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TheOrangeGuy — UESF Battleship WIP 2

Published: 2008-07-13 11:42:07 +0000 UTC; Views: 4386; Favourites: 28; Downloads: 173
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Description Further progress on the battleship.

Again, feedback would be very welcome.
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Comments: 15

TELFUS [2009-08-13 19:01:26 +0000 UTC]

great work....can you make a carrier?

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Marrekie [2008-07-29 07:11:55 +0000 UTC]

Very cool design, but I have to agree with Ovni that the level of detail on the engine-section doesn't match the rest of the ship. Nonetheless, good job.

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FatalPapercut [2008-07-22 16:04:49 +0000 UTC]

You sir, have amazing designs. I don't think my fleet would stand much of a chance against yours.

I will raise question though about the 4 pylons protruding vertically from the bow. A nice design feature, yes, but i feel they limit the firing arc of your main cannons on the top and bottom. So unless the bow of the ship is a weapon in and of itself, i doubt the ship would have much defense against direct frontal assaults. I suppose i can say the same about the cannons in the stern and the extruding engine blocks...

Also, i might suggest using turrets on the port and starbord side that can elevate their barrels 90 degrees, because as it looks now, you only have the top and bottom turrets that can contribute to a broadside volly. That way, you dont have exposed guns in plain view of the target that are unable to shoot.

_Fatal

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TheOrangeGuy In reply to FatalPapercut [2008-07-23 17:39:30 +0000 UTC]

PS: And as to fleet vs fleet, I'll take it as a compliment, but my ships are fairly low tech compared to most sci-fi settings. It takes place right after humanity has begun to take its first steps as a spacefaring species. They have not yet developed long-range faster than light travel, and are currently limited to our solar system.

Moreover, their weapons tech is barely more advanced that modern day. Cannon tech is hybrid railgun/chemical propelant, with explosive shells. I doubt my weapons could match your ion cannons.

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TheOrangeGuy In reply to FatalPapercut [2008-07-23 00:47:17 +0000 UTC]

Firstly: Thank you, I appreciate some exeptionally thoughtful feedback (and the compliments ).

As to your first comment: I struggled with that design feature myself for a while, but I came to two conclusions about it:

Firstly, this ship is designed for full broadsides as opposed to being able to shoot directly forward. not to mention, the... protrusions are too thin to really limit the forward firing arcs anyways. Yes, they prevent the top and bottom cannons from firing DIRECTLY foreward, but unless some ship is EXACLY in the middle of path of the battleship (and, in space, combat takes place at a long distance, meaning that even a slight deviation can mean alot) it can still be hit by a forward volley.

Secondly: It's in space. Despite the predominate stereotype of the lumbering, clumsy, capital ship, any size ship can turn to face any direction at the blast of one or two thrusters.

With no drag, it can even do so while moving. Thus, it can reposition for a broadside within seconds, and the broadside can be faceing any direction regardless of the ships forward velocity. (Though I admit it is kind of odd to imagine a massive ship zooming past, turned sideways...)

As to the turrets: All of my turrets have 180 degree vertical firing arcs. I personally think its silly to have turrets on a spaceship that can't fire omni-directionally. In a 3d battlefield, if your guns are limited to a single 2d plane (or a slight angle thereof) you don't stand a chance against a single, faster moving target (such as a Destroyer, Strike Cruiser or Battlecruiser) that can exploit holes in your fireing arcs, at minimum halving your firepower.

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FatalPapercut In reply to TheOrangeGuy [2008-07-23 15:44:29 +0000 UTC]

Good points...although the thought crossed my mind that while turning broadside to a target is probabily the most destructive and possibly the coolest way to open fire on enemies, there's still a good tactical decision in presenting the smallest profile possible for your enemy to shoot. Alligning yourself directly to your target allows ALL your forward facing guns to fire, while leaving very little to be shot.

Still, as a design feature, they're cool looking. No idea what they actually do, but whatever.

Firing arcs have always been pretty important in my mind, cause theres nothing worse than having one of your flak turret punch holes in your bridge because the gunner was tracking a fighter and wasnt paying attention to where he was shooting.

I dont know which of the turrets you had mounted there, if they were from the lineup you made, or new versions entirely, so i wasnt sure if they could fire over the full arcs or not. They looked kinda close-pressed to the hull, so it didnt look like the barrels could swivel up that much.

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TheOrangeGuy In reply to FatalPapercut [2008-07-23 17:54:08 +0000 UTC]

First point: Yeah... Well the entire point of a battleship to me is to level HUGE firepower and ignore incoming fire by way of heavy armor plating, a-la WW2 battleships. Clever manuvering and damage minimization is more a cruiser trick, in my mind.



Firing Arcs: I figure that, like modern warships, there would be no gunners, or at least no manual gunners. Gunners would pick targets, fire control systems (with MUCH better aim than any human) would do the rest. Not to mention fire control systems on MODERN warships prevented turret damage to the parent ship after WW2, much less futeristic space fire control.

Turret Arcs: The pontoon-type things that the gun barrels are mounted on can rotate to face 90 degrees away from the ship. The barrels themselves don't elevate.

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doctaotsu [2008-07-14 02:22:18 +0000 UTC]

Oh, and what program are you using?

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TheOrangeGuy In reply to doctaotsu [2008-07-23 00:48:37 +0000 UTC]

Sketchup, and I'm going to finish detailing and texture in 3ds Max

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doctaotsu In reply to TheOrangeGuy [2008-07-28 00:14:46 +0000 UTC]

Huh! Sketchup huh? You used it because it's easier than max?

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TheOrangeGuy In reply to doctaotsu [2008-07-28 00:33:09 +0000 UTC]

Because its cleaner for designing, to be honest. Max is incredibly powerful, but for designing I like having a tool thats both simple and clean. Sketchup allows you to take your ideas, build them up from the bottom in mere minutes, then polish them to at least a bare minimum level before you really start running into things you -need- something as powerful as 3ds for.

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doctaotsu In reply to TheOrangeGuy [2008-07-28 00:53:47 +0000 UTC]

Hm... haven't looked at sketchup in years. I'll have to take a look. How do you export from sketchup to Max? I'm using XSI so I'm fairly certain it'll eat an OBJ format.

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doctaotsu [2008-07-14 02:21:03 +0000 UTC]

I like em... think we could see some wires?

In my completly unprofessional opinion I think you're better of using textures for further detail. I think you nailed all the important geometry.

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Ovni-the-UFO [2008-07-13 13:20:24 +0000 UTC]

VERY nice. I think the thrusters look a little out of place, with the rest of the ship being detailed but them being so smooth. I guess that's the only feeback I can offer right now. XD;

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TheOrangeGuy In reply to Ovni-the-UFO [2008-07-13 18:14:42 +0000 UTC]

Ty.. yeah I'm trying to decide whether or not to model them into detail or just add detail when I texture them, due to their odd shape.

But yeah, I saw that too, thanks for confirming my suspicions.

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