New Ingolstadt - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: New Ingolstadt (/showthread.php?tid=68093) |
New Ingolstadt - mwerte - 11-04-2011 And Gold Ore. I kinda like the more industrial feel of Ingolstadt, but it does kinda look like it's just a bunch of station parts thrown together. All in all, an improvement over what's currently there, but could use some revision work. New Ingolstadt - Garuda - 11-05-2011 As I said, I'm not a pro in work like this. Quote:I kinda like the more industrial feel of Ingolstadt, but it does kinda look like it's just a bunch of station parts thrown together. Thrown together? Well, I worked two hours on this, because Ingolstadt has a bad angle. Had to check every move. About the Unioners. The attack was in 815, and now are 2-3 years over. I guess, they would rebuild or repair the station. The current role of Ingolstadt. HQ of the Republican Shipping and Depot for Military Vehicles. So my modified version. http://i969.photobucket.com/albums/ae172/H...22-39-48-54.jpg Offices of the Republican Shipping now and added a shipyard for transferring vehicles. http://i969.photobucket.com/albums/ae172/H...22-39-55-40.jpg and please, suggestions or constructive feedback would be good, instead of "No Modelling work" or "It sucks." New Ingolstadt - (ツ) - 11-06-2011 ' Wrote:I kinda like the more industrial feel of Ingolstadt, but it does kinda look like it's just a bunch of station parts thrown together. This. I think your Ideas are quite good but all in all it still looks too random. There are way too many details, but I can't put my finger on it. "Less is more" is the motto for stations that are big but still look great (barrier gate station e.g.) Maybe having less different modules would help the case. For instance take this boxy looking modules and merge 4 of them close together in a "+" shaped pattern. (Remember, we're in spppace and so you dont have to align everything on the X-axis.) New Ingolstadt - jammi - 11-06-2011 If you were to replace the shipyard cradle with a mooring fixture, and the docking bays with a West Point style depot model, I think that'd be basically perfect. New Ingolstadt - Garuda - 11-08-2011 ' Wrote:If you were to replace the shipyard cradle with a mooring fixture, and the docking bays with a West Point style depot model, I think that'd be basically perfect. But, at least, need one storage depot for the vehicles. Here number 3. http://i969.photobucket.com/albums/ae172/H...07-27-41-54.jpg http://i969.photobucket.com/albums/ae172/H...07-27-58-82.jpg http://i969.photobucket.com/albums/ae172/H...07-28-11-76.jpg http://i969.photobucket.com/albums/ae172/H...07-28-55-34.jpg New Ingolstadt - mwerte - 11-08-2011 ' Wrote:the docking bays with a West Point style depot model, I think that'd be basically perfect.And leave us stuck with the horrible for undocking west point model? Nein danke. New Ingolstadt - Garuda - 11-09-2011 Number-4 http://i969.photobucket.com/albums/ae172/H...16-19-14-36.jpg http://i969.photobucket.com/albums/ae172/H...16-19-31-04.jpg http://i969.photobucket.com/albums/ae172/H...16-19-41-44.jpg So, mooring points at the ends of the station. Back to the Industrial. And added more offices. Maybe remove the middle large turret. New Ingolstadt - Linkus - 11-09-2011 Do you make these layouts manually via the INI files or using FLExplorer? Use FLExplorer if you can. It may cock up rotations sometimes but it's far far easier than moving bits and pieces 10m this way and that way via the ini files and having to check ingame every time. New Ingolstadt - Garuda - 11-09-2011 Both, because the Mooring Fixtures are not in the list of "other objects". And with the INI Files, I fix the position. New Ingolstadt - Garuda - 11-13-2011 Just giving it a last bump for more reactions. |