Page 2 of 2

RE: Post your Work!

Posted: Fri Jun 11, 2004 2:12 am
by Dragonlead
Thanks for the clarification on the shields. I wasn't aware they (didn't read?) that they only absorbed a percentage of the damage. I could tweak my Rhinos more. Maybe I'll swap out that front anti-ship salvo with a custom anti-fighter missile...

I really do appreciate the feedback. PS - as far as balance, I took out three of these things with my upcoming assault carrier (without fighters) and they never got my hull value below 75%.[:D]

V/R

RE: Post your Work!

Posted: Fri Jun 11, 2004 8:36 am
by Kuokkanen
ORIGINAL: Dragonlead

That left cruisers (of all classes) bearing the brunt of operations. Japanese heavy cruisers were the best in the entire world throughout WWII. And very few ships could withstand more than one or two salvos of 10 8-inch shells slamming into them. That is why my heavy cruiser tends to pack such a punch.
Submerge ships of world war 2 mount such firepower becouse only limit for weaponry is how much ship can carry it and ammo. In case of science fiction and energy weapons there are other things to consider. First off energy source is limited. It is needed very big power source or many smaller power sources to feed even 1 energy weapon, say laser or particle projector cannon. In this case only kilometer long vessels can mount several energy weapons and fire only few of them at time. Of course large number of weapons mean there is less blind spots where group of fighters could get nukes in.
Maybe I'll swap out that front anti-ship salvo with a custom anti-fighter missile...
I recommend anti-fighter energy weapons (beam type) with insta kill capability. IMO it is silly that Spectre can't target fighters with its x-lasers. What comes to that space carrier thing, milo's vision is more realistic. If you load carrier with many huge power sources, where are you going to place fighters and stuff?

RE: Post your Work!

Posted: Fri Jun 11, 2004 3:31 pm
by Pheagey
If you load carrier with many huge power sources, where are you going to place fighters and stuff?

Make the ship bigger. I try to design my ships with a modular looks. So to make a diffrent variation I just opne the ship in magis import the changed part and edit the def. So on a larger scale make an entire ship modular. Like lego's...

RE: Post your Work!

Posted: Mon Jun 14, 2004 3:53 am
by Dragonlead
I've stumbled on this myself. My Rhino class now has a derivative (called the Black Rhino) and incorporates this modular idea.

To answer the assault carrier thing, yes, it is HUGE (we're talking two Orions together). That's how I justify the weapons and the fighters.

V/R

RE: Post your Work!

Posted: Wed Jun 23, 2004 12:58 pm
by Hiruu
Wow!!! You guys are real artist with this stuff!

Any advice on a absolute noob trying to get my feet wet?

Also, Dragonlead, your Rhino's design is cool as heck, but WAY too powerful. This game really seems to understand current Naval structure and firepower issues. You've got 9 turrents, a mega gun, 12 torpedo ports, and missile tubes??? POWER CONSUMPTION...in a realistic model, you would need an generating source about the size of the ship. There are shields and EW systems that would suck even more power, along with life support for such a massive crew to man the ship.

RE: Post your Work!

Posted: Wed Jun 23, 2004 2:29 pm
by Lord QDaan
Advice to newb:
You only have to worry about how realistic your ship is in Milo's universe if you plan on making your ships compatible with said universe, and not only is that not any more common than not, but it's fairly difficult to do because we don't have the .def files for all the ships and weapons to make balancing easier. Besides, everyone has to get that invincible supership out of their system at some point.
If you want to start ship modding, you'll need to make a ship first. I suggest starting with a cube and making modifications to it until you have something you want. Texturing can come later, I say go for the .def files first. Start with an example .def that works, and use existing weapons. When you're comfortable enough with ship .defs, move on to weapon .defs.

RE: Post your Work!

Posted: Wed Jun 23, 2004 2:42 pm
by Hiruu
Thanks for the advice!

RE: Post your Work!

Posted: Thu Jun 24, 2004 7:54 am
by TexMurphy
This is my first ever 3d model. But I realized I needed more power from the tool so Im redoing it in Maya instead of Magic. The 2nd image is a render from my first ever Maya attempt, still workin on it.

Image

Image