Vessel Finishing what stevecast Started

They're pretty much all posted on the Forum, some are moving very slowly, but with little time due to the big'n nasty RL project it's ok.
Currently learning Inkscape (used to work with Illustrator) making cockpit panels, and fitting in the other bits & bobs (have looked at ways to implement the skins (- will proceed this weekend)
 
They're pretty much all posted on the Forum, some are moving very slowly, but with little time due to the big'n nasty RL project it's ok.
Currently learning Inkscape (used to work with Illustrator) making cockpit panels, and fitting in the other bits & bobs (have looked at ways to implement the skins (- will proceed this weekend)
Speaking of which, how far along are you in debugging the Nova mesh?
 
no further, not on top of my list, cockpit will take most of my free time in the forseeable future (still hope to get something released with your nice skins soon:)).
 
no further, not on top of my list, cockpit will take most of my free time in the forseeable future (still hope to get something released with your nice skins soon:)).
Yeah, the Nova mesh is something you should consider working on at some point. By the way, the reskins were part of the original 2013 release of the Aurora Starfury. With that in mind, it would probably be best to designate each individual Starfury by skin rather than by number. Here's an updated .zip file with the Starfuries designated as such:
 

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What's your progress so far on the .ini files for the Aurora-type Starfury?

And while we're on the subject, there are a few B5 vessels that could use mesh updates at some point in order to allow for better shading effects, namely the Thunderbolt-type Starfury, White Star (both standard and advanced), Blue Star, ISA Excalibur, IPX Icarus, and Centauri atmospheric shuttle. In addition, while they don't feature in any of my B5 system scenarios, the Aeolus-class towship and Earthforce One are also in need of such updates. Again, these don't need to necessarily get done right now, just eventually.
 
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What's your progress so far on the .ini files for the Aurora-type Starfury?

And while we're on the subject, there are a few B5 vessels that could use mesh updates at some point in order to allow for better shading effects, namely the Thunderbolt-type Starfury, White Star (both standard and advanced), Blue Star, ISA Excalibur, IPX Icarus, and Centauri atmospheric shuttle. In addition, while they don't feature in any of my B5 system scenarios, the Aeolus-class towship and Earthforce One are also in need of such updates. Again, these don't need to necessarily get done right now, just eventually.
By the way, here are the SC4 config files for the vessels in question. Incidentally, I've also added docking ports to the Thunderbolt-type Starfuries.
 

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I started on the B4 station but have put it back on the shelf, the mesh is workable but it needs a complete remapping.
This on the other hand was a relatively straight-forward import
0548.jpg
Pirate Station from Solcommand
but no details on mass etc,?

and I managed to get a couple of Shadow vessels done!
0549.jpg
0550.jpg
0551.jpg
But again no idea on dimensions?
 
I started on the B4 station but have put it back on the shelf, the mesh is workable but it needs a complete remapping.
This on the other hand was a relatively straight-forward import
View attachment 38760
Pirate Station from Solcommand
but no details on mass etc,?

and I managed to get a couple of Shadow vessels done!
View attachment 38762
View attachment 38763
View attachment 38764
But again no idea on dimensions?
Here are the approximate lengths of the various Shadow vessels:

Battle crab: 990 meters
Carrier 1,500 meters
Scout ship: 356 meters
Fighter (both regular and advanced): 15.3 meters
Chaser: 20 meters
Helix: 20 meters
Looter: 20 meters
Guard: 40 meters
Seeker: 18 meters
 
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Thanks, any idea on the pirate station?
Unfortunately, I can't really help you there, since there don't seem to be any official schematics available. B4, on the other hand, is 7,720 meters long.

On a related note, if you need any help with the animations for B4, specifically for the centrifuges, I recommend going to gattispilot or someone like him.
 
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Unfortunately, I can't really help you there, since there don't seem to be any official schematics available. B4, on the other hand, is 7,720 meters long.

On a related note, if you need any help with the animations for B4, specifically for the centrifuges, I recommend going to gattispilot or someone like him.
While you're at it, have you updated the .ini files for the Aurora-type Starfuries yet?
 
I wanted to do a "smart" intergration of the skins (with key press) and eliminate all the multiple textures, but didn't quite work out (yet).
Might be better if you update the ini files and release as an update/patch.

help with the animations
Animation isn't a problem, someone with a detailed knowledge of the B4 station and UV mapping skills would be helpful.;)
 
Might be better if you update the ini files and release as an update/patch.
That's exactly what I had in mind. The main thing that needs to be updated is the engine positions.

Also, keep in mind, I'm still using Orbiter 2010, so the multiple meshes and the Starfuries being designated by skin may be something of a necessary evil for those like me.
 
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No deadline. Will see how many I can import, rescale (thanks!), optimise, I think the carrier still has normals problems, and release like the Minbari fleet.
 
No deadline. Will see how many I can import, rescale (thanks!), optimise, I think the carrier still has normals problems, and release like the Minbari fleet.
Speaking of which, how far along are you in your work on the Shadow vessels?

Regarding those vessels that I said required mesh updates, I assume it doesn't take too long to add shading effects to existing meshes, as it didn't seem to take very long for you to add such effects to the Torotha-class Minbari frigate.
 
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0585.jpg
Shadow Fleet test

All vessels have generic mass and thrust, if you have any idea what they should be? And please check orientation, I'm not really sure which way some of them should go? Also at the moment they're shiny, maybe they should be matt?
 
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View attachment 39631
Shadow Fleet test

All vessels have generic mass and thrust, if you have any idea what they should be? And please check orientation, I'm not really sure which way some of them should go? Also at the moment they're shiny, maybe they should be matt?
The Battle Crab is facing in the right direction, but the scout is upside down and the other vessels are facing backwards. As for the mass and thrust, I'm not really sure what I can do there, since I'm using the SC4 versions of the vessels, for which I just recycled the .ini files from their equivalent Narn, Vorlon, or Centauri vessels. As for the shiny texture, I think you should keep it, as it gives the vessels a more dynamic look.
 
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