Sirius is a dangerous place and no one knows this more than the Zoners. Situated on the fringe of humanity's influence, they are in constant danger from various threats. Nomads alone can wreck havoc and stationary bases can often be very weak and easy targets for enemies. This meant that stationary bases could not be established in systems that have not been dominated or at least fully explored by humans.
Yet this meant that many resource rich nebulai and asteroid fields were left untouched and untapped. This is something that the Zoners could not stand.
Taking one of their stationary refineries, they started to turn it into a ship or at the very least, a mobile base. They attached various engines to it in vain attempts to increase the speed of this behemoth but to no avail. The ship simply moved too slowly.
Finally a solution was found. Although expensive, it was the only way to move the ship at a relatively good pace to allow it to escape hostiles. The Zoners used the technology from their Juggernaughts and constructed a mighty engine. Attached onto the main body of the mobile base by 2 great struts.
The expense of such effort would be readily repaid by the resources this base could harvest from dangerous systems.
Essentially a mobile refinery for use in dangerous systems where stationary bases are too much of a risk.
Please do ignore what Wings3D did to the poor ship in terms of graphical rendering etc. I have this issue with a few of my models and it is resolved when textured.
There will also be effects in the centre of the tube and smoke etc coming out of the pipes at the top.
Once again, thoughts/comments/suggestions etc are always welcome!:)
I don't think they have their tech advanced enough right now for a ship of that size to power itself, its weapons, its shields, and a whole refinery.
Cool model though.
I'm sure the Junkers and Zoners could have 'allied' together on this since Junkers could have their own profit engine through recycling (when modified) and fuel and resources. Off course the Zoners could use it as well.
I'm sure the IMG and GMG may use it as well, maybe not the House companies though since they have stationary stations and House protection.
I like the ship, you got any idea for its defences? I'm sure you hardpointed or plan to hardpoint it.
I like this ship and concept. Maybe it should be a third or quarter the size of say Fort Bush, so it can navigate some places easier.
All in all, the ship will be relatively unarmoured. The idea is that it's engines allow it to escape from hostiles whilst it's heavy armour holds strong.
A stationary base is too risky to leave without a defence patrol yet they may not see duty for weeks, a waste of resources. This allows the refinery to at least survive till a patrol reaches them.
The model does have a good few wasted poly's that I am cleaning up right now. A lot of the faces seem to be striped etc but aren't actually, Wings3D just decided it hates this model and a few others. Can be solved with texturing however.
Rather interesting project... Other than being refuel base, it could serve as "base of operations" for several lower ranking server factions that cannot afford to pay for system.
Model seems fine enough, and its not as advanced tech as it seems.
Try to texture it, I guess we would like to see it that way too.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
Concept wise, very nice. I like the look you're going for.
Modeling wise, eek! First of all, it seems that you have assigned everything to one smoothing group. This does not ensmooth the model, it simply causes the computer to be unable to define the edges, which causes havoc with shading and looks terrible (see second screenshot). So my first bit of advise (assuming you're using 3DS Max, which I think you are) is to select all your faces, scroll down the right panel until you see the Autosmooth button and click it.
Also, overlapping faces. You have a lot of them. Where two or more parallel faces try to occupy the same area, they're also trying to shade each other which causes the flickering and has been known to cause "shadow bleeding" in other games. Going back over your model to fix this is a nightmare, especially when the problem is as widespread as seen here.
Overlapping Parallel faces is a very amateurish thing to do in modeling and it takes a lot of concentration and practice to get over it. You must be especially careful to avoid doing this. Think carefully about how you're using the polygons you already have before creating more on top. Learn how to use the extrude and chamfer tools and remember to attach adjoining faces together by welding the vertecies on the joining edge. Such split edges can also cause shading issues.
.:j:.Salvager - Junker Congress (Salvage Frigate) := Recipient of the Yanagi Defense Medal
.:j:.Salvager.VHF - Collector
.:j:.Salvager.B - Recycler
.:j:.Salvager.B2 - Waran
"Good news everyone. I suddenly and unexpectedly have job vacancies for an entire spaceship crew!"