Homeworld 2 Carrier

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    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.
     
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    Ah gotta love homeworld stuff :D What about a manufacturing area? The carriers in the game are capable of producing everything up to and including frigates.

    Would you be able to provide a download for the rough imported model?
     
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    Ah gotta love homeworld stuff :D What about a manufacturing area? The carriers in the game are capable of producing everything up to and including frigates.

    Would you be able to provide a download for the rough imported model?
    I have the rough model SOMEWHERE but I can't find it... I have been working on this off and on for nearly a year now. Just saw that video of homeworld ship sizes you posted, and all I can say is that mine is just 500m, based off of a chart I found last year some time.

    As to the manufacturing area, the ship is designed to manufacture warships up to frigate size in the main bay:

    Again, it only has 144m of linear space, but that is enough to hold the frigates I have. Fighters and smaller escorts simply have the parts manufactured in the machine shops, and are assembled in their bays by hand. here is a picture of one of the internal bays:

    There are four like this, designed around five ship squadrons. I do have to use a smaller version of the fighter: you simply can't get a reasonable number of full scale interceptors in the ship. The ones designed for this carrier (not pictured) are eleven meters long. In the fighter bays, I plan to include the various assembly and maintenance equipment needed to keep a squadron flying.
     
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    the internal reactors are really cool. Only problem I would see are missiles. Do they still hit things behind armor? And would that way take out your reactors even when the shields are up?
     
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    Just an Idea, how about a manufacturing plant for ship parts? Since Carriers actually produce them themselves with the resources gathered by their collectors.
     
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    Just an Idea, how about a manufacturing plant for ship parts? Since Carriers actually produce them themselves with the resources gathered by their collectors.
    Actual manufacturing will have to wait until factories can be placed on ships, but I do have a quite large capital ship assembly area that will have heavy fabrication equipment (rp only, sorry) and three or more "machine shops".[DOUBLEPOST=1415905590,1415905051][/DOUBLEPOST]
    the internal reactors are really cool. Only problem I would see are missiles. Do they still hit things behind armor? And would that way take out your reactors even when the shields are up?
    I do not think the missiles still automatically damage all blocks in the blast radius. Even if they do, the reactor room is at least 12 blocks from the outer edge of the ship in every direction, so it would take at least two direct hits to the ship itself before the reactors are endangered. You would be much better off attacking the bridge, where the core actually sits. two or three blocks and you can take out the core. This is a non-combat ship with no offensive weaponry. There will be a few anti-missile turret/drones floating in space nearby for emergency defense, but the ship will be designed to warp in, drop off a few squadrons of fighters in strike range (but not firing range) of the target, and hyperspace out. For all her tremendous size, she is able to charge her jump drives in a single go.
     
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    Is there a base hull that you can drop on us btw? I have no need for alot of amenities, but am starting to put out my own homeworld ships. My first being the 476m Hiigaran Battlecruiser. I play on a survival server and want to be able to use homeworld ships to crush my enemies. (primarily Hiigaran (including complex)).
    [DOUBLEPOST=1423028318,1423028164][/DOUBLEPOST]Also If you have a leftover blueprint of the empty Hiigaran destroyer that would be awesome as well.