Jump to content

Knight26

Members
  • Posts

    5315
  • Joined

  • Last visited

Everything posted by Knight26

  1. I just noticed something, the feat on that VF-19E are upside down, oops.
  2. The last of the original five, the UCSBS - Ib'Schag At the time of the first production run there was only enough the Tacit metal that made up the hulls of the ships to build five ships, with enough left over for spares and experimentation to artifically produce more. No more was ever produced by artificial methods and the Wolfsbane and Trib'Kibal used too much of the material, actually incorporateing into the superstructure and interior bulkheads, unlike the rest which only use it in their hulls. As a result there was not enough to buidl the starboard wing of the Ib'Schag and it was built without it. The Ib'Schag is considered a plush assignment as its duties usually are not on the frontline, instead it is used as a pirate hunter and sticks close to the homeworlds. Most civilians believe all Tacit class to look like the Ib'Schag, despite plenty of photo and holographic evidence to the contrary. For obvious reasons the Ib'Schag is often refered to as the "white knight."
  3. The Robial gave up the aft quartet of beam cannons, keeping the six forward mounted weapons, but retains the asteroid cannon. It also recieved significantly upgraded and more advanced engines. The new engines are half the size and thrust of the originals so two more were added.
  4. Next up the UCSBS - Quiness. After the Trib'Kibal went online it was decided that the Tacit's needed more beam cannons so four additional beam cannons, those originally slated for the Wolfsbane, were added onto the Quiness. The Quiness is also the first to mount the three barrelled rapid fire asteroid cannon. However becasue of its additonal armament the captain's of the Quiness have tended to use it more aggressively and therefore it has taken more damage over the years, which prompted space force leaders to decrease the beam cannon load out on all additional ships.
  5. Time for the siblings. The first is the UCSBS - Trib'Kibal the second in the series, the only notable design differences is that it carries what was originally intended to be the standard beam cannon load out, of six beam cannons. The Wolfsbane was pressed into service early and therefore never received the additional four beam cannons. The Trib'Kibal was also pressed into service easly and never recieved its asteroid cannon, mostly because of delays in the weapons production.
  6. Those are some well done customs. I like that strike VF-22 with all the external ordrnance, the x-from tail, and the YS-19 cockpit, I just don;t care for the removal of the vector plates.
  7. Hey Graham, you said you got it on DVD, I did not know it was released yet, where did you get it?
  8. I agree with most of Graham's points, and I can't wait to see the series when it starts in january. As for why the galactic was ribbed I think it was suppossed to be that way, that the ribs acted as outspaced armor, to keep the main hull from taking fire as easily. As a plot device and an effect it is great, as the show progresses they can blast out major portions of those ribs and not loose the associated spaces beneath the skin there. It should be interesting to see what direction they take the series on, I hope it has more of the desperate, we're on the edge of survival feal of the original books, and not be as campy as the original series.
  9. And the registry picture, onto her sister ships now:
  10. Just about done: I slammed a gig of ram into my machine today and all but finished the design. I fixed a couple small things on the flight decks, but some detail work may still go there. I also added the manuevering thrusters, the observation windows to the flight control decks and the registry to the sides of the engine nacelles. I also added the old battle damage textures from the old design, they don't fit the same way, but they are close enough for now. There is very little left to do, just add some observation decks, maybe a couple more thruster packs, refit the damage texture and maybe recolor it. Right now the damage is too red, I need to gray and brown it out some more to make it look more like battle damage, and may remake it a bit more as well. Let me know what you think.
  11. Man, those designs are whacked out and wrong on so many levels.
  12. They used F-4s in the second one. TopGun has it's great points...Like the flying, real pilots in real jets, the photography of those scenes is incredible. Final Countdown is still a far superior movie.
  13. Top Gun was a POS, the MiG-28 as stated were just F-5E/Fs repainted black with red stars on the tail. That movie is garbage, heck so is Iron Eagle, but at least they used a foreign aircraft as their MiGs, Israeli Kfirs, and even then they just called them Migs, no number. If you want a good 80's navy movie, that is accurate and cool as all get out, rent or buy Final Countdown, that movie is so accurate it is scary, much better then at POS Top Gun.
  14. that's not a bad photochop you did there, the lighting almost makes that painted Macross look like it should be there.
  15. Very nice, I can't wait for the finished product.
  16. Ok, this one is of the hangers. Top row is the launch end, bottom the recovery end. From left to right they are the upper port fighter bay (there are four), the bomber deck, and the dropship deck. It might be hard to see in the pictures but the blue bars on the deck of launch tube are the catapult emitters, floor and ceiling. More powerful ones are along the walls. The fighter bays can launch up to three fighters at once on the catapults, more under own power. The bomber deck only one at a time but it can have two bombers staged together at once, launch one after the other. The drop ship bay can launch two at once, out of two seperate launchers, but has little call to do so. Anyway on the recovery end, the yellow disks are inertial dampner field generators, they slow incoming craft considerably, not quite stopping them, keeps an out of control fighter from crashing badly, and enemy missiles from penetrating at high speed. The blue areas around the entrances and exits are the atmosphere shield generators, each portal except the one the quick reaction squadrons launch out of have two sets of field generators, just in case one fails. All portals then have closing doors just in case of total shield failure. The shields are quite efficient too, each field can stop up to 99.9% of any gasses that attempt to pass through. Field density is 8 per foot, and a typical emitter is five feet in depth, so that is 40 fields per generator. So each shield unit only allows one in 1x10^80 gas molecules through, so the ship does outgas, but not to any noticable degree. One last thing, on the large decks, like the bomber and dropship, the structure up in the ceiling is a storage area, that is where they keep some consumables and a lot of spares. The fighter decks do as well, but not nearly as much so. Oh one last things, where is a good place to buy memory, at a low price?
  17. Update Time: I spent most of the day on this, the hangers are finished, except for a few details that may be changed, including the ceiling structure, catapult textures, and add some support equipment, trucks, weapons trailers, etc... I deleted about ten turrets from the exterior, cleaned up the hull a lot in the process. Now the hull just needs to be "personnalized" for the Wolfsbane, with battle damage, registry tatoos, etc... Thing is I really can't do that right now because, I need to slam another 512MB->1GB of RAM into my system first. The design is starting to make the system seriously lag, too many bits and pieces. Anyway onto the pics, the first is of the exterior of the ship.
  18. Nice, I was wondering if you would ever finish that.
  19. Except for how far the nose sticks out in battroid I like that Perfect Trans one, but I prefer the other one with the swapping groin/nose gear and landing gear wells. It looks more accurate in all modes to me. If that is what Yamato turns out I will be thrilled to no end.
  20. Final approach, the four wing hangers are color coded to help make sure pilots land in the right place, plus the ventral hangers are upside down relative to the rest of the ship to maximize deck space.
  21. Here's a close up of where the quick reaction squadrons launch out off, I may later add doors, but making a door for this openning will be a pain in the you know what.
  22. Ok, another update. I added wing hangers, but upon doing so I realized that I forgot a few details, plus I am having problems getting the atmosphere shield generators textures to cooperate. I will fix that later. I also forgot to add the grappler catapults and the repulsor field generators that serve to slow incoming fighters when they land. Those should be easy to add though. Easier then adding all the doors were. Anyway onto the pictures.
  23. Yeah I am probably going to drop about 6-8 turrets, as for being retractable, no they are not, this is a warship and force projection is a big deal. Imagine being in something like a small cruiser and seeing that big beast baring down on you, all its turrets pointed your way, me, I think I'd surrender. If I saw that same ship with no visible turrets I may try and take my chances. The only ships I have with retracting turrets are smuggler craft and the point defense weapons on large warships.
  24. Actually there are smaller point defense turrets by the hanger entrances and exits to all the hanger bays. The main turrets also do have cut out/no fire zones that keep them from shooting the ship. Pretty much ever turrets since WW2 has had some kind of cut out zone, heck on LHA where they have their mairnes stand with Stinger missiles they have a ring that they stand in with two broomsticks that keep them from moving too far.
  25. Ok the exterior is all but finished. I just need to add the external observation bubbles and windows to the flight control spoilers, and the control thrusters all over the place. I can't do much more right now becuase adding all the escape pod hatches put on so many faces that it is lagging the machine. I guess I need to break down and get some more ram. Ok, what was added, those white pads are the sensor clusters, there are about 25 of them. I added the escape pod hatches, there are a lot of those, I lost count and will inventory them later. I also added all the point defense turrets. I also added textures to the whole ship, those may be editted or replaced, but I like it so far. I will start on the hangers tomorrow, model them seperately then insert them, make it easier. As for the number of turrets I have about 6 or 8 I may remove. The old design had 58, if I counted right and this new one has 69. Of course it is late and I am getting crossed eyed so I may have miscounted.
×
×
  • Create New...