- Joined
- Jul 22, 2016
- Messages
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In the middle of a reread of the Honor Harrington books and decided to build some of the ships in StarMade. Starting with the Star Knight class heavy cruiser - rather than something more sensible like a destroyer. Oh well. Anyway after a few weeks of progress I figured I'd make a thread here to track my progress and throw out questions as they come.
Huge props to David Weber for writing the books and the BuNine folk for figuring out how to make his ships make "sense". Particular props to MaxxQ, hopefully I'll do a decent job bringing his rendering of the Star Knight to StarMade.
With that said -
Dimensions:
Length: ~524
Beam: ~65 (excluding various detailing)
Draft: ~53 (excluding detailing)
Armament:
12 ASM bays - Missile+Beam+Ion weapon bays per broadside.
3 Graser bays - Cannon+?+? per broadside. These "grasers" are intended to by high powered energy weapons.
6 Laser bays - Cannon+?+? per broadside. These "lasers" are intended to be lighter energy weapons.
8 Countermissile tubes - Cannon+Beam turret.
8 Point Defense Lasers - Cannon+Cannon turret.
Pictures:
Questions:
I took the pictures with F6, is there a setting somewhere to get the background to stay?
I have cameras on each broadside so theoretically beam/cannon weapons there could be useable - would they be useful?
How deep do you expect armor on this size ship to be? (At the moment it is 2 blocks of advanced armor on the outer skin. Followed by 1 block of advanced armor around each weapon bay. But I have no idea how much is needed/useful in Starmade.)
Huge props to David Weber for writing the books and the BuNine folk for figuring out how to make his ships make "sense". Particular props to MaxxQ, hopefully I'll do a decent job bringing his rendering of the Star Knight to StarMade.
With that said -
Dimensions:
Length: ~524
Beam: ~65 (excluding various detailing)
Draft: ~53 (excluding detailing)
Armament:
12 ASM bays - Missile+Beam+Ion weapon bays per broadside.
3 Graser bays - Cannon+?+? per broadside. These "grasers" are intended to by high powered energy weapons.
6 Laser bays - Cannon+?+? per broadside. These "lasers" are intended to be lighter energy weapons.
8 Countermissile tubes - Cannon+Beam turret.
8 Point Defense Lasers - Cannon+Cannon turret.
Pictures:
Here is the full port broadside. At the moment I am building a variety of interior rooms and passages on top of the ship rather than the inside so that it's easier to compare different options, so try to ignore that odd tower-like protrusion.
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And a view of the Ventral Boat Bays. The pink cubes are placeholders so that I remember to leave a space that large for pinnaces & shuttles to dock.
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A close-up of flight ops. The orange lights will be tied to the rails in the boatbays when they are finished so they will light up to indicate which bays are used.
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Point defense turrets at the moment come in three varieties Cannon+Cannon, Cannon+Beam, Cannon+Cannon & Missile (hopefully it'll be cool if non-functional, haven't tested.) Unfortunately, on the Star Knight all its active PD weapons are on a single deck near it's ventral side meaning dorsal coverage will be terrible. when the ship is complete, if it's necessary, I'll throw a couple PD turrets on it's dorsal side.
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An empty weapons bay and then a view of the interior of a completed Missile+Beam+Ion docked in a similar bay. The red lit area is a very short access passage to the core. At the moment I plan to have all offensive weapons docked in similar bays, although I may have the bow weapons be built into the ship and directly controllable.
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The Docked Reactor access point inside "Fusion One" semi-RIP. Here come reactors which go Boom! and which can't be ejected Awkward.
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CIC - I like the holo at the top, I don't like how few people it sits. Feels far to spacious for a military vessel. I doubt I'll put this version inside the ship. It needs a lot more than fans and more interesting flooring before it'll feel right.
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DCC - Once I put the finished version inside the hull the green status lights will be linked to activation blocks by each rail docker. That logic might need a timer to get it to update that a weapon has been blasted off, as always: testing will be needed. Again, the way I've set it up doesn't seat as many as I'd like. I'd also love to get blue lighting in there but all the force fields just overpower them. I may try redoing the status lights as a giant forcefield / holo-image in the center and have parts of it turn off when respective systems are destroyed, but I'm pretty happy as is.
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The Bridge - There will also be a Flag Bridge once I figure out what I want in it. But for now I'm fairly happy with the "Captain's Bridge". I'll probably end up removing the display blocks I placed trying to do a 3d image of the ship in the red forcefields. It's just not dense enough to look good. If we ever get display blocks that can 3-5 layers of depth they will definitely come back.
------
And a view of the Ventral Boat Bays. The pink cubes are placeholders so that I remember to leave a space that large for pinnaces & shuttles to dock.
-------
A close-up of flight ops. The orange lights will be tied to the rails in the boatbays when they are finished so they will light up to indicate which bays are used.
--------
Point defense turrets at the moment come in three varieties Cannon+Cannon, Cannon+Beam, Cannon+Cannon & Missile (hopefully it'll be cool if non-functional, haven't tested.) Unfortunately, on the Star Knight all its active PD weapons are on a single deck near it's ventral side meaning dorsal coverage will be terrible. when the ship is complete, if it's necessary, I'll throw a couple PD turrets on it's dorsal side.
-----
An empty weapons bay and then a view of the interior of a completed Missile+Beam+Ion docked in a similar bay. The red lit area is a very short access passage to the core. At the moment I plan to have all offensive weapons docked in similar bays, although I may have the bow weapons be built into the ship and directly controllable.
-----
The Docked Reactor access point inside "Fusion One" semi-RIP. Here come reactors which go Boom! and which can't be ejected Awkward.
----
CIC - I like the holo at the top, I don't like how few people it sits. Feels far to spacious for a military vessel. I doubt I'll put this version inside the ship. It needs a lot more than fans and more interesting flooring before it'll feel right.
------
DCC - Once I put the finished version inside the hull the green status lights will be linked to activation blocks by each rail docker. That logic might need a timer to get it to update that a weapon has been blasted off, as always: testing will be needed. Again, the way I've set it up doesn't seat as many as I'd like. I'd also love to get blue lighting in there but all the force fields just overpower them. I may try redoing the status lights as a giant forcefield / holo-image in the center and have parts of it turn off when respective systems are destroyed, but I'm pretty happy as is.
-----
The Bridge - There will also be a Flag Bridge once I figure out what I want in it. But for now I'm fairly happy with the "Captain's Bridge". I'll probably end up removing the display blocks I placed trying to do a 3d image of the ship in the red forcefields. It's just not dense enough to look good. If we ever get display blocks that can 3-5 layers of depth they will definitely come back.
Questions:
I took the pictures with F6, is there a setting somewhere to get the background to stay?
I have cameras on each broadside so theoretically beam/cannon weapons there could be useable - would they be useful?
How deep do you expect armor on this size ship to be? (At the moment it is 2 blocks of advanced armor on the outer skin. Followed by 1 block of advanced armor around each weapon bay. But I have no idea how much is needed/useful in Starmade.)
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