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Posted by KillMeNow on 12-08-2001 06:20 PM:

maybe try and put only 2 engines on the rear most engines and then they should fit between the others to make it look right might need to bring them abit forward though - other than that its a great design - i wouldn't mind it being in the game but you would have to ask the higher ups =) - but yeah i think it would make a great replacement for the omega - not quite a warlock maybe but certainly a heavyily armed ship

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Posted by Xaphod_x on 12-08-2001 10:35 PM:

I agree with KMN, both about the engines, and the ship.. like I say, it'd be the Omega-style ship from the warlock era - cause the EA can't afford that many warlocks. I reckon it could be in the game as far as I'm concerned.. this is probably the best non-canon ship I've ever seen.

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Posted by Zeronet on 12-09-2001 01:06 PM:

I agree, its brilliant, wouldnt mind flying next to one of those.

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Posted by KillMeNow on 12-09-2001 01:51 PM:

one quick little think you might think about also would be that since it has no spinning section you could maybe hint at it having a gravitic drive enhancement - not obvioulsy for main propusion but just small unit to enhance manverabilty and acceleration and would also generate gravity aboard too =) - look at the warlocks engine pods the panels around it are the equivalent of minbari tail fin bits if you know what i mean - the minbari engines

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Posted by gevatter Lars on 12-10-2001 07:40 AM:

Hey KMN

who are the "higher ups" ???

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Posted by Xaphod_x on 12-10-2001 01:13 PM:

the bosses, the powers that be, the people in charge, the decision makers...

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Posted by gevatter Lars on 12-10-2001 05:04 PM:

Names, I want names...

OK since you have better conections to them. Would it make any problems for you to ask them if they would incloud it in the mod (when I ever finish it)

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Posted by Alphakiller on 12-10-2001 05:06 PM:

I know who to ask. Send me $50 and your DN and I'll promptly ignore it for you.

...heh heh heh.

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Posted by gevatter Lars on 01-07-2002 11:48 PM:

Unhappy Nothing new yet

confused I'am sorry to say that I haven't found the time to work on the model....

But I haven't forgotten it !!!
Here a small pic for you to remember witch model I mean



I hope that I will find more time to work on it.... its not realy visible form this angle but I have changed the Engine part.

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Posted by Xaphod_x on 01-08-2002 02:40 AM:

yay! Someone else with Brazil! I stand by my support of this model. After all, the EA will eventually have to replace their destroyers, and Warlocks are expensive.

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Posted by JC Denton on 01-08-2002 03:06 AM:

Actually, there are a few tiny things I would change. See the big side-mounted turrets? As we all know, FS2 can't handle rotating side turrets, so I'm assuming those are fixed-mount designs. But if you shot off the rear turret, you'd blow a hole in your engine banks (not good!). I would put a sort of extension, like bulge the hull out a little, and put the turret on that, which elevates it off of the hull, and gives it a bigger field of fire.

Another thing I'd probably change is the front. Novas have those pods and antennae under the hangar bay. It'd probably be more in keeping with the history of the Armageddon if the pods were still there.

Just keep in mind that these are mere suggestions, helpful criticizm, adding my own opinion in the hopes of making a better overall design.

It's a pretty ship, that middle ground between an Omega/Nova and Warlock. With a little more work, I'm sure that it'd be a big enough scorer that TBP staff would put it into the mod...hopefully.

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Posted by dredhawk on 01-08-2002 04:13 AM:

Ok i have to say that is a Really Really Big Star Destroyer i would hate to attack that in a X-Wing hehehe

I think Your ships cool. but i see a flaw with the design. The same flaw the Corellian corvette and most Star wars Cap ships have i now that ships not star wars. I dont seen any rear Turrets a small ship could come up behide you and disable you or do alot of damge. When im play Tie fighter i do that becues your really no match for a Corellian corvette in a Tie Fighter unless you shoot it from it blind spot were they cant bring there guns on you.

oh well

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Posted by Starkiller on 01-08-2002 10:08 AM:

Who's talking about x-wings and Tiefighters here... ugh..


Posted by gevatter Lars on 01-08-2002 11:18 AM:

Thanks for all your suggestions, I will see what I can do...

-Side turrets -> they are fixed turrets.

- Rear defence, turrets shooting of the engine -> I know the problem and I think that I will replace some turrets. Maybe in the next version they are better pleaced.

- Pod/Antennas -> I don't know which do you mean. That one between the fins or directly under the hangar? If you mean between the fins there are not there because they are in the shooting line. And puting something else on it make it look a little bit overloaded.

- Has anyone a good idea for the Rocketturrets and the A-Fighter turetts on the side? My one aren't that good. If anyone has better ones tell me.

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Posted by Mr. Fury on 01-08-2002 11:27 AM:

Moving side turrets was used on Deimos in the FS2 demo.
We (or at least I) don't know why the feature was disabled later, perhaps it caused FS2 to become unstable and they couldn't make it to work. Oh well... who knows.

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Posted by Xaphod_x on 01-08-2002 12:19 PM:

it's a shame, cause it makes the nova a bit crippled really.

JCDenton, I feel that the Armageddon would look a bit too like the nova and omega with those additions - I like the way it looks now.

As for the side turrets, it's not a flaw in the design really - were it a B5 ship the side turrets would be movable, and they simply wouldn't shoot the guns that way. For conversion to FS2 though, I would reconsider the turrets placement, not to the extent of adding bulges out the side, cause I think that'd look dumb; perhaps mounting the turrets on the engine pods, thus adding the rear coverage dredhawk was talking about.

Q: Are you using Max to model or just to render? If you're modelling in Max I'd love to take a look @ ur model.

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Posted by gevatter Lars on 01-23-2002 12:50 PM:

Sure take a look at it, but why do you want it? I mean it's far away from being finished.
BTW, I allways want to hear/learn some new tricks how I can make it better. So if you got anything and I'm using Rhino.

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Posted by Xaphod_x on 01-23-2002 01:58 PM:

for good 3dstudio max tutorials go to 3dfoundation.com

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Posted by gevatter Lars on 02-10-2002 01:54 PM:

little progress

OK I have made some (very) little progress.
I have reduced the polycount a bit (now 6.333, before ~10.000+)
That is still to much but it's better than nothing. Maybe some professional should take a look if he could make it better. I have heard that there is a plugin out there for 3dmax, a so called "polycrusher". If someone knows where to get it tell me. Maybe with that plugin I can do more.

Second thing I have done is that I have completly redesigned the Enginepart. I have also changed the weaponlayout a bit. I would like to post a pic but my provider makes changes on his Servers so I can't post a pic.

If there is someone who likes to post it for me send an Email or post in the Forum that you want to do so.

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Posted by Xaphod_x on 02-10-2002 04:07 PM:

polycrusher shouldn't be used.. it doesn't retain model stability.. generally speaking, this model would be relatively easy to construct in less polys.

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