Battlestar Question

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
feld
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RE: Battlestar Question

Post by feld »

Wow bloodborg,
marking up the drawings was a great idea. *That's* where these missile tubes people keep talking about are!
Do you have a marked up dorsal view of the BSG?
It bugged me that my numbers differed from yours so much so I went back and checked my math and went over the pics again. Did you count the 32 dorsal railguns on the front section? They're buried in the ribs between the dorsal smooth armored parts. Also, there are at least 8 dorsal PD railguns aft of the dorsal main railgun turrets and I *think* 8 more dorsal railguns between the two dorsal "batteries" of four railguns each.

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kinetic kill vehicle !!!
Where ?!
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feld
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Problems modelling BSG capabilities?

Post by feld »

bloodborg: agree completely. The low relative velocities of the combats make kinetic energy weapons the logical choice.
Another thing about railguns: modern naval guns can fire a variety of rounds. Armor piercing, high explosive, starshell...rumors abound also of a nuclear 16 inch gun shell for the old Iowa BB's 16 inch guns. I figure BSG's guns should have similar capability. Galactica's main railgun appeared to fire some sort of fragmentation warhead at the battle of Ragnar but an armor piercing or kinetic strike weapon would also make sense for anti-capital ship use. Also, space-space railguns (when considered by SDI back in the 80s) frequently fired so-called brilliant pebbles which had a limted maneuver capability.

The beauty of it is that I think SS can model guided direct fire weapons, right? So you could do this in-game.

Seems to me that the big concern modelling the BSG are the sheer number of PD guns (already mentioned). Is that a thing Milo has to change or is there a work around?
kinetic kill vehicle ?!
kinetic kill vehicle !!!
Where ?!
WHAM
bloodborg
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RE: Problems modelling BSG capabilities?

Post by bloodborg »

actually i did count the forwar guns u have circled. but the midesction area you have circled have no guns there lol
i have checkd lol
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bloodborg
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RE: Problems modelling BSG capabilities?

Post by bloodborg »

also i think i might of got ventral an dorsal mixed up[&:]lol. hehe.
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DamoclesX
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RE: Problems modelling BSG capabilities?

Post by DamoclesX »

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Still needs a lot of work, texturing has been annoying cause of the shape of it.. if it does not work in the end I might just scrap and re-do but I hate doing that...

hopefully I can finish it tonight, been caught up in nexus.. awsome game.. we nned those effects in starshatter
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bloodborg
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RE: Problems modelling BSG capabilities?

Post by bloodborg »

Nice Job Damo. u bloody genious lol. i like the weatherd look. an 'ur' fighter is great lol
nice callsign john. lol
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DamoclesX
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RE: Problems modelling BSG capabilities?

Post by DamoclesX »

all day

playing nexus

arrg that game is cool


anyways the fighter still needs work, in the show the museum fighters are perfectly clean, but I doubt that would last, and I still have texture errors I need to try to fix, no games really try they let the textures streach and stuff, and I know why, its truly agervating.

plus it needs details


another thing... I have a lot of ships to build... and they are ALL hard to make.....also, since ss is getting a new eng they need to support bumps and such
]
so to make it short, i"m not going to do this for the current version of starshatter, It would take 2 months of testing and what not to get these in starshatter and by then the new engine would be out and they would all be usless.. instead I"m gonna spend from now to when its done modeling and planning, so when the new eng is out its all converting

a longer wait, but WAY more time for everybody to get input, for me to perfect these ships(this wont be the final viper, I know I'm gonna endup re-building the model I always do that when parts of it bug me)
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TheDeadlyShoe
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RE: Problems modelling BSG capabilities?

Post by TheDeadlyShoe »

Lookin' Good, but hopefully Londo isn't going to be piloting again? ;)
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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Lord QDaan
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RE: Problems modelling BSG capabilities?

Post by Lord QDaan »

ORIGINAL: TheDeadlyShoe

Lookin' Good, but hopefully Londo isn't going to be piloting again? ;)
Damo, I don't think you're ever going to live that one down.
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DamoclesX
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RE: Problems modelling BSG capabilities?

Post by DamoclesX »

thats one of the obviouse things I did:) there are others I will never tell anybody ehehehehehheh
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bloodborg
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RE: Problems modelling BSG capabilities?

Post by bloodborg »

hey. i watched last nights new bsg episode. and we can noqw confirm that the galactica has 40 Mrk 2 Vipers. the foundry ship must be busy making fighters lol. this also confirms my idea that they only have 40 active vipers beaucse of they only have 40 viper tubes to launch them from for rapid deployment. also. a mark two can apparently flip end to end in 1.3 seconds. vipers also have an eject function.
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DamoclesX
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RE: Problems modelling BSG capabilities?

Post by DamoclesX »

Viper mk2 done
Scarlet Red viper done
2 seat mk2 done

mk1 and mk2-6 planned but no solid info yet

the hull for the galactica has been put down, now its paiting time

cylon raider done
cylon basestar model done

2 civi ships done

Workign on webpgae right now

ive also got a dilgar war mod burning a hold in my HDD, since I got the dat format working I put some time into it, I dont feel like supporting the 500 mod anymore, just way to many high poly ships, dilgar one is a lot better, but.. since i"m doing galatica, it might be on the burner for a long time

good thing is I got a big following for the mod so far, so competent help wont be hard to find.
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Diabolico
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RE: Problems modelling BSG capabilities?

Post by Diabolico »

=S=

Keep it up and don't loose faith!![:D]
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