USSN (mod) 0.07 released! (Rebuiding)

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Re: USSN (mod) Alpha 0.06 released!

Postby ponyus on Tue Mar 01, 2011 8:28 pm

i dont know what to do with them... i need them for turret placements so that it doesnt get too crowded, but i cant come up with an idea to make them look better...
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Re: USSN (mod) Alpha 0.06 released!

Postby Wasabi of IP on Tue Mar 01, 2011 9:08 pm

raise your hand if you think there are 2 people with his password...
PS he can't 'cause hes asian ;)
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Re: USSN (mod) Alpha 0.06 released!

Postby That Frigate Capn... on Tue Mar 01, 2011 9:27 pm

The flat lengths that jut out from the sides, i think they would look better if you, um... beveled the front ends, so the shape 'flows' better... other than the front of the flat sides, that thing is so unfrigginbelivably awsome. this is my favorite mod (at the moment lol) cant wait! (third post, plz dnt hurtz me, lololol)
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Re: USSN (mod) Alpha 0.06 released!

Postby Wasabi of IP on Tue Mar 01, 2011 9:32 pm

we won't hurt you! yet
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Re: USSN (mod) Alpha 0.06 released!

Postby coinich on Tue Mar 01, 2011 9:52 pm

I'd suggest dropping the front middle turretbay back farther, creating a front "pronged" look.
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Re: USSN (mod) Alpha 0.06 released!

Postby ponyus on Tue Mar 01, 2011 10:04 pm

woah! thats more feedback than im used too...

i will try and satisfy all your needs (exept yours randy, cuz youre nasty :P)

and since its called "razorback" which makes me think if a something sharp, i will try and redo the front to a more "dagger" shape. and the sides aswell...
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Re: USSN (mod) Alpha 0.06 released!

Postby darkstar076 on Tue Mar 01, 2011 10:14 pm

Reminds me of the TCS Midway . .

maybe place a row of 3 hard points on each hull and remove that large forward hard point. That way the centre part can either be a carrier deck or reserved for something more sinister.

On the sides, place small jutting points (trapazoidal in shape) for small laser turrets to act as point defence.
(it would kinda make it look sharp)
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Re: USSN (mod) Alpha 0.06 released!

Postby Archduke Astro on Tue Mar 01, 2011 10:20 pm

ponyus wrote:and since its called "razorback" which makes me think if a something sharp, i will try and redo the front to a more "dagger" shape. and the sides aswell...

Pro tip: It's one hell of a lot easier to change the name than change the ship.

"Razorback" is a nickname for a variety of wild pig species in North America. Unsurprisingly, your fine hull doesn't resemble an wild pig with spiky hair in the least. :) There's nothing wrong with that, mind you. Just be certain that you're 100% on-board with the idea that either then name of the hull matters to you a great deal, or doesn't matter to you much at all. if it's the latter, then you may wish to consider just swapping the name for something else. I happen to like your hull.

BTW have you asked yourself yet if you like your own design? In the end, that's what matters most. We're just semi-random gamers who play with the stuff; as the creator, you're the one with the most emotional capital invested in your craft. Be sure to please yourself, too.
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Re: USSN (mod) Alpha 0.06 released!

Postby ponyus on Tue Mar 01, 2011 10:59 pm

alright heres the first of my ideas.

USSN Razorback Battlecruiser (idea1).jpg
USSN Razorback Battlecruiser (idea1).jpg (86.45 KiB) Viewed 830 times


Red: 2 mabye 3 turrets

Green: antennas

Blue: 1 or 2 turrets on each side

Light Blue: machinery details "grebbling"

Purple: make this larger and able to fit an experimental railgun (ultra deadly >:D)

Yellow: mabye put turrets here too, if it isnt too many for one ship

@Astro- the name i got from a list of sea animals and fishes on wikipedia. http://en.wikipedia.org/wiki/Razorback_sucker
Last edited by ponyus on Tue Mar 01, 2011 11:09 pm, edited 1 time in total.
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Re: USSN (mod) Alpha 0.06 released!

Postby Archduke Astro on Tue Mar 01, 2011 11:07 pm

ponyus wrote:@Astro- the name i got from a list of sea animals and fishes on wikipedia. http://en.wikipedia.org/wiki/Razorback_sucker

Thanks - I wasn't aware of that particular example. My new fact for the day. :)

BTW your proposed additions to your hull sound good to me. The yellow-area possible extra turrets can always wait until you've got a clear idea what role the Razorback will fulfill in your fleet structure.
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Re: USSN (mod) Alpha 0.06 released!

Postby That Frigate Capn... on Tue Mar 01, 2011 11:41 pm

nice... mabee put the red turrets on either side of the bridge dip... [shrug] because the crew woudn't be able to see past the tripple beams ;-) 2-3 on each side.(3 hardpoints of two?)
purple: ooohhh BIG THING!
if theres 1 yellow set of turrets (one hardpoint), 2 blue sets, one BIG THING and 3 red sets; thats 13 turrets in 7 hardpoints. typical cruiser amount. of course, is a capital ship, so there can always be more firepower 8-))
(so... according to my math, and some substituted variables, your ship is 'more than or equal to awsome.' needed to practice my algebra :-))

Just some thoughts... ;-)
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Re: USSN (mod) Alpha 0.06 released!

Postby ponyus on Tue Mar 01, 2011 11:52 pm

That Frigate Capn... wrote:nice... mabee put the red turrets on either side of the bridge dip... [shrug] because the crew woudn't be able to see past the tripple beams ;-) 2-3 on each side.(3 hardpoints of two?)
purple: ooohhh BIG THING!
if theres 1 yellow set of turrets (one hardpoint), 2 blue sets, one BIG THING and 3 red sets; thats 13 turrets in 7 hardpoints. typical cruiser amount. of course, is a capital ship, so there can always be more firepower 8-))
(so... according to my math, and some substituted variables, your ship is 'more than or equal to awsome.' needed to practice my algebra :-))

Just some thoughts... ;-)


the sides are not large enough to support three turret slots... and the turrets ive shown you so far are ALL FRIGATE SIZED :D! thats right, i will have moar gratuitous weapons for cruisers >:D

but mabye if i lowered the deck in the red zone, the turrets wouldnt get in the way? and even if they do, isnt that what the front antennas are for ;)

and im being carefull not to put too many weapons on the ship, otherwise i would have to nerf the turrets themselves...

the concept behind this mod is: easy to build and easy to understand. too many weapons makes for more math and lets face it, who wants to spen half an hour in the hull design screen, trying to figure out whats the best combination on a 20+ turret ship?!

each weapon is more powerful than normal, but there is less weapons on each ship.

so it would make perfect sense if a USSN capital class had as many module slots as a standard federation cruiser.
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Re: USSN (mod) Alpha 0.06 released!

Postby Archduke Astro on Wed Mar 02, 2011 12:15 am

ponyus wrote:who wants to spen half an hour in the hull design screen, trying to figure out whats the best combination on a 20+ turret ship?!

It depends upon the mission and the cash available. One could easily be presented with a mission where you figure out in less than 4-6 minutes what loadout you need. Having 2 or 20 weapons bays to fill isn't the problem; not knowing one's goal is.
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Re: USSN (mod) Alpha 0.06 released!

Postby ponyus on Wed Mar 02, 2011 12:17 am

good point...

nevertheless my simplicity policy stands :)
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Re: USSN (mod) Alpha 0.06 released!

Postby ponyus on Wed Mar 02, 2011 12:24 am

darkstar076 wrote:maybe place a row of 3 hard points on each hull and remove that large forward hard point. That way the centre part can either be a carrier deck or reserved for something more sinister.


a carrier outfit is a good idea. the version i have open right now in sketchup could easely be converted to a supercarrier.
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