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June 27th, 2005, 05:18 PM
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Re: Biggest shipset *ever*. Meta-compatible. Relea
Quote:
Strategia_In_Ultima said:
The Bartelians employ an intricate inertia-nullification field generator, which erects an energy field around the ship and "pulls the inertia away from the fighter bays and puts it right in front of the engines" to put it simply.
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So you can explain it away with technobabble. You still have to find a place to put that technobabble so that most people who use the shipset are going to notice it. And that still doesn't change the fact that it just looks wrong.
Quote:
Strategia_In_Ultima said:
I could have just said that they used very powerful engines so the effect would be negligible, but I just wanted to say this.
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Actually, more powerful engines would just make the ship spin faster. It doesn't matter how powerful they are if the net thrust is off center.
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June 27th, 2005, 06:14 PM
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Re: Biggest shipset *ever*. Meta-compatible. Relea
It looks wrong? Oh. I just thought it looked nice. But now that you mention it, it does look kind of strange.
Less technobabble, still an explanation:
The Bartelians' on-board computers on Carriers (Carriers, not Light or Heavy Carriers, just Carriers) continually makes slight course modifications to adjust for the spin. Essentially, the ship makes a constant turn left when traveling in a straight line. Not that it flies at an angle; it just compensates continually.
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June 27th, 2005, 06:27 PM
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Re: Biggest shipset *ever*. Meta-compatible. Relea
In order to not spin, your thrust would have to be going out in line with your center of mass, and the ship would be basically flying diagonally.
Course corrections aren't really possible when you can't turn right, or even slow down a leftwise turn once you start.
What you'd need is some smaller thrusters on the far side to counteract the torque provided by the main engines.
If the extended arm of the one-sided carrier bay isn't too heavy, (probably mostly open cargo/launch space), you'd only need a small thruster at the end, since torque is force cross (vector multiplication) distance.
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June 27th, 2005, 09:46 PM
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Re: List of all types of vehicle pics?
Looks not bad, not bad at all. I really like the satellite.
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June 28th, 2005, 03:55 AM
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Re: List of all types of vehicle pics?
Those ships look great! Very nice work. I especially like the fleet picture. 
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June 28th, 2005, 06:52 AM
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Re: Biggest shipset *ever*. Meta-compatible. Relea
Updated Bartelians, with glowing engine flames, secondary thrusters on the Carrier fighter bays (only Carrier, not CarrierLight or CarrierHeavy, just Carrier) and a Heighliner pic. (Don't worry, I've named it Highliner to have it appear in the Highliner Mod, but the actual 'Liners from the Dune universe are called Heighliners. That's why.)
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June 28th, 2005, 03:43 PM
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Re: List of all types of vehicle pics?
Fixed CarrierSmall and some issues with the race portrait. Also added full DN4 compatibility - this shipset now exceeds the size of the Sev by far. No offence TerranC, the Sev are great, but no longer the biggest.
Yes, full DN4 compatibility, including a Zero-G Trooper, C.H.O.N. Factory, Type-1 and 2 Troops for each size except Massive, Tugboats etc.
edit: Fixed error regarding Research Outpost mini (Bartelian_Mini_ResearchOutposi. Everyone makes typos now and then  )
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June 28th, 2005, 05:52 PM
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Re: List of all types of vehicle pics?
Beautiful (if I may say so) rendition of a scene in orbit around a planet; a Tugboat is just finishing construction of a Corvette, whilst a large Freighter undocks from a Cargo Station in the background. A War Station hovers in orbit some distance away guarding the ships and the planet below.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
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June 28th, 2005, 06:39 PM
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Re: List of all types of vehicle pics?
Looks good. 5/5.
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June 28th, 2005, 11:18 PM
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Re: List of all types of vehicle pics?
Very nice.
I think I may have figured out what has been poking the back of my mind about all the renders done over the years...
Perfect focus at all distances.
With the eye or any camera, you can only focus at one distance; anything closer or farther than that should be blurred to some degree.
I wonder how you get a ray tracer to handle focus issues...
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