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

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Old 05-23-2008, 12:42 AM   #31 (permalink)
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love that AS missile, but dude, amraams? I mean cmon, your fighter looks at least a few hundred years into the future, could use a different designation
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Old 05-23-2008, 01:02 AM   #32 (permalink)
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Its actually only about 30 years into the future in what im calling the Oceanic Wars, its a whole fictional scenario im creating but backed up by real issues that stem from today. The basic story is that all oil and gas on land has basically run dry and in the mad panic, countries band together to harvest the last resource rich environments on earth. The deep oceans, with the Manta being the first and only sub fighter hybrid capable of launching from a submarine converted to launch them while submerged.

The AIM missile are currently about the AIM-120C series. For the last 20 years or so all they have done is update it, basically if it aint broke dont fix it :P

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Old 05-23-2008, 07:50 AM   #33 (permalink)
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To be honest, I'm not a big fan of the whole giant bomb bay under water... Your things seems so sleek, fast and stealthy that if it would open those gigantic doos under water that you'd lose all your stealth as well as speed. That's just one giant air/water break.

Why not work with a more torpedo tube layout with launching tubes and form fitting hatches or smaller missile hatches much like those side bays on an F22. You could still have big bay doors for loading/unloading the plane at the base but in flight it makes more sense to have a not so obscenely big and gaping launching hole in your vessel.

Your misiles are spot on though, loving those
If you're looking for more inspirations and more exotic designs.. take a look at the russian models, for the last few decades they have been far ahead in air-air missile design...

List of missiles by country - Wikipedia, the free encyclopedia

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WIP - ISCS OLYMPIC
WIP - MV-AC Heracles

"An excess of reason is a form of madness" - Kim Stanley Robinson

Last edited by Meph; 05-23-2008 at 04:46 PM.
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Old 05-23-2008, 01:29 PM   #34 (permalink)
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Cheers for the missile list ill deffinatly be making some versions of those but ill update them 30 years I think .

As for the missile bay, its only used when the Manta is in the air. I still need to model the torpedoe launching mechanism and then redesign the gun cannons as im not happy with those either.

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Old 05-27-2008, 11:33 PM   #35 (permalink)
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Okays time for another update sorry for the delay folks been rather busy. Finished fleshing out the cockpit.


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Old 05-28-2008, 03:22 PM   #36 (permalink)
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Okays got a problem and I wonder if anyone can help. I started texturing the manta using photoshop CS as I have in the past many times, however for some reason the program now comes up with the error insufficient ram whenever I attempt to use any of the filters. I have 2Gb of ram and 4gb virtual on an independant drive. The scratch disk is also on its own seperate drive.

I have tried re installing photoshop but im getting the same issue, and a quick check of the task manager shows that there is plenty of ram unused. Any help would be grateful as untill its fixed then texturing is on hold.

Heres where i got upto.


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Old 05-28-2008, 06:12 PM   #37 (permalink)
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Ok, here are some tips...

For 2D applications, it's always best to put 3X your physical RAM into the virtual RAM (2GB RAM-->6144MB virtual RAM) for 3D apps it's even best to put 5X your physical RAM (believe me, this works, I've got 4GB phys RAM and 20GB virtual and I haven't run into a memory problem since)

Another thing for Photoshop, make sure the scratch disks are dedicated to a HDD with sufficient space (10-50GB) so PS has some room to play, when you're handling heavy files this is no luxury

WIP - ISCS OLYMPIC
WIP - MV-AC Heracles

"An excess of reason is a form of madness" - Kim Stanley Robinson

Last edited by Meph; 05-28-2008 at 10:07 PM.
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Old 05-28-2008, 08:22 PM   #38 (permalink)
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Well the scratch disk is on 500Gb harddrive so that has as much as it likes, I also increased the virtual ram to 8gb it got a little further then run out again. This is crazy its gobbling almost 10gb of ram on a 2046x2046 file thats only about 110mb.

Im probably going to take it as a sign and leave texturing untill I get a copy of cs3 or sumat.

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Old 05-28-2008, 10:06 PM   #39 (permalink)
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Hmmm, 10GB pagefile, that's a bit odd indeed, I'm often working on 5500x3000 textures at 300dpi, files of 300-700MB and I'm 'only' using a pagefile of about 5GB. Another worthwhile upgrade might be to get your hands on a copy of windows xp pro 64-bit. That's always a big improvement, especially if you've got a dual-core CPU. A 64-bit OS is waaaaaaay more efficient and capable when it comes to RAM.

I'm using CS3 atm so I'm not entirely sure that you'll have this option but under preferences/performance, where you can select your scratch disks, I have a slider to indicate how much % RAM PS is allowed to use. You could try adjusting that upwards.

Another thing that might be worth checking out is the placement of your RAM chips on your motherboard. In case you have two 1GB chips, be sure they're placed in memory slot 1 & 3. Most MoBo's need this configuration to allow for hyperthreading of your RAM, which increases the performance of your physical RAM drastically.

WIP - ISCS OLYMPIC
WIP - MV-AC Heracles

"An excess of reason is a form of madness" - Kim Stanley Robinson
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Old 05-28-2008, 10:29 PM   #40 (permalink)
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Yep got it running in duel mode, I have a 64bit chip but its only running in 32bit xp untill i rebuild the system next year. Ive spent most of the evening trying to fix this problem and from what Ive read CS1 has major issues with handling memory. So I think the only fix will be to upgrade photoshop to cs3 see if that fixes anything. I remember I had this issue a while back when working on an A4 file.

Thanks though for your input guys its much appreciated

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