Concavity is cool too although I rather miss the monolithic aesthetic of the stock designs, now they're all bulbous and some are kinda ugly It works well with some of them but for all of them to be all rounded... seems like qswitched went a little ham lol. I miss the old gunship. I think I'd rather them be polygonal than concave. It also seems like building your armor like that could give the enemy too much information about how the internals of your ship are structured, which is normally hidden with the plainer armor schemes.
As you may have seen in some of my "fan art" posts I'm capable of some amount of 3D modeling. My animation skills are pretty simple but CoaDE is pretty simple itself so I may be able to make some B-roll of ships flying around and shooting at each other.
I was thinking of a glow gradient rather than a specific tracer geometry, but I suppose it would work too.
Actually a glow gradient could work as well if I applied the glow using a mask, I'll try that if I can't get good results the other way. Usually I just change the geometry since the glow intensity is partly based on the visible glowing surface area.
Nice! Is it possible to circumvent the precision issue by scaling everything down (models included)? Also it would look better if tracers had more of a forward glow IMO.
Yeah I agree, the model I used for the tracers (wasn't getting a good effect using particles w/motion blur like before) actually did have this feature (imagine two pyramids with the bases touching, but one is 300 meters long ), but it got hidden when I applied the glow. I'll have to tweak it.
I'm still waiting for a new version of Earth rendering! Reference: DISCOVR satellite pics
I know I know , I haven't touched it since I made that post, because I spent so long on it without getting good results and burnt myself out. There's a complex interplay between the color and density of the atmosphere and the color of the surface, so the surface will look right but then I'll improve the atmosphere and the surface (viewed through the atmosphere) then looks too white (especially when trying to match the shades of the ocean) or wrong in some other way. I'll definitely work on it further and post when I get some decent results.
Been screwing around in Max again, mostly making myself desktop backgrounds for fun. Unfortunately it doesn't use double precision coordinate space so modeling things on large scales is difficult as I run out of float precision. I'll probably have to model simplified versions of my ships and make the battles take place on the order of 100 meters and call each meter 10 meters or something.
I made a missile that has twice the payload, 600 m/s more dv and more armor as well as a slimmer diameter than the current winning design, while costing a bit over half as much. I'd be surprised if anyone was able to beat this with a NTR design, since Fl-H rockets are so cheap by comparison. With Fl-H the engine costs nothing and the fuel is cheaper than methane as well. <snip>
What did you use in the way of guidance logic settings? I have some great KKVs but they only work well when fired from outside combat at high intercept velocities. When fired in combat they disperse too much and then don't have enough fuel to correct for terminal guidance, and if I tweak the settings to fix this, they crash into each other on launch.
I got burnt out on rendering after spending 3 days straight trying to get earth to look right and failing so it's been a while... I whipped this up a couple days ago when I found a good map of Jupiter and wanted to put it to use. Fun fact: if you're modeling planets, especially the gas giants, make sure you make them the right shape. It's easy to just slap a texture on a sphere and say good enough but the oblateness actually makes a big difference, albeit visually subtle. Jupiter's polar axis is around 93% the length of its equatorial axis, which is a pretty significant difference actually. It's not super obvious normally but if you put a perfectly spherical Jupiter next to the correct one, the oblate one looks way more correct.
Anyways, here's a gunship being engaged (by a cutter, maybe?):
Thanks. I'll abstract that bit in my novel then. Thanks a bunch. As ever, you're a font of knowledge.
Slightly off-topic, but If you're writing a novel I highly recommend Atomic Rockets as a source. It's a site basically centered around being a resource to allow hard science fiction authors to do back of the napkin math to come up with plausible/feasible technologies and environments for their stories. Click on the bar that says "Click to show topics" at the top and check out any of those pages such as the one on Conventional Weapons (which is relevant to your question). The site author is a big fan of CoaDE as you can see at the very top of the page. It's an incredibly fun site to just read like a book, highly recommended to anyone here who hasn't seen it because it's right up the alley of CoaDE.
Also, this is awesome! You should totally make your own thread!
That's an awesome resource, working to make it look more like that now. It might take me a few days of tweaking to get a satisfying result though.
As for my own thread, I don't think I'm confident in my skills enough to do that hah, I'm just messing around here. Maybe at some point I'll make a series of images portraying a battle or even a short animation (combat pics probably soon) and I'll post that somewhere else. Might as well use the fan art thread for its intended purpose for now.
Which Earth texture did you use? I recommend these if you aren't using them already.
I used one I found on the internet, but it looks like they got it from that link. It didn't look realistic though (too saturated and the ocean was too detailed), I edited the textures manually to get it to look more like this.
Getting the atmospheric scattering material to look right took forever.
(non-metal materials like that Silica Aerogel are hard to get to look right)
It's even harder than you think — silica aerogel actually looks like weird clear blue-white ice. The game renders transparent materials as black.
Yeah I realized that when I went to research the material for the project, but I decided I'd rather keep it looking like the game does for continuity's sake. Let's pretend it's stuck to some sort of black substrate...
Similar to xenophon13 , I've been dabbling with some renderings too. 3D modeling CoaDE ships is surprisingly easy because they're made out of such simple shapes, and then you can always go add more detail later.
Here are a couple of my Hornet MLMS (multiple launch missile system) which is a siloship for my nuclear-tipped KKV missiles. I'd call these about 70% complete, I still have some details to add and materials to tweak (non-metal materials like that Silica Aerogel are hard to get to look right) so consider these semi-WIP. I also have some animations of it firing its missiles but they're not complete enough to show yet. Someday though
Look at the list on the left to see where your efficiency is lacking. The lowest category should be "pumping," (mine usually are in the realm of 5% iirc), with the rest being above 80% ideally. Those categories tell you what to fix, e.g. "cavity shape", etc.
I had the same idea when I first discovered the issue and it seems like a design that would be implemented in real life for added precision while maintaining the defensive bonus of an internal mount.
I still think it's reasonable to expect my original request to be implemented though, spinal weapon mounts are something that are talked about all over Atomic Rockets and is a no-brainer method of adding significant protection to your weapons. All it would take on QSwitched's end would be to take the logic gimballed weapons use to orient themselves, and allow the vessels themselves to use it. I'm a programmer so I know such a task is not necessarily trivial, but shouldn't be too difficult to implement.
While it's difficult to aim an object as large as a capital ship accurately, the large inertia makes the relatively weak RCS thrusters highly precise (especially thrusters with as easily variable throttle as a resistojet) so I'm sure the ship could handle aiming itself accurately just fine.