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RE: Battlestar Question
Posted: Sat Nov 06, 2004 8:57 pm
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.

Problems modelling BSG capabilities?
Posted: Sat Nov 06, 2004 9:23 pm
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?
RE: Problems modelling BSG capabilities?
Posted: Sat Nov 06, 2004 9:39 pm
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
RE: Problems modelling BSG capabilities?
Posted: Sat Nov 06, 2004 9:45 pm
by bloodborg
also i think i might of got ventral an dorsal mixed up[&:]lol. hehe.
RE: Problems modelling BSG capabilities?
Posted: Sun Nov 07, 2004 12:00 am
by DamoclesX
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
RE: Problems modelling BSG capabilities?
Posted: Sun Nov 07, 2004 2:55 am
by bloodborg
Nice Job Damo. u bloody genious lol. i like the weatherd look. an 'ur' fighter is great lol
nice callsign john. lol
RE: Problems modelling BSG capabilities?
Posted: Sun Nov 07, 2004 7:43 am
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)
RE: Problems modelling BSG capabilities?
Posted: Mon Nov 08, 2004 12:52 pm
by TheDeadlyShoe
Lookin' Good, but hopefully Londo isn't going to be piloting again?

RE: Problems modelling BSG capabilities?
Posted: Mon Nov 08, 2004 11:02 pm
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.
RE: Problems modelling BSG capabilities?
Posted: Tue Nov 09, 2004 2:18 am
by DamoclesX
thats one of the obviouse things I did:) there are others I will never tell anybody ehehehehehheh
RE: Problems modelling BSG capabilities?
Posted: Tue Nov 09, 2004 11:09 am
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.
RE: Problems modelling BSG capabilities?
Posted: Mon Nov 22, 2004 5:02 am
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.
RE: Problems modelling BSG capabilities?
Posted: Mon Nov 22, 2004 6:59 am
by Diabolico
=S=
Keep it up and don't loose faith!![:D]