangar is ventral currently, in the spine space. My plan was to keep the antiship armament dorsal, thus obviating any need to keep in alpha arc and allowing greater freedom of maneuver, as well as simplifying the division between ship combat and flight ops from a rather cramped space. I seriously have no idea cramped the Marauder's TIE squadron must be; with racks alone the ventral side of the primary hull mostly be taken up by fighters, not counting any maintenance space/missile magazines. Possibly even more of a problem with the CR90, which handles fighters in the games, at least, though there is a decent amount of volume in the hexagonal center hull.

Anyway, for the hangar of this ship, I was planning two abreast storage, wingtip to wingtip on racks, with access from above, and dropping out from a ventral hatch. Access from the sides for some level of on-site maintenance, with two slots open for cycling fighters. Ingress from a recess centerline, tractor assisted of course, to cycle into the rack system. The troop transport and loading bay will be aft of that, exiting and entering via the same recess.

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