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[Mod] Yesteryears Updates

Starfox1701

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I like reminds me of the freighter they did for SOTL
 

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Dominus_Noctis

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Interesting look - if you don't mind my saying, I like the one you just attached (in response to Starfox's remark), better than the original Mandril homage a few posts ago :sweat: . Perhaps if yours wasn't so flat...? (pet peeve of mine when it comes to the oldest FO designs too). Maybe just changing the location of the storage docks and the size of the saucer would do it, I'm not sure :)

Looking forward to more art :thumbsup:
 

Majestic

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Interesting look - if you don't mind my saying, I like the one you just attached (in response to Starfox's remark), better than the original Mandril homage a few posts ago :sweat:

That one is also 8k and isn't even finished yet. I might give it a shot at lowering it, however the pods are where most of the poly count comes from without them the model is 3500 approx which is fine.

EDIT: I did some poly reduction and changes to the freighter and it's now 5,600 poly's. Still too high for a freighter but it's a lot better than 7,700.
 
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Terra_Inc

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Hm, both look very fine. Yeah, 5000+ polys is a wittle bit too much even for FO, but it's some great stuff nonetheless!
 

Knight

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I like both of those... you could always use one as a mining ship or a constructor if needed. Though I suppose really a trade freighter isn't necessary as fleetops doesn't use trade
 

Avon

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Looks great, mate. I like it alot:cool:
Although, like you say, 5600 polies is a little high still

I'm actually not so keen on the other one (SOTL one)
 

Majestic

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Hm, both look very fine. Yeah, 5000+ polys is a wittle bit too much even for FO, but it's some great stuff nonetheless!

I agree especially for a mining ship as in the average game you have at least four moons with 3 freighters each which equals to 12 freighters.

I like both of those... you could always use one as a mining ship or a constructor if needed. Though I suppose really a trade freighter isn't necessary as fleetops doesn't use trade

I did think about that but I think I will do something different for the constructor. :)

Looks great, mate. I like it alot:cool:
Although, like you say, 5600 polies is a little high still

I'm actually not so keen on the other one (SOTL one)

After thinking about it, the Eaves/Madkiofish design isn't a great design for Armada, too bulky for game mechanics and the mining station so I will be sticking with the other design. I'll probably modify it a bit more but I think at least for the foreseeable future it will be the design that I'll go with. :thumbsup:

EDIT: I still haven't figured out how to include the impulse engines however I did resize the saucer and did a few other touches. I think I'll run with this as it is. :)

Freighter_v2_WIP03.png
 
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Dominus_Noctis

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I still don't think you'll have a problem with that number of polies, but it is your decision - after all, we don't just less than 12 Intrepids running around in most matches :lol:
 

CABAL

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I still haven't figured out how to include the impulse engines however I did resize the saucer and did a few other touches.

You could try attaching them to the nacelle struts, similar to the way they are on an Intrepid.
 

Majestic

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I still don't think you'll have a problem with that number of polies, but it is your decision - after all, we don't just less than 12 Intrepids running around in most matches :lol:

That is true, one of the founding concepts behind YY however was to make it so anyone could play it, no matter how slow their machine is. It's a reason that while I am now using higher poly models I am not going overboard. The majority of the ship models I have done for this revamp are actually in the range of 2500-3600 with the occasional model passing that range by a few hundred poly's. The Soyuz for example.

On a more personal note, I do prefer the design that you like, so does my son. But added to the poly count I also think I will have issues with scale due to the mining station that I have already built. I don't want a huge mining station just to accommodate a single freighter design. I may re-use the design if I get to a campaign, use it as a re-supply ship that warps in with resources or a ship you need to protect or something.

You could try attaching them to the nacelle struts, similar to the way they are on an Intrepid.

While it worked well for the Intrepid, in the TMP era I think that would be too advanced. I actually did find a way to do it, which I am happy with which has also kept the modular feel that I was after. Included are some screenshots of the almost final model. I plan to re-build the pods to knock down some poly's but apart from that the model is done. :thumbsup:

With Pods
Freighter_v2_WIP04.png Freighter_v2_WIP05.png

Without Pods
Freighter_v2_WIP04a.pngFreighter_v2_WIP05a.png
 

Starfox1701

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since its a TMP era ship I would segest using an established engine set like Miranda's or Constitution's. It's unlikely that a new engine would be developed for a Class 2 starship. They tended toward off the shelf tech. As for the minning station have the ship dock outside ala DS9:cool:
 

Majestic

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The engines are straight off the Constitution class, just mounted differently. As for the mining station, it would mean I would have to redo a station that took me several hours to do. No thanks.
 

Chiletrek

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Hello:
I am glad to see more progress in the Yesteryears mod, as a matter of fact, this mod might have been one of the reasons I joined MSFC in the first place :D .

That freighter looks good to me, as for the mining station, it looks like you already made one more in the Aramda 1/2 style with the ship fully docking in an inner bay of the station. Well, maybe the Federations have always made stations like that, different than Cardassians that build more in the DS9-style with outside docks.

Keep it up! :thumbsup:.
 

Majestic

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Thank you Chiletrek. An internal docking bay would make it easier for offloading ore plus give the freighter more protection if the station became under attack, not in the game but in the Trek universe it would. However on that token, it would be safer for the station that if the freighter had a core breach or something if the freighter was externally docked as Starfox suggested.

Onto the Freighter I have now completed it, having lowered it with a minor pod rebuild to be just over the 3,500 mark which was my aim. It was like 4,200 before as I decided to add some more details to the model. The design has grown on me quite a bit. I have also come up with a sneaky idea and something of a Federation unique feature, one that the AI won't use but players can. Basically you can build the freighter with or without pods. The freighter without pods can move faster but needs to be refitted to mine. Here is the down side, you need a shipyard and/or repair yard to refit it. So if you are moving your fast freighters to an expansion you'll need to have already set up a shipyard/repair yard otherwise they'll be useless. The reason for this as there needs to be a disadvantage. There will probably also be a cost involved so it will be slightly more expensive to do the refit way rather than the standard way. But it will be faster to get resources coming in if you do it this way.

Now the difficult part to try and come up with a Constructor to fit in with the new freighter design. Suggestions, ideas or designs always welcome. :thumbsup:
 

kjc733

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In FlOps could you refit to severaldifferent types? That way you could build the same base hull but fit them out with customised pods as required (cargo, mining, building)? Just a thought. Alternatively I'd say just use the same base hull but with different modules anyway.
 

Majestic

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In FlOps could you refit to severaldifferent types? That way you could build the same base hull but fit them out with customised pods as required (cargo, mining, building)? Just a thought. Alternatively I'd say just use the same base hull but with different modules anyway.

That is an alternative if I can't come up with an unique design for the constructor. Personally I would like a unique design, however if I've learnt anything these past 3 years is you don't always get what you want. I might look into this idea for a repair ship however. As after the Constructor it's the only design I have left, unless the Oberth would be better suited as a repair ship rather than a scout. What do you all think?
 

Terra_Inc

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Personally I would like a unique design, however if I've learnt anything these past 3 years is you don't always get what you want.

True that. But you know what they say.. you might just get what you need. :p

As after the Constructor it's the only design I have left, unless the Oberth would be better suited as a repair ship rather than a scout.
Personally I think the Oberth can't be anything other than a scout.

I don't know, but I've always imagined TOS/TMP constructors as one-nacelled (like the... Saladin, I think?).
Alternatively, one could use the Shanks design FahreS demonstrated in his TOS pack - having the nacelles mounted on the sides of the saucer not unlike the Miranda, but sort of diagonally to the saucer. (If you can't imagine how it looks like, just look it up. :)) Then you could put the worker bee bays directly beneath the saucer and make them as blocky and industrial as you like.
 

Knight

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Like the way this is shaping up so far :)
out of curiosity, what are you doing with the freighter from the SOTL calendar?
 

Majestic

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Personally I think the Oberth can't be anything other than a scout.

Well I do think she could be fitting as a repair ship, then if I did that I could move the Okinawa as a scout, the Akyazi as the early destroyer and bash up a design for the support slot I have the Akyazi currently in.

I don't know, but I've always imagined TOS/TMP constructors as one-nacelled (like the... Saladin, I think?).
Alternatively, one could use the Shanks design FahreS demonstrated in his TOS pack - having the nacelles mounted on the sides of the saucer not unlike the Miranda, but sort of diagonally to the saucer. (If you can't imagine how it looks like, just look it up. :)) Then you could put the worker bee bays directly beneath the saucer and make them as blocky and industrial as you like.

I am going for the industrial look yes, in fact last night/this morning while I was laying in bed trying to sleep I came up with a rough design in my head. How it will translate to 3D is anyones guess really. If I get the time today I'll be sure to try and give her a shot.

I am personally trying to keep away from odd number nacelles, for both YY and TCW. I see them as being more delicate and difficult to use. I know many TOS designs had 1 or 3 nacelles but I am really trying to avoid this. I want this mod to look less advanced to the more common TNG era mods like Wastelands, AOW, FO etc. :thumbsup:

Like the way this is shaping up so far :)
out of curiosity, what are you doing with the freighter from the SOTL calendar?

As for the Maru (that's what I call it) I haven't touched it, I will try and recycle it down the track as a campaign unit as either some sort of re-supply unit or a unit that the player needs to protect or something. I have plans for here but not for sometime. I want to do the other factions before I look at tackling the campaign as I have a lot to learn before I will have the knowledge and skill-set to tackle the MMM Mission Maker.
 

Majestic

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Here is an early WIP of the constructor. I tried to reuse as many parts from the Maru as possible. Again like with the freighter I wanted an industrial/modular feel to this unit. I plan to have different pods to the freighter and I will need to model the inside of them for the bees. I also plan on a different locking mechanism to what I did on the freighter.

This design like the freighter has all it's accommodation and ship related sections like engineering in the saucer with the rest of the ship dedicated to the construction/storage of materials. This design is about 30% complete.

Constructor_WIP01.png Constructor_WIP02.png
 

Adm_Z

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I like it! It looks great and as a perfect construction ship too.:thumbsup:
 

Styer_Crisis

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I too agree that that is one awesome constructr... A+ mate, keep it up
 

Majestic

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Thank you I am glad to see this is liked. I am rather fond of the design myself after working on it for a while. :)
 

Majestic

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I like to surprise people. :thumbsup:

Here is a little bit of an update, I rebuilt the pods including doing the insides of them. They just need doors and yes I will be trying my hands at animations thanks to the to the FO Guide and a good friend, well two good friends who got me 3D Max v5. :thumbsup:

Constructor_WIP03.png
 

Chiletrek

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Hello:
That sounds very good! I also have 3ds max 5 (at least I used to... if I can find the cd again), but I know you'll get to do animations way before I can even find the cd, hehehe.

Keep it up! it should look great when complete.
 

Starfox1701

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Cool Hey don't for get to point the HPs for the Bees out the doos so they fly out the right way:thumbsup:
 
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