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Rheinland Arsenal

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Rheinland Arsenal
Offline abysswolf
09-21-2012, 06:48 PM,
#1
Member
Posts: 241
Threads: 39
Joined: Nov 2011

since Red Hessians submitted their own turrets i will do the same for the rheinmilitar... i will remake every single one of the capships turrets

Rheinland Gunboat turret

http://imageshack.us/a/img641/5561/screenshot2pez.png

http://imageshack.us/a/img194/8973/screenshotjjj.png
Design taken from WWII Destroyer naval guns
Rheinland GB Missile Turret

http://imageshack.us/a/img716/1949/screenshot2kw.png

http://imageshack.us/a/img27/6132/screenshotmdc.png

Rheinland Cruiser Defense Turret

http://imageshack.us/a/img820/7418/screenshot2md.png

http://imageshack.us/a/img138/412/screenshot3sv.png

http://imageshack.us/a/img10/1400/screenshotvgr.png

Rheinland CV Missile Turret

http://imageshack.us/a/img833/8194/screenshotxan.png

http://imageshack.us/a/img839/3342/screenshot2dx.png

design thaken from modern day vapor scuttle launch tubes

Rheinland BB secondary Turret

http://imageshack.us/a/img687/854/screenshotkhp.png

http://imageshack.us/a/img255/2028/screenshot2sp.png

Rheinland BB FLAK Turret

< wip >

Rheinland BB Primary Turret

< wip >

Rheinland BB missile Turret

< wip >

the work would speed up if i get someone who hardpoint the models...

you know what? im just goint to take this away before someone feels aluded... XDDDDDD
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Offline Prysin
09-21-2012, 07:36 PM,
#2
Apex Predator
Posts: 3,099
Threads: 165
Joined: Jul 2009

i actually love those, looks really cool.

would you also mind fixing a few other turrets?

Such as Transport mining turrets, cruiser and gunboat cerbs and last but not least, basic battleship missiles?

[Image: v1zVWKX.png]
DHC Discord
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Offline AeternusDoleo
09-21-2012, 07:39 PM,
#3
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Hardpointing is easy. Turrets only need a HpConnect at the base (where the bottom will mount to the ship) and one HpFire01 hardpoint. Just use HardCMP to add them once you have the finalised CMP. I'm liking what I see so far. Just be sure to have the barrel able to rotate a bit. For gunboat turrets it's important that a barrel can go almost horizontally - same for any turret really. The "Gunboat" one you've listed here looks suitable as a forward cannon more then a turret.

Can you size the missile one up so that a cruiser and battleship variant is made as well? I'd also suggest replacing that front grate with something that looks like a launch tube. If you can get that done, I can get these models in for 4.87 I wager.

[Edit] By the way, Hessians submitted their own turrets? I've not seen such a request.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
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Offline Lobster
09-21-2012, 07:45 PM,
#4
Member
Posts: 1,796
Threads: 162
Joined: Dec 2009

I love the idea.

The cannons can be done better though, for now I wouldn't consider them acceptable for the mod. The textures are 'off' and the cannons are just two tubes at the moment. They need more definition. Look to existing Rheinland cannons for inspiration.

The missile launcher gets my official green light, but 'bigger' tubes might be a good thing, as its currently only stable in a role play seance for the hellfire rocket.
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Offline abysswolf
09-21-2012, 07:53 PM,
#5
Member
Posts: 241
Threads: 39
Joined: Nov 2011

' Wrote:i actually love those, looks really cool.

would you also mind fixing a few other turrets?

Such as Transport mining turrets, cruiser and gunboat cerbs and last but not least, basic battleship missiles?
if a good hardpointer shows up i could remade all the turrets for the game

@Æternus Doleo

for some reason the hardpointer doesn't work good in my win7 and i decided for a HIVE missile launcher because of the number of missiles a ship can shoot from a turret (i have shooten like 30 on a single mission) plus it looks better XD i have to modify the turret to give better frontal aiming that could be easly done by just lowering the vertexes... also, where i can get turret models so i can size them good with the current game's standart?

you know what? im just goint to take this away before someone feels aluded... XDDDDDD
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Offline Gentlefood
09-21-2012, 08:37 PM, (This post was last modified: 09-21-2012, 08:40 PM by Gentlefood.)
#6
Member
Posts: 511
Threads: 21
Joined: Nov 2011

<strike>If you want to keep the long barreled forward gun/turret increase the 'base' (give it something to pivot the guns on and something that the can be explained as a feeder for the energy) of the cannon or put it in a housing block.</strike>

Edit: Just noticed how the pivot works on your turret. I suggest instead of making the turret housing long with the guns laying ontop, make it so the guns are 'housed' in the turret. This design would make more sense for the reasons explained below.

The current design of the turret looks like you put tubes on a waterbed. I'm not saying its bad, but like the others it does look 'off'. Not to mention such a large surface area would be detrimental to the gun/gun housing as it would attract more fire due to its large surface area. That's why many modern guns are compact housing that's just large enough to contain the components and often slanted/curved.

This is a modern cruiser housing block for example.

What the others are saying for the launch tube, is the grate make the missiles look faaar too small for what it launches. Look at the launch tubes next to this gun mount. Also note the gun housing for the turret. Or this one.

While your box design missile launcher is fine, I suggest making it 2-4 large launch tubes(no grate). The 'infinite ammo' can be explained as internal reload mechanisms that feed new missiles to their tubes.

[Image: KlausWeissSig_zps042b0bc1.png]
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Offline abysswolf
09-21-2012, 08:54 PM,
#7
Member
Posts: 241
Threads: 39
Joined: Nov 2011

' Wrote:<strike>If you want to keep the long barreled forward gun/turret increase the 'base' (give it something to pivot the guns on and something that the can be explained as a feeder for the energy) of the cannon or put it in a housing block.</strike>

Edit: Just noticed how the pivot works on your turret. I suggest instead of making the turret housing long with the guns laying ontop, make it so the guns are 'housed' in the turret. This design would make more sense for the reasons explained below.

The current design of the turret looks like you put tubes on a waterbed. I'm not saying its bad, but like the others it does look 'off'. Not to mention such a large surface area would be detrimental to the gun/gun housing as it would attract more fire due to its large surface area. That's why many modern guns are compact housing that's just large enough to contain the components and often slanted/curved.

This is a modern cruiser housing block for example.

What the others are saying for the launch tube, is the grate make the missiles look faaar too small for what it launches. Look at the launch tubes next to this gun mount. Also note the gun housing for the turret. Or this one.

While your box design missile launcher is fine, I suggest making it 2-4 large launch tubes(no grate). The 'infinite ammo' can be explained as internal reload mechanisms that feed new missiles to their tubes.


it is based on the 3.46"/78 SK C/31 Naval weapons of the Z class kriegmarine destroyers...:Dso if it worked for them it will work for the rheinmarine (i know about naval guns too)

you know what? im just goint to take this away before someone feels aluded... XDDDDDD
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Offline Lobster
09-21-2012, 09:04 PM,
#8
Member
Posts: 1,796
Threads: 162
Joined: Dec 2009

I noted the 3.46"/78 SK C/31 design. Not bad. But its still too low quality.

The larger guns as well. They need substance to them. Right now they are currently 4 planes of infinitesimally thin material. You need to add a second layer, to give them bulk.

Four sheets of paper, a battleship gun, does not make.

Another big issue you have is all the lighting is set as smooth. I don't know if this is the program you are using, or the way these will show in game. The point is, the lighting better not work like that in game, otherwise we will just have a Falcatta glued to all of our caps.
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Offline Gentlefood
09-21-2012, 09:07 PM, (This post was last modified: 09-21-2012, 09:09 PM by Gentlefood.)
#9
Member
Posts: 511
Threads: 21
Joined: Nov 2011

' Wrote:it is based on the 3.46"/78 SK C/31 Naval weapons of the Z class kriegmarine destroyers...:Dso if it worked for them it will work for the rheinmarine (i know about naval guns too)

At the very least increase the box at the base of the guns to conceal where they 'end' right now it just looks sloppy as the guns are just 'floating' next to the box. I would say looks and functionality at a basic level trump historical accuracy. Especially since this has occurred after the 'modern' era of guns I've shown.

Also I hope you didn't overlook what I said about the missile turret.

[Image: KlausWeissSig_zps042b0bc1.png]
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Offline Lobster
09-21-2012, 09:09 PM,
#10
Member
Posts: 1,796
Threads: 162
Joined: Dec 2009

' Wrote:At the very least increase the box at the base of the guns to conceal where they 'end' right now it just looks sloppy as the guns are just 'floating' next to the box. I would say looks and functionality at a basic level trump historical accuracy. Especially since this has occurred after the 'modern' era of guns I've shown.

Also I hope you didn't overlook what I said about the missile turret.
[Image: x2_1.jpg]
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