I just thought I would get some opinions on my latest project.
The goal is a 1:1 scale Carrier from Homeworld 2. The original shape is obtained by first Binvox, then SMEdit. The Reason this ship is taking so long, is because I do not like "filling up space". I am modeling both the interior, and exterior of the ship, and it has taken roughly 50 hours so far. The goal is to make the ship into not only a faction flagship, but a full administration hub , complete with all of the amenities for a hypothetical crew of several hundred.
There are no power blocks on this ship. Rather, there are four "fusion reactors" that dock inside the ship, and provide power via power supply beams triggered by logic. They only supply about 400,000 e/s but that is more than enough to keep some basic shields up, charge the scanner, and power the engines. Like the Carrier on which it is based, the ship has no primary weapons. I do plan to include a few "defense drones", disconnected turrets that float in space nearby.
What I am looking for is mostly a list of internal (or external) features to include to fill up space. I don't want to WASTE the space, but it does all need to be put to some good use.
Things that I have already, or have plans to include:
•five squadrons of fighters docked internally
•Resource gathering ships docked internally and a resource dropoff area with refinery (just like the game)
•Decorative docked hyperspace core (the actual modules are stuffed into nooks and crannies too small to contain corridors)
•Secondary reactor set (miniature docked reactors that can be activate in cast the main four are taken out)
•Point defense drone handling and launching area
•Cargo handling area, with docked containers and spare parts.
CREW FEATURES:
•Full gravity bounce tube transportation
•Labels for everything. Color coded text.
•emergency Stairwells connecting every level.
•100+ marine compliment (with living area, training area, medical, recreation, and armory)
•Crew area for 50 pilots (more luxurious, training simulators, recreation)
•Crew area for 150 "Ground crew" (3 sections, each containing: basic enlisted and NCO, living, training, recreation, machine shops)
•Crew area for 200 ship's enlisted for the mothership. (4 sections, each containing living, training, recreation)
•Officer's spaces, made for 50. (Individual rooms, "Food court" style dining, Officer's club, gym. No Pool.)
•Medical facilities for ship's crew. Four clinics.
•each medical clinic has an attached cryobay. Total cryo capacity 500+
•Civilian section with room for 50. Dining, other facilities equal to NCO crew levels.
•All crew facilities include bathrooms, showers.
•All crew facilities are distributed to try to be more near the crew's area of responsibility.
•each crew section has a different recreation module. One might have a theater, while another might have the solarium.
•Large Hydroponic farming area. No dirt farming.
LOGIC FEATURES:
•Gravity tubes
•variable engines. (doors close over the engines to simulate throttling down)
•Push-module autopilot
•push-button launching of some ships.
•Animation in the reactor room (not pictured)
The only problem I have is that I have all of these sections designated, but I have roughly 1/3 of the crew space of the ship left empty. I could fall back on the old standby and just make it cargo space, but that is A LOT of cargo. I am also looking for logic features or tricks to implement. I understand how to make quite complex circuits with logic, however I lack applications for it. All Advice is welcome.
The goal is a 1:1 scale Carrier from Homeworld 2. The original shape is obtained by first Binvox, then SMEdit. The Reason this ship is taking so long, is because I do not like "filling up space". I am modeling both the interior, and exterior of the ship, and it has taken roughly 50 hours so far. The goal is to make the ship into not only a faction flagship, but a full administration hub , complete with all of the amenities for a hypothetical crew of several hundred.
There are no power blocks on this ship. Rather, there are four "fusion reactors" that dock inside the ship, and provide power via power supply beams triggered by logic. They only supply about 400,000 e/s but that is more than enough to keep some basic shields up, charge the scanner, and power the engines. Like the Carrier on which it is based, the ship has no primary weapons. I do plan to include a few "defense drones", disconnected turrets that float in space nearby.
What I am looking for is mostly a list of internal (or external) features to include to fill up space. I don't want to WASTE the space, but it does all need to be put to some good use.
Things that I have already, or have plans to include:
•five squadrons of fighters docked internally
•Resource gathering ships docked internally and a resource dropoff area with refinery (just like the game)
•Decorative docked hyperspace core (the actual modules are stuffed into nooks and crannies too small to contain corridors)
•Secondary reactor set (miniature docked reactors that can be activate in cast the main four are taken out)
•Point defense drone handling and launching area
•Cargo handling area, with docked containers and spare parts.
CREW FEATURES:
•Full gravity bounce tube transportation
•Labels for everything. Color coded text.
•emergency Stairwells connecting every level.
•100+ marine compliment (with living area, training area, medical, recreation, and armory)
•Crew area for 50 pilots (more luxurious, training simulators, recreation)
•Crew area for 150 "Ground crew" (3 sections, each containing: basic enlisted and NCO, living, training, recreation, machine shops)
•Crew area for 200 ship's enlisted for the mothership. (4 sections, each containing living, training, recreation)
•Officer's spaces, made for 50. (Individual rooms, "Food court" style dining, Officer's club, gym. No Pool.)
•Medical facilities for ship's crew. Four clinics.
•each medical clinic has an attached cryobay. Total cryo capacity 500+
•Civilian section with room for 50. Dining, other facilities equal to NCO crew levels.
•All crew facilities include bathrooms, showers.
•All crew facilities are distributed to try to be more near the crew's area of responsibility.
•each crew section has a different recreation module. One might have a theater, while another might have the solarium.
•Large Hydroponic farming area. No dirt farming.
LOGIC FEATURES:
•Gravity tubes
•variable engines. (doors close over the engines to simulate throttling down)
•Push-module autopilot
•push-button launching of some ships.
•Animation in the reactor room (not pictured)
The only problem I have is that I have all of these sections designated, but I have roughly 1/3 of the crew space of the ship left empty. I could fall back on the old standby and just make it cargo space, but that is A LOT of cargo. I am also looking for logic features or tricks to implement. I understand how to make quite complex circuits with logic, however I lack applications for it. All Advice is welcome.