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3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions.

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Old 05-15-2008, 11:53 AM   #11 (permalink)
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I'm on to the more mundane details right now, which means a lot of spare parts that may show up on the other classes.

Note: I don't plan on material detailing until I've placed all of the spare parts on the ship. From what I can tell, I still have to do some work on the COMCON antenna...right now it's just a cone with some extrusion work done.

I've also to begin work on the torpedo launchers, even though there's already one on each side (forward, one on each side of the tarmac).

Once she's done, she'll still be typically escorted by a couple of smaller ships, but will be able to handle her own.

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Old 05-19-2008, 05:40 AM   #12 (permalink)
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UPDATE: Due to a glitch in the programming of Max, I was forced to begin all over again on the main hull. Perhaps this time, I will not drop the hulls down so damned far?

If anyone has a suggestion for compensating for this glitch (It split the forward hull down one side only and the hull didn't HAVE a bottom to speak of anymore), please let me know, short of installing the upgrade. I've already attempted Max 8 on this damn computer and it freaked out on me.

Starting Block size = 2,000 x 600 x 100 (120 x 36 x 6 surface units, working out to 17 cubic feet per surface grid)

I have documented the progress of the build on MS Word if anyone is interested in it for suggestions on kitbashing the original construction. I'm considering doubling the number of lower hulls to be dropped down, and perhaps not going down so far on them, since each surface unit is a little more than 2 decks high.

(Why is it that every time I try to quit smoking, something like this happens?)

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Old 05-19-2008, 07:11 PM   #13 (permalink)
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By split do you mean polygon slicing? If so its porbably because you had slice plane selected. In any case you could always try opening your autosave its in your autoback folder in your main max directory. There will be around 4 autobacks there just pick the newest.
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Old 05-20-2008, 01:50 AM   #14 (permalink)
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I'll remember that the next time I run into this. I didn't do anything to preempt the slices, so I discounted it as an annoying glitch. Thanks for the info.

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Old 05-20-2008, 05:51 PM   #15 (permalink)
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UPDATE:

I've begun work on a redesign...this time replacing the torpedo launchers along the sides with a rail gun placement.

The disruptor rail gun replaces the torp launcher on the sides of the tarmac section during an upgrade stop at Alpha Yokai.

I plan on designing the rail cannon that goes into the placement rails once the rest of the ship is designed. Further, I will not go down as far on the hull placement, and I plan on going with more lower hulls than originally planned to aid in preventing the glitch from stripping me of a hull again.

Note: Just noticed a slight offset in the placement of the guns, so a newer model is currently being constructed.
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File Type: png Carrier Redesign with Rail Gun Placement.png (156.4 KB, 11 views)

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Old 05-21-2008, 02:50 PM   #16 (permalink)
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Finally, I get this **** right!

I've had to decrease the number of launch tubes to accommodate lining them up with the outer barricade towers. Now to get the damned rail guns placed properly and move on to the smaller stuff...
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File Type: jpg Carrier - Python Class - Stage 1.jpg (25.2 KB, 4 views)

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Old 05-22-2008, 04:27 AM   #17 (permalink)
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Here's an updated version, with the doors added in.

The drop bays are now covered by doors.

Now I can finally get to the smaller details, but the rail gun design is what's troubling me...unless I should just go with the sideboard torpedo launchers I used to have on the tarmac section.

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Old 05-26-2008, 04:35 AM   #18 (permalink)
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UPDATE: The doors have been corrected to indicate that they are actually sliding doors. I noticed this when I set one in on the new design behind the Baleo class cruiser.

*smacks forehead*

Why did I never see this one coming?

Right now, the biggest question I have is whether or not to install some sort of support pylons from the COMCON Tower to the Main Hull, or if there's enough support for it from moving it all the way down the Tarmac/Landing Bay Hull.

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Old 05-27-2008, 12:48 AM   #19 (permalink)
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I'll have the landing lane lights once Mr. MadKoiFish resends the second link he sent me some time ago...thank you for that, MKF. Trouble is I'm still trying to figure out the glow material for it; if that was from an earlier version of Max than 7, it should work...but if not, I'm going to be a bit on getting it worked out.

UPDATE: I've got everything but the diffused light on the landing lane figured out on that material, since the lane lights are supposed to light up the tarmac surface, and right now they're not.

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Old 05-30-2008, 01:27 AM   #20 (permalink)
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I've added some to the carrier, including guide lights along the tarmac itself.

And I've begun work on the rail cannon that will go along the sides.

Everything is open for discussion/suggestion as always. This includes, "Oh, damn my eyes! Rebuild that damn thing!"
Attached Images
File Type: png Python Class Carrier with some lighting installed.png (441.1 KB, 7 views)
File Type: jpg Rail Gun Assembly Attempt 1.jpg (11.3 KB, 5 views)

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