The ventral fin will be trimmed. It does look better that way. A tiny bit more sleek.
Illustration 1: A nice side-view of the mockup, using white hull instead of grey hull, so it looks disjointed. The rail lab is in the background.
Illustration 2: Baby's first rail lab
Illustration 3: Port side perspective view of the front. The mock-up engine pod on the port side illustrates "Flight Mode", while the starboard-side engine pod illustrates the position for "Landing Mode".
Illustration 4: view of the mock-up from underneath, with a mockup of the extended/open ramp, and active landing gear. The ship core is below everything, which is why this ship can't just be modified to create a fully functional ship. The core is too exposed and too far off center.
The mockup of the ship is purely for checking layout. I was able to play with location of various parts.
1. The backup generator was placed in the floor of the ship in the original Space Quest 3 game (sorry for the spoiler, but it was kind of obvious. Plus it's a quarter-century after the game, so you shouldn't worry about spoiling it now.) Even in the original game, there was obviously no room in the floor for the generator. According to the on-board schematics, the generator is flat as a pancake and almost as small. Therefore, as a solution, the backup generator (a single power block, separate from the main reactor group) was moved forward and to the ceiling. So it still works roughly according to canon.
2. The actual engines for the StarMade craft needed to be placed in the floor and ceiling for their visual property. Now they provide some visual interest, while actually providing the ship with thrust. In the mock-up, I have thrusters in different directions in the floor of the ramp elevator. This was to provide visual interest. I decided in the final design that a grouping where all ramp thruster blocks should be in the same direction, to be similar in appearance to the original game, where lines on the surface of the ramp ran cleanly from one side to the other.
3. I went with a ramp elevator instead of the original rotating ramp, because a rotating ramp in StarMade will not have the right rotary control to be correct, and cannot reach the right angle, length, and visuals. Therefore, I feel that a ramp elevator is the next best thing to what the original showed. I have designed it so that it looks like the elevator ramp "crawls" down the forward pair of landing struts.
In the mockup, I placed the gun behind some sets of thrusters in the walls, to illustrate the 80s-style engine intakes. (Bussard Ramscoops?) After another look at the in-game pictures, I found that the guns are actually supposed to be directly in front of the intakes. The position will be corrected in the live ship. I'll leave it in place on the mock-up, to see if it looks better.
Ramp elevator details: because the main ship body is only 5 blocks high (6 if you count the ventral fin), the ramp rail actually extends from the floor of the craft up to the very top of the ship. I will modify the upper edge near the engine pods, so that full blocks can be there and still look natural, despite the angled edges running along the edges of the ship. This will cause the ramp rail dock block to be a part of the ship's roof while the ramp elevator is closed. When the ramp opens, the dock block physically crawls down the wall in step with the ramp elevator, from the roof of the ship to the floor..
The moving components require a few key elements:
1. The moving rail, whether a linear line of rails, or a pair of rotator blocks.
2. A pair of alternate direction rail blocks, similar to the moving rail. These are used to reverse the direction, based on flight mode.
3. One activation block adjacent to each alternate direction block. Required to link to both the moving rail and the alternate rail to set the direction of the moving rail based on the linked alternate rail.
4. A set of three logic blocks (AND, Flip-Flop, NOT) for the main switch. The AND block is used in case some prefix logic is needed before the function can proceed. (Example: The ramp elevator will not go down if the ship is in flight mode. Don't want to decompress the cabin while in space!) The AND block drives the flip-flop, based on a one-time activation signal from either the ship's hotbar or a specific button block. The flip flop drives the NOT and one of the two alternate rails. Plus, as a bonus, the flight-mode flip-flop is tied to the ramp elevator's closure alternate rail activator, so that if the ramp is open when flight mode is activated, it will be automatically closed. Cool concept and requires only one extra logic block: The AND block at the beginning of the switch logic chain. (Tested in the lab: it works very well and looks good.)
The mock-up ship does not show a way to close the ramp from the ramp itself. This is merely a roleplay problem, because a StarMade astronaut can easily clear the jump from the lowered ramp to the cabin where the ramp button is located. The real ship will have a wireless button to switch the ramp rail direction, bringing the ramp up into the ship.
Edit:
The new version has now been uploaded. I'm very happy with it. The rail motion really adds a whole new level to the ship.
Get it here:
http://starmadedock.net/content/aluminum-mallard-mk1-ultralight-freighter.834/