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[WIP] LordChicken's Space Engineer's Star Trek Quest

Discussion in 'PC Games' started by LordChicken, 9 Oct 2015.

  1. LordChicken

    LordChicken Colonel Sanders Community Member

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    @Hellkite Thanks. :)

    @CABAL I have been thinking about doing a round version of the inner gangway door. I haven't modeled it, just thinking about it.
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  2. LordChicken

    LordChicken Colonel Sanders Community Member

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    And since I got on to the topic of hangar floors, I put some work into trying to finish them yesterday. Here are the results:

    244850_20160726144113_1.png 244850_20160726144355_1.png 244850_20160726144419_1.png 244850_20160726145019_1.png 244850_20160726145033_1.png 244850_20160726145756_1.png 244850_20160726145821_1.png
    I still need to make the turntable, make the lights light up and some other bits, but coming along nicely.

    Due to the size of the blocks in this game I have space for two shuttles, two worker bee drones, and four detachable cargo pods for said drones. I haven't got the worker bees or their equipment quite figured out but where I am going with the designs I've been testing, they all should be able to link up like a train.

    I altered the layout of the shuttlebay cargo bay area a tad as well. I simplified it to reduce the poly count and make it more functional in game. But it is still really close to Andrew Probert design.

    So far I like flying into the shuttlebay just as the character at full speed and trying to stop on the deck, like a fighter on an aircraft carrier. I usually miss because I'm coming into fast and slam into the rear of the cargo bay. Or I bounce off the deck and slam into the rear of the cargo bay.
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  3. CABAL

    CABAL << ■ II ▶ >> Staff Member Site Manager Star Navigator

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    Aircraft carriers have a system to sort of 'catch' the aircraft as it lands to prevent that from happening. Still really hard to do, though, I presume. @Hellkite would know more. Would there be a way to create a similar system? Does the game have anything like a tractor beam?
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  4. kjc733

    kjc733 Wibble Staff Member Forum Moderator Seraphim Build Team

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    Aircraft carriers have arrestor cables - these are cables under tension strung across the deck. The aircraft has a hook on a cable under the tail and the aim is to slam on the deck and catch the cable. If they miss then its full engines and take off again.

    In the old days they use to have barriers as well, again a net (well several nets) under tension to prevent the aircraft slamming into aircraft parked forward. Now they have angled decks though.

    Anyways, nice work!
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  5. Hellkite

    Hellkite Lord of Death Staff Member Administrator Seraphim Build Team Star Fighter

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    @CABAL Remember that I'm Air force not Navy :yuck: by the grace of God man
    So no Aircraft carrier experience

    But kjc is right

    In universe of Star Trek tractor beams and Computer Automated controlled landing { in other words using the crafts own RCS thrusters and anti gravity unites to control the landing and taxi in the hanger } would be the best methods for a starfighter or shuttle to land on a starship.

    With this said Star trek V had a emergency barrier net on the Enterprise A shuttle bay

    320x240.jpg
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  6. CABAL

    CABAL << ■ II ▶ >> Staff Member Site Manager Star Navigator

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    Well, yeah, but there has to be some cross over between traditional and naval aviation. Did they ever do any teaching or do training about it, just in case you needed to make an emergency landing on a carrier?
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  7. Hellkite

    Hellkite Lord of Death Staff Member Administrator Seraphim Build Team Star Fighter

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    Most USAF aircraft don't have a landing gear and tailhook assembly built for carrier landings. Probably the F-4 or the A-7 were the last USAF aircraft even built with the necessary strength. Certainly nothing in the current inventory could do a carrier landing.

    If the USAF pilot flew a successful approach and hit the deck, the gear would likely fail, or worse, one main gear fail and the other not.

    Excepting of course, some of the lighter aircraft (under 45,000 lbs landing weight) could be successfully flown into a barricade - though it is not something USAF pilots train to accomplish.

    In general the USAF design concept is to not spend the extra 300-400 lbs for a possible carrier landing, rather to use that weight on a common aircraft for more fuel, avionics or weapons capability.

    So no
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  8. CABAL

    CABAL << ■ II ▶ >> Staff Member Site Manager Star Navigator

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    I see. That's pretty interesting. I'm guessing that the reverse is not true and craft designed to land on a carrier can land just fine on a strip?
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  9. kjc733

    kjc733 Wibble Staff Member Forum Moderator Seraphim Build Team

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    Carrier aircraft can land on normal runways. Carrier aircraft have a beefier structure which allows them to take the shock of what is essentially a controlled crash. A runway landing includes a "flair", where the aircraft pitch is "rotated" to increase lift, increase drag and thus slow speed, with the aim of touching down at a (close to) zero rate of descent with minimal power and speed. A carrier landing maintains the speed and descent rate because if they miss the hook they need as much power and speed as possible to return to flight in the sort amount of deck space available. But this doesn't prevent them from landing like a "normal" pilot.
    If I recall, the early Seafires used to suffer from oleos punching through the wings because they were simply Spitfires converted (improperly) for Navy use.
    Aircraft design is all about tradeoffs. If you want to land on a carrier you need beefier structure which adds weight and therefore limits fuel/payload. Conversely a non-carrier aircraft doesn't have that extra weight, but can't land on the carrier. Like it or hate it, the F35 is a fascinating study in these compromises.
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  10. LordChicken

    LordChicken Colonel Sanders Community Member

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    As far as I know CABAL they can. I'm from San Diego and whenever I went to air shows they would have something Airforce, something Marines, and something Navy fly in and land.

    As far as this game goes, by default it does not have force fields or tractor beams. But people have modded them in with some success. With my development background I am fairly sure I can make a pretty good tractor beam system (its on the list), but I have been waiting to start with the mods that require heavy programming until after they finish out the mod API and more of the code base since the game is still in Alpha.

    Either way it is still fun to try and land on the deck using nothing but the character.

    True story.
    Last edited by a moderator: 28 Jul 2016
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  11. LordChicken

    LordChicken Colonel Sanders Community Member

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    I don't know if anyone here has been following Space Engineers, but it is finally in Beta! Woot! Now time to finish all of those mods I started.

    The campaign editor is also now live and the intro campaign to the game is really good. I highly recommend trying it out. I can't wait to finish these mods and all of my ships so I can start making some campaigns.

    I have several ideas already :excited:

    http://forums.keenswh.com/threads/update-01-166-stable-space-engineers-beta.7390358/

    On the ship front I have started a few ships I need to post some pictures of. Perhaps tomorrow before I go to work.
  12. LordChicken

    LordChicken Colonel Sanders Community Member

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    I'm still here, work has just been crazy and I haven't had time for fun things. BUT soon I should have a better work life balance. :D
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  13. LordChicken

    LordChicken Colonel Sanders Community Member

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    I have a new job and I start on Monday! I pretty excited about this job. I will be working as an Associate NetOps Engineer for Charter Communications. One of the things I am excited about is I will be able to have a better work life balance. I will no longer have to cover people's shifts when they don't show up, work late, weird hours, etc.

    On this project, I am able to start working on it again. Woot! Now that the art direction for Space Engineers has been finalized I can start the process of adjusting and finishing up my designs so that they look as good and consistent as the standard blocks in the game.

    Below is an example of the in game Hydrogen Tank (the red shows the parts that are recolorable):

    in-game-hydrogen-tank.png

    Below is the new Antimatter Containment Pod that I redesigned following the general aesthetic, again the red show the recolorable bits, also they have switched to a material library so I am also using their materials as well:

    new-pod-2.png
    And so you know what it looked like before:

    old-pod.png

    Polygon count is much higher but it looks a lot better.

    The last time I posted an updated I stated I started working on some ships and was going to post pictures. Here is a fleet shot! I will get some better pictures of all of the new ships soon I swear :p The ships are spaced out 500m apart.

    May I present the USS Ark Royal (that massive ship by itself, 600+ meters), Midway class carrier from the game Starfleet Command.

    Introducing the USS Belknap (top row, third from the left of the ship grid) from the publications Starship Design: Interstellar Forum for Naval Power and Ships of the Starfleet: Volume One. This one is just the Secondary Hull as I still need to build the Warp Support Pylons and attach the Primary Hull.

    The USS Okinawa, of the same class, can be pictured on the bottom right of the ship grid. This ship is from the game Starfleet Command.

    Also pictured is the USS William Wallace (bottom left of the ship grid), a Claymore Class ship. This is a fan design for the game Bridge Commander, might have also been available as a mod for Starfleet Command but I am unsure on that. As far as I can tell the design was created by Sbloyd and updated by Starforce2.

    2017-01-14_fleet.png

    I think I will end this post with some pics from inside the Arboretum aboard the USS Venture, a fan design by InPayne, looking up at USS Reliant and from the Arboretum of the USS Enterprise looking out at the USS Venture and USS Ark Royal.

    244850_20170602213106_1.png

    244850_20170602214318_1.png

    With all that said, I need to also create that Arboretum Set I've been putting off. These are just large empty rooms with big windows and good views!

    EDIT: Ignore any of the red thrusters attached to the ships. They are there for station keeping as I finish up RCS Thrusters and Impulse Engines.
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  14. LordChicken

    LordChicken Colonel Sanders Community Member

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    I need to bounce something I've been experimenting with off of someone.

    The default grid in this game for large ships is 2.5m³. I have spent the last two days trying to figure out a way to subdivide the grid making it 1.25m³. This would allow for more flexible shapes and a higher resolution to ships.

    I started down this path while trying to resolve the torpedo deck with the two airlocks on the refit Enterprise. The blocks are too big to do either one effectively. I am trying to avoid purpose building mods for just one thing, like this area on the Enterprise for example. I am trying to make all of the mods as flexible as possible so they can be used across a wider array of ships. Even non-Star Trek ones, GASP!

    Unfortunately there isn't a way to subdivide the grid that I found, BUT I could change the size of the armor blocks to 1.25m (which would be a lot of work) and then double the sizes of all of the non-armor blocks to compensate, thus sort of faking grid subdivision. This works as I did test almost all of this process and am certain that it would work if I changed the size of the armor blocks to match.

    There are a few drawbacks to this.
    1. Pre-existing grids won't transfer well into the new grid. As in any ships built using the default original grid won't like having that grid shrunk and things will get weird. I might be able to compensate for this, but I am not sure.
    2. This method could more than double the amount of triangles per ship. Currently the base cube has 48 triangles for a 2.5m³. The new grid would mean for the same space you would get 192 triangles. For clarity the game removes armor faces that touch each other so what was 1 cube now is 8 cubes which would equal 384 triangles. After you remove the touching faces the new total is 192.
    They are working on optimizations, but I don't think they are expecting for everyone to have ships with stupid high triangle counts.

    So what are your guy's thoughts on this?
  15. LordChicken

    LordChicken Colonel Sanders Community Member

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    Further testing has revealed attempting to save the old grid size armor blocks to be infeasible. :(

    So the options now are to either keep the grid at 1.25m³ or use the original size of 2.5m³ and model out a bunch of "half armor" blocks that won't really be armor. The latter option wouldn't be as useful as you would still be stuck to the original grid for placement.
  16. LordChicken

    LordChicken Colonel Sanders Community Member

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    Time for an update!

    I have finished the artwork for the passageway set :)!

    Pics or it didn't happen right?

    244850_20170925015955_1.png
    Rectangular Halls

    244850_20170925020003_1.png Radial Halls

    244850_20170925020009_1.png
    Concentric Halls

    244850_20170925021639_1.png
    All of the bits

    244850_20170925020544_1.png
    244850_20170925020605_1.png
    Recolorable

    244850_20170925020727_1.png
    Fancy floor texture.

    All of these use the default textures in the game with the exception of the diamond plate texture. I made that in Substance Painter. Texel density is 10px per cm.

    All that I have left for this set to be 100% complete is to make the Level of Detail models, Construction states, and to program the Emissive textures to be programmable so the alert lights can be turned on and off and have the colors change. I also intend to have the regular lights turned on and off.

    :plan:
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  17. CABAL

    CABAL << ■ II ▶ >> Staff Member Site Manager Star Navigator

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    So pretty. I may need to add this to my wishlist.
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  18. Majestic

    Majestic Life's a garden. Dig it! Staff Member Administrator

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    Wow awesome work, love the look and feel of them. :)
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  19. LordChicken

    LordChicken Colonel Sanders Community Member

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    Dooeeeett! I am hoping to be at a point where I can start posting the ships as blueprints and these mods on the workshop soon.

    Thank you! I have spent more time then I'd like to admit trying to blend the game's art style with Star Trek.
  20. LordChicken

    LordChicken Colonel Sanders Community Member

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  21. LordChicken

    LordChicken Colonel Sanders Community Member

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    I have been working on the Warp Core pieces while it has been slow at work. It has often bothered me that in TWOK and TMP that where the Warp Core meets there isn't like a "collision chamber." Based off how it is supposed to work it makes sense to me that it would have one.

    http://memory-alpha.wikia.com/wiki/Warp_core

    Here is my take on a TMP version.

    Tee1.PNG Tee2.PNG Tee3.PNG Tee4.PNG
    I still have some detail to add, and they are untextured for now. But what do you guys think?
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