Stargate Lantean Battleship WIP

    Discussion in 'Fan Art/Screenshots' started by Daniszen, Nov 6, 2018.

    ?

    The lights are...

    Poll closed Nov 19, 2018.
    1. Too dim

      0 vote(s)
      0.0%
    2. Too blue

      0 vote(s)
      0.0%
    3. Not blue enough

      0 vote(s)
      0.0%
    4. Sometimes not blue enough

      0 vote(s)
      0.0%
    5. Sometimes too dim and too blue

      0 vote(s)
      0.0%
    6. Sometimes too dim, but not blue enough

      0 vote(s)
      0.0%
    7. Sometimes too dim, but otherwise fine

      1 vote(s)
      50.0%
    8. Fine

      1 vote(s)
      50.0%
    1. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Couldn't figure out how to rig a self-destruct btw, and after trying I gave up, for the time being, so if anyone knows how to make one that would be great. I'm not talking something super advanced here I literally just need to know how to make those warheads blow up using the logic system, I'm sure I can figure out the rest on my own, it's more rewarding like that anyway. Just too lazy to figure out how to make the warheads explode, and frankly I decided to prioritize working on the interior rather than trying to figure out how to blow the ship up for the time being.
       
    2. Captain Skwidz

      Captain Skwidz turtleStew

      Joined:
      Jun 14, 2017
      Messages:
      254
      I think Schine removed the ability for the warheads to damage blocks. It used to be that you could trigger the warheads with r, damage, or logic. I think the r and logic triggers took a bit for the warheads to detonate or required a second triggering action
       
    3. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      hmm oh well, doesn't really matter in the end it would just be kind of cool. Will keep trying though.
       
    4. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Made some functional stasispods fitted on a rail system, a bit bulky unfortunately but a good start
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      --- Updated post (merge), Nov 17, 2018, Original Post Date: Nov 17, 2018 ---
      Made some improvements, now it looks somewhat less bulky, though I wish it didn't have to take so much space so it could be easier to implement on the rest of the ship.
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      --- Updated post (merge), Nov 17, 2018 ---
      Made a room for the stasispods.
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      --- Updated post (merge), Nov 17, 2018 ---
      Finished one stasispod room

      Also got sick of walking 200 meters or so every time I wanted to show off any progress of the internals, so I made a transporter closer to the power distribution centre (believe it or not it is getting seriously difficult to find space to incorporate transporters into the ship seamlessly)
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      Entrance to the first stasispod room
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      Finished stasispod room, haven't added any stasispods yet obviously, that will take some time.
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      Also renamed the blueprint name and decided to jump straight to iteration number 50 as it was getting annoying adding all those X's to the name.
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    5. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Needed a break from the battleship, so started on a puddle jumper, unfortunately the logic of the drive pods are giving me a massive headache so idk might scrap it
      starmade-screenshot-1836.png
      It also doesn't leave much room for the Rp elements, so it sort of defeats the purpose of the thing
      --- Updated post (merge), Nov 17, 2018, Original Post Date: Nov 17, 2018 ---
      Turns out I made it overly complicated, however, it unfortunately still doesn't leave much room in the cockpit
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      --- Updated post (merge), Nov 17, 2018 ---
      It has a cloak, however it consumes a lot of power so its annoying, additionally the drive pods disappear once you cloak, which sort of breaks immersion but there's not much to do about that unfortunately
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      --- Updated post (merge), Nov 17, 2018 ---
      Jumper compared to the battleship
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      --- Updated post (merge), Nov 17, 2018 ---
      Going to add two hangars to hold at least two jumpers
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    6. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Added the two hangars as promised, also docked one jumper
      starmade-screenshot-1841.png The bay doors read "Sen 1" and 2 respectively, obviously modified the Latin for "open space" or "cavity" to make it seem Ancienty (I literally have no idea what I am doing with that language, but hey at least I try)
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      A view of the staircase leading down to the hangar bay floor
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      The view of the hangars without the jumper.
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      The control room, with a functional door control console
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      View from the control room with a docked jumper
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      --- Updated post (merge), Nov 18, 2018, Original Post Date: Nov 17, 2018 ---
      Hangars located here on both sides of the ship
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      --- Updated post (merge), Nov 18, 2018 ---
      Added a door to engineering from the core room
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    7. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Made a small control room with some more stasis pods as well
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      It has a window
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    8. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Attempting to make some more diverse light fixtures
      starmade-screenshot-1858.png
      --- Updated post (merge), Nov 18, 2018, Original Post Date: Nov 18, 2018 ---
      Made some improvements and also finished the mess hall
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      --- Updated post (merge), Nov 18, 2018 ---
      Retrofitted the ship with some of the new lights
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      • Like Like x 1
    9. kiddan

      kiddan Cobalt-Blooded Bullet Mirror

      Joined:
      May 12, 2014
      Messages:
      1,095
      Loving your progress so far! Voted, "Sometimes too dim, but otherwise fine," because nobody wants to approach a urinal in a really dark corner. =P
       
      • Like Like x 1
    10. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Added slightly more detail to the wings
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      --- Updated post (merge), Nov 18, 2018, Original Post Date: Nov 18, 2018 ---
      Hahahah agreed, I hope that the new light fixtures will help to alleviate this issue
      --- Updated post (merge), Nov 18, 2018 ---
      Added some inner ship remotes to control the hangar bay doors when flying the ship, now going to bed after successfully ruining my circadian rhythm once again.
       
    11. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Added the chair control room

      Hallway leading from what will become the medbay of the ship, leading into a corridor and to the chair
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      Corridor
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      Planned easy access route to the core room
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      A better shot of the corridor, with a window to space
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      Some more lights as it was very dark here, though these are subject to change as it is still quite dark in this corridor.
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      View into the chair room from the corridor
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      Small space adjacent to the chair room, will in the future include some monitors and consoles.
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      A closer look at the chair
      starmade-screenshot-1877.png The ceiling
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      The chair is actually somewhat useful, housing a build block
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    12. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      It happened, I was trying to get to the new crew quarters I just made, and I got lost. At last, the internals are beginning to become decently extensive.

      Connects with the other hallways through the power distribution centre and also connects through to the mess hall
      starmade-screenshot-1883.png
      6 more rooms for crew
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      Also added a molecular construction device in the mess hall, to synthesize food stuffs.
      starmade-screenshot-1887.png

      .. It is of course entirely plausible that my sense of direction is just awful and that I got lost because of that.
      --- Updated post (merge), Nov 18, 2018, Original Post Date: Nov 18, 2018 ---
      Okay, so it seems the docking can be a bit temperamental, hopefully just a one-time occurrence.
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      --- Updated post (merge), Nov 18, 2018 ---
      The turrets are too weak to do any real damage and will be redesigned
      starmade-screenshot-1903.png
       
      • Like Like x 2
    13. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Got bored so started a side project, I'm thinking about making a science outpost which would work much in the same way that Lantean city ships do, so that's why it's a ship and not a station
      starmade-screenshot-1930.png
       
    14. Thadius Faran

      Thadius Faran #1 Top Forum Poster & Raiben Jackpot Winner

      Joined:
      Oct 13, 2013
      Messages:
      5,044
      You're making outstanding progress.

      It's good to see StarMade getting some quick learners and solid builders again, the community reserves were getting pretty darn dry.
       
      • Like Like x 1
    15. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Thanks man, been a long ride to get to where I am today hahahaha. Had the game since probably 2014, but kept forgetting it even existed until a few years ago when i started playing it a lot, love the game and hope it picks back up again with people it has great potential to be an amazing game.
      --- Updated post (merge), Nov 20, 2018, Original Post Date: Nov 20, 2018 ---
      Man thinking about how long I have had this game made me dig up some real steaming piles of shit from my blueprints which shows the quantum leaps from one try of making an Aurora to another, enjoy..?
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      Look at this gigantic framerate murdering monstrosity here:
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      What on earth was I thinking am I right hahhahaha
       
    16. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Made a cute little mining ship, currently explodes violently when it takes damage because the shields aren't stable enough but I'm working on it.

      Supposed to be unmanned because mining is tedious work, but it is RP friendly and can house a crew of 1
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      Really like showcasing the size of smaller ships using the Aurora.
       
      • Like Like x 1
    17. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Started having some fun trying to make wraith ships with turrets for main weapons, really annoying but might pick it back up later.
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      --- Updated post (merge), Nov 20, 2018, Original Post Date: Nov 20, 2018 ---
      Made some more crew quarters and added a shower because people get dirty.

      Also tried making a spiral staircase of sort
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      • Like Like x 2
    18. MrGrey1

      Joined:
      Feb 10, 2017
      Messages:
      207
      I find port and starboard markers at the end of hallways and at the mid ships point help to keep a sense of direction and adds points of interest to break up passage ways and add some depth. I also like having a point in the vertical levels of a ship that is 'below decks.' I've done this on the Yamato, at a certain level the hull changes from blue to red, I've kept the colours showing internally in places like the elevators so you know when you've gone 'below.'
      Changing lighting and dominant colours also helps, ie I have a docking area where I use a lot of hazard, have yellow lighting and decorations, yellow deck is docks. Similarly I keep the birth deck lighting dim and cool and have the mess hall lighting bright and well lit. Lighting is the easiest way to give a subtle sense of a change of place. Doesn't have to be over the top, just little highlights here and there, if the highlights are predominantly a certain colour on certain decks or locations it helps to define the place without breaking your overall theme.
      Detailing a big ship is a lot of work and takes time and multiple passes on the detailing.With your passages I think you should break up your floors and ceiling some. You have a good theme in the walls but the floors/ceilings are all one block which is visually overwhelming. Floors and ceilings in ships always have hatches and panels, rivets, lumps, bumps, carpets, mats, vents, grates, piping, girders, scaffolding, etc. Take a look on google images at internal pictures of ships, commercial and military, lots of ideas there.
      Big job for sure, but you're already breaking it up a bit with side projects which is the way to go. Keep at it.
      ;)
       
      • Like Like x 1
    19. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Thanks for the tips man, will definitely look into making the roofs more unique, the floors will be difficult to do anything major about since it seems to be fairly unchanging in the show, currently examining the roofs from the show though hahahha. Again, thanks so much for the feedback, I love all the feedback I get here it is immensely helpful.
      --- Updated post (merge), Nov 21, 2018, Original Post Date: Nov 21, 2018 ---
      Counted the number of crew quarters again and I'm up to 37, so making grreat progress on thaattt
       
    20. Daniszen

      Joined:
      Jan 11, 2015
      Messages:
      118
      Added some more details to the midships section on the outer hull, also added more docks to allow for easier switching and exiting from the ship without having to use an airlock and run through several hundreds of meters just to enter and exit the core to do side projects.
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      Also just realized that I haven't made an airlock, so yeah should probably fix that like now
       
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