Juniper Rocket Appliances

    Crashmaster

    I got N64 problems but a bitch ain't one
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    The ability to reliably navigate entity chains helped immensely.

    VF-1S from Macross.



    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.




    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.




    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.
     

    DrTarDIS

    Eldrich Timelord
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    %*^&%^&$&*!!! 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.
     

    Crashmaster

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









    Rear body manual controls for transformation error recovery;

     
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    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.
     
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    even if I'm still questioning F-14s in space from that series ... oh well.
    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.
     

    Crashmaster

    I got N64 problems but a bitch ain't one
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    Hot tub mine machine;

    Gemini Mobile Auto Quarry






    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.







     
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    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?
     
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    Crashmaster

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

    I got N64 problems but a bitch ain't one
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    Early small-scale transformer

    Shuttlebug



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


    Concept prototype light transforming mech

    Bullfrog




    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




    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






    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

     
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    Crashmaster

    I got N64 problems but a bitch ain't one
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    A stealth version of the classic Isanth shape, basically a boxy 'E'

    Hides, flies, shoots, repeats.







    Download; Isanth Stealth

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



    Download; Isanth Stealth Scout
     
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    Crashmaster

    I got N64 problems but a bitch ain't one
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    Modular destroyer;

    Apollonian



    Main section;





    Bridge


    Captain's quarters


    Communications/ ECM

    Drone Hanger

    Shuttle bay

    Shuttle launch

    Heavy AMS gatling shotgun turret action

    Can carry two mission-specific modules

    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;







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

     
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    Modular destroyer;

    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)

    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)
     

    Crashmaster

    I got N64 problems but a bitch ain't one
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    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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    Modular destroyer;

    Apollonian



    Main section;





    Bridge


    Captain's quarters


    Communications/ ECM

    Drone Hanger

    Shuttle bay

    Shuttle launch

    Heavy AMS gatling shotgun turret action

    Can carry two mission-specific modules

    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;







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



    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 ^^