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    Juniper Rocket Appliances

    Discussion in 'Shipyard' started by Crashmaster, Jun 6, 2016.

    1. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      The ability to reliably navigate entity chains helped immensely.

      VF-1S from Macross.

      [​IMG]

      Total Mass: 261.2
      Approx Length: 52m
      Power: 10,657.5e/sec
      Thrust: 526.7
      34 entities

      Current model transforms from jet to mech and back or jet to GERWALK and back.

      [​IMG]



      The gun pod is a 18-module cannon-cannon-overdrive weapon and fired via a shoot-out rail cycler. The left forearm fits a 35-module logic-fired missile system in place of the gun-pod manipulating mechanics.



      I'm still hoping to scrape together enough space for the logic to automate raising the arm for clearance to manipulate the gun-pod while in GERWALK mode.

      The transformations are controlled by two reversible clocks. Originally I had planned to use a Y-clock to transform to any mode from any mode but it was just too big. Getting the logic pipes routed so as to not clutter the cockpit while still giving the pilot access to all major controls almost made me rage-quit a little bit.
      Logic pipes are an impediment to understanding or even seeing what's going on in compact logic set-ups.

      [​IMG]
      [​IMG]

      Still thinking about a FAST pack. I'd prefer to have 30 degree control over rotators first to get the legs in the proper position to accommodate their tanks in super-fighter mode.
       
      • Like Like x 12
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    2. DrTarDIS

      DrTarDIS Eldrich Timelord

      Joined:
      Jan 16, 2014
      Messages:
      1,014
      %*^&%^&$&*!!! I'm really glad I'm not on a tablet with how hard i hit that like button.

      you, sir-or-madame, have my respect. Let me know if you ever take-up a gen-1 or gen-2 transformer. I recommend Starscream or Cliffjumper for ease-of-reproduction, if you do.
       
    3. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      Many thanks, I have been tinkering with this since rails came out. I did start a gen-1 Optimus rails skeleton a while back but lost interest in it. At this point the only likely next candidate would be Jetfire/Skyfire as I am done with rail mechanics for a bit.

      Development has worked in this thing's favor so far. I'm hoping camera/ remote cockpit changes will make the mech mode pilotable from the correct perspective.

      Download;
      Tri-mode transforming VF-1S v50

      It transforms reliably for StarMade but it will fuck up eventually for sure. Also there are no lockouts on the controls - things can get rat-screwed right quick.

      Main system manual controls section;
      (note; many controls are accessed by their edges only - indicated by blue lines)

      [​IMG]

      [​IMG]

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      Rear body manual controls for transformation error recovery;

      [​IMG]
       
      • Creative Creative x 3
    4. StarWars1981

      Joined:
      Mar 31, 2016
      Messages:
      456
      The options are ... absolutely cryptic and overwhelming.
      But dang, excellent logic work, even if I'm still questioning F-14s in space from that series ... oh well.
       
    5. Lord_Greyscale

      Joined:
      Jun 24, 2015
      Messages:
      386
      Never heard of the "Rule of Cool" have ya?

      Its really simple, take whatever is "the coolest" (and in the 1980s, the F-14 Tomcat was the COOLEST) and add other cool things to it.
      Thus, Transforming F-14s IN SPACE, fighting GIANT ALIENS.


      And yes, astounding work Crashmaster, on getting that monstrosity to function.
       
    6. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      Hot tub mine machine;

      Gemini Mobile Auto Quarry

      [​IMG]

      [​IMG]



      The Gemini Mobile Auto Quarry is intended to dock to planet plates (L corner when looking from flat edge) despite having anti-grav. The cargo-hauling (left) twin is designed to dock to the top of the mast/ salvage array assembly to overload the tuned mass enhancer groups in the transit sections and main entity. Combined with the slow speed setting, the multiple transit sections moving at once are slowed to enough of a crawl that the salvage array can mostly chew through a planet plate in the two passes of the auto-return. Takes 30-40 minutes.
      The two (one fore, one aft) transit sections that can be set to move in quarter increments to control salvage area size are also set to run at similarly quartered relative speeds to maintain consistent salvage array transit speed throughout.
      Typically the salvage array elements are off-loaded to the cargo twin by docking to each element before retraction is attempted.
      Beam bending is only noticed during high-speed transit operation.

      [​IMG]

      [​IMG]

      [​IMG]

      [​IMG]
       
      • Like Like x 8
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    7. Groovrider

      Groovrider Moderator

      Joined:
      Dec 17, 2014
      Messages:
      532
      :eek:
       
      • Agree Agree x 1
    8. Lord_Greyscale

      Joined:
      Jun 24, 2015
      Messages:
      386
      That's damn strange. (not in a bad way, it is just very very different) Interesting like a trainwreck too. (in that it is difficult to comprehend fully, and draws the eye right to it.)

      What "inspired" you to engineer that?
       
    9. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      I've made simple ones before, built straight on a planet with starting supplies, always ugly. In trying to get this to fold small enough to package into a ship-like shape it just got too complicated really.
      I've done a lot of tedious mining in this game already, and while do I enjoy a good tedium, mining the 'normal' way is not for me. Thankfully, sandbox. Unfortunately, current StarMade limitations yada yada yada...

      I'm just getting ahead of the game's development direction re; passive resource gathering.
       
      • Like Like x 1
    10. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      Early small-scale transformer

      Shuttlebug

      [​IMG]

      Civilian-class at best, somewhat interesting mechanism; Shuttlebug v4


      Concept prototype light transforming mech

      Bullfrog

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      [​IMG]


      The Bullfrog functioned well but was flawed in that it's wings could not be folded for hanger storage. Even if they could it would still be oversized. The head-crest mounted AMS turret tested poorly with focus groups despite testing well on missile groups; Bullfrog

      Frog

      [​IMG]
      [​IMG]


      The Frog was an experimental unit built from a Bullfrog frame to further explore miniaturization of transformation systems. Removal of two of the Bullfrog's six missile tubes and optimization of logic and hull sharing reduced fuselage width by 2m and clipped wings made for an overall reduction in width from 25m to 19m. Despite the improvements it was still oversized not even considering the inability to fold the wings for compact storage; Frog

      Final production model

      Bulldog Light Atmospheric Assault Mech / Waverider

      [​IMG]
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      A new design incorporating forward-sweeping folding wings was able to fit into the required dimensions while remaining feature-rich though the AMS turret has been eliminated.
      L:15.25, H:10.00, W:21.00, wings stowed; L:15.25, H:10.00, W:15.50
      47.5M @ 2.5 T:M w/50%OD 3.4ke/sec
      jump drive
      radar jammer
      machine guns
      missiles
      cargo locker
      first aid
      rail launch remote
      hotbar wing folding and transformation controls
      a shield recharger on each entity

      Snug

      [​IMG]
       
      #10 Crashmaster, Sep 5, 2016
      Last edited: Oct 6, 2016
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    11. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      From a time before slabs;



      I thought it still held a lot of detail though.
       
      • Like Like x 3
    12. Anubis Evo

      Joined:
      Jun 19, 2013
      Messages:
      199
      :eek: for a gundam that is really well made in starmade! slabs or no!
       
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    13. Sir_Shocks

      Joined:
      Jul 4, 2013
      Messages:
      20
    14. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      Updated Sazabi from old docking system and replaced advanced armor for download; Sazabi voxel grade
       
    15. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      A stealth version of the classic Isanth shape, basically a boxy 'E'

      Hides, flies, shoots, repeats.

      [​IMG]
      [​IMG]
      [​IMG]
      [​IMG]



      Download; Isanth Stealth

      Edit; Added a scout refit with a chaindrive and scanners.

      [​IMG]

      Download; Isanth Stealth Scout
       
      #15 Crashmaster, Nov 1, 2016
      Last edited: Mar 16, 2017
    16. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      Modular destroyer;

      Apollonian



      Main section;

      [​IMG]
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      Bridge
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      Captain's quarters
      [​IMG]
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      Communications/ ECM
      [​IMG]
      Drone Hanger
      [​IMG]
      Shuttle bay
      [​IMG]
      Shuttle launch
      [​IMG]
      Heavy AMS gatling shotgun turret action
      [​IMG]
      Can carry two mission-specific modules
      [​IMG]
      Has 8x900 module missile/beam (2 ion/ 6pierce - guess I should switch these) with logic missile/cannon decoy saturation. 6x heavy gatling shotgun AMS turrets and anti-astronaut measures.




      Turret section;

      [​IMG]
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      4x4.4k module cannon/cannon/punch turrets, AMS ring and configurable stopwaffle or e-brake.

       
      #16 Crashmaster, Mar 12, 2017
      Last edited: Mar 12, 2017
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    17. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      But wait! There's more!


      Docked hull;

      [​IMG]
      [​IMG]
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      8xsimple AMS turret.

       
      #17 Crashmaster, Mar 12, 2017
      Last edited: Mar 12, 2017
      • Like Like x 3
      • Creative Creative x 1
    18. Lord_Greyscale

      Joined:
      Jun 24, 2015
      Messages:
      386
      Oh my, the way that flying bridge is set up, and with the winglets at the angle they are, ...
      I can't be the only one who thought "Annihilator". (mostly from the bridge, and the lines of it's support tower)
      [​IMG]

      That said, I love the concept of that thing, and am very interested in knowing what sort of Itano Circus caused you to design that Rotary Anti-Missile Shotgun. That thing is beautifull. (and probably a monster vs fightercraft/drones, given it's size)
       
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    19. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      398
      Yeah I see the resemblance for sure. I haven't seen a pic of the Annihilator in ages though. I had wanted some sort of antenna array off the bridge but cancelled it due to the docked armor. Now I'm definitely going to add a pair of light rod antennas on a 45d angle. They should non-collision through the docked armor iirc.

      The rotary anti-missile shotgun came about just because of the docked armor. I was very limited in the locations I could use for turrets attached to the main section so I tried to make the most of them. I went for rotation because of missile secondary's lack of randomization. It has 4 groups of 8 shotguns - the secondary's blocks rotate inside the rear section - and an axial CC for aiming.
       
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    20. Utvita

      Joined:
      Dec 10, 2013
      Messages:
      1


      Hey! Good work on the transformers and modular add ons to your ship but I feel that the turrets on the turret section are too large and bulky and don't fit the sleek original design on your ship. Perhaps you could look at flatter turrets or build a larger ship to accommodate the turrets!
      Cheers ^^
       
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