Dwarven Engineering Shipyards; transforming ships and war bricks

    Crashmaster

    I got N64 problems but a bitch ain't one
    Joined
    Oct 18, 2013
    Messages
    452
    Reaction score
    360
    GNMA-Y0002V Gadelaza; transfoming mobile armor;

    I think my favorite thing from 00. Made the best-looking use of the GN drive, tau or otherwise in my opinion and, "designed to be a one man army, possessing enough firepower to match an entire fleet on its own," adds a lot of appeal to anything.
    A LOT of time spent into the transformation mechanic's docking setups to achieve smooth collision-free transformation. Everything has been incredibly inconvenient to work on.
    Colour scheme, some details, shapes and dimensions fudged a bit, kind of a mash between the technical drawings and the movie version depending on what fit best in Starmade.









    Wings, nose, and head move, GN Blaster (nose section) opens up for firing (but no weapon yet) and the sub-arms are all plexdoors. Progress stalled on the drones/ hangers due to new ship started.

    In-action clip
     
    Last edited:
    D

    Deleted member 301635

    Guest
    ...Gasp...
    Someone on this site actually makes Gundam 00 ships?
    Can you do the Ptolemaios II next?
     

    Crashmaster

    I got N64 problems but a bitch ain't one
    Joined
    Oct 18, 2013
    Messages
    452
    Reaction score
    360
    MNMXR195; The Brick;

    First-off it is totally vanilla and all docks are fully enhancer-ed. Piloted by only one person just fine.
    Designed to push pure combat ship design and engineering to a new tier it is powerfully armed, well-shielded and has above-average turning speed for its mass/size class. Basically it is a quick-turning vertical ship with fixed-mounted side turrets contained in a contiguous shield shell comprised of two chain-docked modules. Main thrust, main weapons and main shielding are all separated into different docked ships to deliver the optimal turning speeds and thrust to mass ratio possible. Good power management by the pilot is required.
    It has excelled in combat testing.

    Front, combat mode;



    Rear, combat mode, one hanger door open;


    Total system mass; 196k
    Effective total system mass in combat mode; 60.5k
    Combat thrust to mass; 5.75:1
    Length; 81m, Height; 195m, Width 125
    Turning speed; X-axis 1.2, Y-axis 1.1, Z-axis 1.2
    Approximate main weapon DPS; 0.9mil at 1.8km - AI aimed
    Total main shields; 11.6mil split into two groups

    Front, transformed to docking mode, all door groups opened;


    Rear, transformed to docking mode, all door groups opened;


    -Main ship;
    49mil power
    1.75mil e/sec
    350k thrust
    485k shields

    Weapons are arranged in tightly stacked rings above and below the core center where they can output though ports in the shield shells.

    44x AMC; 403 damage, 927 distance, reload 154, speed 55, producing 115k DPS total
    7x d1000 quad-missile groups; (4x) 493 damage, distance 187, reload 10, speed 5, radius 32, that can maintain constant fire at 1 group per second
    1x SD-BB quad-missile group; (same stats as a d1000 group)

    -Fixed turret; (x2)
    943k shields

    Weapon arrays output from two 24-group locations per fixed turret each turret using two weapons computers, AI aiming and Nav system target acquisition. AMC group outputs extend clipping through the shield shell undocking path doors.

    48x AMC; 1000 damage, 1870 distance, reload 109, speed 115 producing 438k DPS total (per each side turret)

    -Shield shell; (x2)
    Maneuvering thrusters
    5.8mil shields

    Having the weapons turrets fixed-mounted is off-set by the quick turning speeds.
    Having the shielding split between the two sides allows for greater total shield strength for total blocks used, shield cycling if one side gets low and disperses head-on and rear-fire over two separate entities potentially allowing for some greater shield recharge.
    The hall to the core room is made of two docked loot pods which can be removed for unloading, swapped out for empty ones or ejected in case of impending loss of the ship. The rear contains a sizable hanger for several stealth scouts and/or a small frigate.

    Loot storage hall detail;



    Hanger interior with stealth scouts and carryall load-out;


    The view from the main cockpit through the shield shell is achieved by plex door pyramids on each shield shell that clip one block into the main cockpit when closed. Specific missing plex door blocks give a means of monitoring each shield-shell's shield status. The shields' animation and colour appears where the missing blocks would be right at the sides of the power and shields sections of the HUD.

    Shield indicators;


    The shield shell can be carefully un-chain-docked and re-docked to the core ship to transform the ship into a docking mode. However this operation is still prone to odd undocking glitches and sometimes moving an undocked shell module off the ship produces lag similar to moving a large ship through a large open plex-door despite no actual collisions occurring.
    Frustrating and unpredictable the shell module might end up in the next sector or causing embarrassing server lag :( a major failing point of this ship's transformation mechanic. Forgetting to open the plex doors prior to undocking a shield shell is also major bad :p
    It's still smooth to transform from docking to combat mode at least. Launch and transformation time to combat mode is about a minute.

    "It's not a bug, it's a feature."

    ...Gasp...
    Someone on this site actually makes Gundam 00 ships?
    Can you do the Ptolemaios II next?
    I think William Edwards of EFSF on Mushroom fleet has already built that one.
     
    Last edited: