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Houndshark Class Corvette

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Houndshark Class Corvette Empty Houndshark Class Corvette

Post by Echo_Delta_Oscar Fri May 18, 2012 1:19 pm

Houndshark Class Corvette Hscc_b10

This Ship Replaces the now old Baltika Class, faster but bigger, with weaker guns and a poor aiming system.
It is my first ship with a compact propeller design as found on Yournov's Zazka LAV-131. Although they are less performing, they produce far less vibration than the standard RLW-Trim propeller.
Guns have a 250000 option, because it is the maximum amount of thrust a jet can provide without ripping off from its support; I am currently working on a multiple recoil jet design as on the Doom Class Space Battleship, but I'll use it on a heavier unit.

This is the Bull Shark, fourth vessel of the class.

Code:


Val{

   Steam(default=0, min=-20000, max=80000, step=0)
   Bearing(min=-181, max=181)
   Height(min=-20, max=90)
   GB1(min=-150, max=150)
   GH1(min=-20, max=90)
   GB2(min=-150, max=150)
   GH2(default=-90, min=-90)
   Bank(step=0, min=-20, max=20, step=0)
   Smoke(default=1)
   Infl(default=750)
   Fin(min=-10, max=10)
   Bal1(default=-60, min=-90, max=0)
   Bal2(min=-20, max=20)
   Bal3(default=-90, min=-120, max=-60)
   Bal4(min=-20, max=20)
   Bal5(default=-90, min=-120, max=-60)
   Bal6(min=-20, max=20)
   Col1C(default=#404040)
   Col1(default=#252525)
   Col2(default=#350000)
   Deck(default=#553500)
   DeckC(default=#755500)
   Combat()
   TrigB(step=10000000)
   TrigS(step=10000000)
   RecB(step=250000)
   RecS(step=250000)
   Timer(step=1)
   

}

Key{

   0:Steam(step=800)
   1:Steam(step=-800)
   2:Bank(step=1)
   3:Bank(step=-1)
}

Body{
   Core(color=Col1C){

      N:TrimF(angle=45, option=1){S:Cowl(angle=180, option=5, effect=#a000, color=#aa0000){}}
      N:TrimF(angle=-45, option=1){S:Cowl(angle=180, option=5, effect=#a000, color=#aa0000){}}
      N:Frame(angle=Height, option=1){S:RudderF(angle=Bearing, option=1){
      S:Frame(angle=150, option=1){S:Frame(angle=Bal1, option=1){S:Frame(option=1){S:RudderF(angle=Bal2, option=1){
      N:Frame(name=Keel, angle=90, option=1){

      E:Cowl(angle=-30, option=1){E:Cowl(angle=120, color=Col1){W:Cowl(angle=100, color=Deck){W:Cowl(color=Deck){}}
      E:Cowl(angle=60, color=col2){E:Cowl(angle=31, color=Col2){}}}}
      W:Cowl(angle=-30, option=1){W:Cowl(angle=120, color=Col1){E:Cowl(angle=100, color=Deck){E:Cowl(color=Deck){}}
      W:Cowl(angle=60, color=col2){W:Cowl(angle=31, color=Col2){}}}}
      S:Cowl(angle=-90, option=1){E:Cowl(angle=-30, option=1){}W:Cowl(angle=-30, option=1){}
      S:Cowl(option=1){E:Cowl(angle=-30, option=1){}W:Cowl(angle=-30, option=1){}
      S:Cowl(angle=90, color=Col1){
      S:Cowl(angle=-90, effect=#a000){E:Cowl(effect=#a000){}W:Cowl(effect=#a000){}
      S:Cowl(angle=-90, color=Col1){E:Cowl(color=Col1){}W:Cowl(color=Col1){}
      S:Cowl(color=Col1){E:Cowl(color=Col1){}W:Cowl(color=Col1){}}}}
      E:Cowl(color=Col1){E:Cowl(angle=-90, effect=#a000){N:Cowl(effect=#a000){N:Cowl(option=5, effect=#a000){}}}}
      W:Cowl(color=Col1){W:Cowl(angle=-90, effect=#a000){N:Cowl(effect=#a000){N:Cowl(option=5, effect=#a000){}}}}
      N:Cowl(color=Col1){N:Cowl(angle=-30, effect=#a000){N:Cowl(angle=-120, effect=#a000){}}
      E:Cowl(color=Col1){N:Cowl(angle=-30, effect=#a000){N:Cowl(angle=-120, effect=#a000){}}}
      W:Cowl(color=Col1){N:Cowl(angle=-30, effect=#a000){N:Cowl(angle=-120, effect=#a000){}}}}}}}}

      S:Weight(angle=-90, color=Col2){N:Weight(name=Hull, color=Col2){
      E:Trim(angle=Fin, color=Col2){}W:Trim(angle=Fin, color=Col2){}}S:Jet(angle=-90, power=Steam, color=Col2){}}
      N:Jet(angle=90, power=Infl, option=2, color=DeckC){N:Jet(power=Infl, option=2, color=DeckC){

      E:Cowl(angle=-30, option=1){E:Cowl(angle=120, color=Col1){W:Cowl(angle=100, color=Deck){W:Cowl(color=Deck){}}
      E:Cowl(angle=60, color=col2){E:Cowl(angle=31, color=Col2){}}}}
      W:Cowl(angle=-30, option=1){W:Cowl(angle=120, color=Col1){E:Cowl(angle=100, color=Deck){E:Cowl(color=Deck){}}
      W:Cowl(angle=60, color=col2){W:Cowl(angle=31, color=Col2){}}}}

      N:Jet(name=Mount1, power=Infl, option=2, color=DeckC){

      E:Cowl(angle=-30, option=1){E:Cowl(angle=120, color=Col1){W:Cowl(angle=100, color=Deck){W:Cowl(color=Deck){}}
      E:Cowl(angle=60, color=col2){E:Cowl(angle=31, color=Col2){}}}}
      W:Cowl(angle=-30, option=1){W:Cowl(angle=120, color=Col1){E:Cowl(angle=100, color=Deck){E:Cowl(color=Deck){}}
      W:Cowl(angle=60, color=col2){W:Cowl(angle=31, color=Col2){}}}}

      N:Jet(power=Infl, option=2, color=DeckC){
      S:Frame(angle=Bal3, option=1){N:RudderF(angle=Bal4, option=1){S:TrimF(angle=GB1, option=1){
      S:TrimF(angle=90, option=1){N:Frame(angle=90, option=1){
      E:Arm(angle=GH1, power=TrigB, option=250000, color=Col1C){W:Frame(angle=30, option=1){W:Jet(angle=-120, power=RecB){

      W:Cowl(angle=-90, color=Col1){W:Cowl(angle=-20, color=Col1){
      N:Cowl(angle=-95, option=3, color=Col1){}S:Cowl(angle=-95, option=4, color=Col1){}}}
      E:Cowl(angle=-90, color=Col1){E:Cowl(angle=-20, color=Col1){
      N:Cowl(angle=-95, option=4, color=Col1){}S:Cowl(angle=-95, option=3, color=Col1){}}}
      N:Cowl(angle=-90, color=Col1){}
      S:Cowl(angle=-90, color=Col1){}
      N:Cowl(angle=110, option=5, color=Col1){}
      S:Cowl(angle=110, option=5, color=Col1){}
      E:Cowl(angle=110, option=5, color=Col1){}
      W:Cowl(angle=110, option=5, color=Col1){}
      }}}}

      N:Frame(angle=-90, option=1){
      E:Arm(angle=-GH1, power=TrigB, option=250000, color=Col1C){W:Frame(angle=30, option=1){W:Jet(angle=-120, power=RecB){

      W:Cowl(angle=-90, color=Col1){W:Cowl(angle=-20, color=Col1){
      N:Cowl(angle=-95, option=3, color=Col1){}S:Cowl(angle=-95, option=4, color=Col1){}}}
      E:Cowl(angle=-90, color=Col1){E:Cowl(angle=-20, color=Col1){
      N:Cowl(angle=-95, option=4, color=Col1){}S:Cowl(angle=-95, option=3, color=Col1){}}}
      N:Cowl(angle=-90, color=Col1){}
      S:Cowl(angle=-90, color=Col1){}
      N:Cowl(angle=110, option=5, color=Col1){}
      S:Cowl(angle=110, option=5, color=Col1){}
      E:Cowl(angle=110, option=5, color=Col1){}
      W:Cowl(angle=110, option=5, color=Col1){}
      }}}}}}}}

      E:Cowl(angle=-30, option=1){E:Cowl(angle=120, color=Col1){W:Cowl(angle=100, color=Deck){W:Cowl(color=Deck){}}
      N:Cowl(angle=30, color=Col1){E:Cowl(angle=60, color=Col2){E:Cowl(angle=31, option=3, color=Col2){}}W:Cowl(angle=100, color=Deck){}
      N:Cowl(color=Col1){E:Cowl(angle=60, option=3, color=Col2){}W:Cowl(angle=100, color=Deck){}
      N:Cowl(angle=-8, color=Col1){E:Cowl(angle=21, option=3, color=Col2){}W:Cowl(angle=100, option=4, color=Deck){}
      S:Cowl(angle=22, color=Col1){E:Cowl(angle=21, color=Col2){S:Cowl(color=Col2){}}}}}}
      E:Cowl(angle=60, color=col2){E:Cowl(angle=31, color=Col2){}}}}
      W:Cowl(angle=-30, option=1){W:Cowl(angle=120, color=Col1){E:Cowl(angle=100, color=Deck){E:Cowl(color=Deck){}}
      N:Cowl(angle=30, color=Col1){W:Cowl(angle=60, color=Col2){W:Cowl(angle=31, option=4, color=Col2){}}E:Cowl(angle=100, color=Deck){}
      N:Cowl(color=Col1){W:Cowl(angle=60, option=4, color=Col2){}E:Cowl(angle=100, color=Deck){}
      N:Cowl(angle=-8, color=Col1){W:Cowl(angle=21, option=4, color=Col2){}E:Cowl(angle=100, option=3, color=Deck){}
      S:Cowl(angle=22, color=Col1){W:Cowl(angle=21, color=Col2){S:Cowl(color=Col2){}}}}}}
      W:Cowl(angle=60, color=col2){W:Cowl(angle=31, color=Col2){}}}}}}}

      S:Jet(power=Infl, option=2, color=DeckC){
      S:Frame(angle=-90, option=1){S:Frame(option=1){S:Jet(angle=120, power=-100, effect=Smoke){

      N:Cowl(angle=90, color=Col2){N:Cowl(color=Col2){}}
      S:Cowl(angle=90, color=Col2){S:Cowl(color=Col2){}}
      E:Cowl(angle=90, color=Col2){E:Cowl(color=Col2){}}
      W:Cowl(angle=90, color=Col2){W:Cowl(color=Col2){}}
      N:Cowl(angle=-100, color=#000000){}
      S:Cowl(angle=-100, color=#000000){}
      E:Cowl(angle=-100, option=5, color=#000000){}
      W:Cowl(angle=-100, option=5, color=#000000){}
      }}}

      E:Cowl(angle=-30, option=1){E:Cowl(angle=120, color=Col1){W:Cowl(angle=100, color=Deck){W:Cowl(color=Deck){}}
      E:Cowl(angle=60, color=col2){E:Cowl(angle=31, color=Col2){}}}}
      W:Cowl(angle=-30, option=1){W:Cowl(angle=120, color=Col1){E:Cowl(angle=100, color=Deck){E:Cowl(color=Deck){}}
      W:Cowl(angle=60, color=col2){W:Cowl(angle=31, color=Col2){}}}}

      S:Jet(power=Infl, option=2, color=DeckC){

      E:Cowl(angle=-30, option=1){E:Cowl(angle=120, color=Col1){W:Cowl(angle=100, color=Deck){W:Cowl(color=Deck){}}
      E:Cowl(angle=60, color=col2){E:Cowl(angle=31, color=Col2){}}}}
      W:Cowl(angle=-30, option=1){W:Cowl(angle=120, color=Col1){E:Cowl(angle=100, color=Deck){E:Cowl(color=Deck){}}
      W:Cowl(angle=60, color=col2){W:Cowl(angle=31, color=Col2){}}}}

      S:Jet(power=Infl, option=2, color=DeckC){

      E:Cowl(angle=-30, option=1){E:Cowl(angle=120, color=Col1){W:Cowl(angle=100, color=Deck){W:Cowl(color=Deck){}}
      E:Cowl(angle=60, color=col2){E:Cowl(angle=31, color=Col2){}}}}
      W:Cowl(angle=-30, option=1){W:Cowl(angle=120, color=Col1){E:Cowl(angle=100, color=Deck){E:Cowl(color=Deck){}}
      W:Cowl(angle=60, color=col2){W:Cowl(angle=31, color=Col2){}}}}

      S:Jet(name=Mount2, power=Infl, option=2, color=DeckC){
      N:Frame(angle=Bal5, option=1){S:RudderF(angle=Bal6, option=1){N:TrimF(angle=GB2, option=1){
      N:Arm(angle=GH2, power=TrigS, option=250000, color=Col1C){S:Frame(angle=30, option=1){S:Jet(angle=-120, power=RecS){

      N:Cowl(angle=-90, color=Col1){N:Cowl(angle=-20, color=Col1){
      E:Cowl(angle=-95, option=3, color=Col1){}W:Cowl(angle=-95, option=4, color=Col1){}}}
      S:Cowl(angle=-90, color=Col1){S:Cowl(angle=-20, color=Col1){
      E:Cowl(angle=-95, option=4, color=Col1){}W:Cowl(angle=-95, option=3, color=Col1){}}}
      E:Cowl(angle=-90, color=Col1){}
      W:Cowl(angle=-90, color=Col1){}
      N:Cowl(angle=110, option=5, color=Col1){}
      S:Cowl(angle=110, option=5, color=Col1){}
      E:Cowl(angle=110, option=5, color=Col1){}
      W:Cowl(angle=110, option=5, color=Col1){}
      }}}}}}

      E:Cowl(angle=-30, option=1){E:Cowl(angle=120, color=Col1){W:Cowl(angle=100, color=Deck){W:Cowl(color=Deck){}}
      S:Cowl(angle=45, color=Col1){W:Cowl(angle=100, color=Deck){}S:Cowl(angle=46, color=Col1){W:Cowl(angle=100, color=Deck){}}}
      E:Cowl(angle=60, color=col2){E:Cowl(angle=31, color=Col2){}}}}
      W:Cowl(angle=-30, option=1){W:Cowl(angle=120, color=Col1){E:Cowl(angle=100, color=Deck){E:Cowl(color=Deck){}}
      S:Cowl(angle=45, color=Col1){E:Cowl(angle=100, color=Deck){}S:Cowl(angle=46, color=Col1){E:Cowl(angle=100, color=Deck){}}}
      W:Cowl(angle=60, color=col2){W:Cowl(angle=31, color=Col2){}}}}

      S:TrimF(angle=-90, option=1){S:Chip(angle=Bank, color=Col1C){E:Chip(color=Col2){}}

      S:Cowl(angle=180, color=Col1){}}

      S:RLW(angle=90, power=Steam, effect=4, color=#808000){
      S:Frame(angle=-135, option=1){S:TrimF(angle=-45, option=1){N:Chip(color=#808000){}}}
      N:Frame(angle=-135, option=1){N:TrimF(angle=-45, option=1){S:Chip(color=#808000){}}}}
      S:RLW(angle=90, power=-Steam, effect=4, color=#808000){
      S:Frame(angle=-135, option=1){S:TrimF(angle=45, option=1){N:Chip(color=#808000){}}}
      N:Frame(angle=-135, option=1){N:TrimF(angle=45, option=1){S:Chip(color=#808000){}}}}
      S:Frame(angle=90, option=1){
      E:RLW(power=Steam, effect=4, color=#808000){
      S:Frame(angle=-135, option=1){S:TrimF(angle=-45, option=1){N:Chip(color=#808000){}}}
      N:Frame(angle=-135, option=1){N:TrimF(angle=-45, option=1){S:Chip(color=#808000){}}}}
      W:RLW(power=-Steam, effect=4, color=#808000){
      S:Frame(angle=-135, option=1){S:TrimF(angle=45, option=1){N:Chip(color=#808000){}}}
      N:Frame(angle=-135, option=1){N:TrimF(angle=45, option=1){S:Chip(color=#808000){}}}}}
      }}}}}
      }}}}}}
}

}

Script{

   print 0,"Welcome Aboard, you scurvey dog!"
   print 1,"Navy Units RULE!"
   print 2,"Power at ", STEAM/800,"%"
   print 3,"Speed: ", _VEL()*3600/1852," knots"
   print 4,"Heading: ",_TODEG(_AY(Hull))
   print 5,"Displacement: ",_WEIGHT()," kg"
   print 6,"Fuel: ",_FUEL()/455000,"%"
   print 7,"Rudder: ",Bank
   print 8,"Bearing: ",Bearing," Height: ",Height

   print 13,"Arrow keys for Engines and Rudder"
   print 14,"WASD to aim"
   print 15,"C to unlock the Gun Aiming Mechanism and remove safety: "
   print 16,"while in cruise mode, guns will be aligned amidships."
   print 17,"Q to fire"

   if Bearing>(180){
   Bearing=-179}

   if Bearing<(-180){
   Bearing=179}
   
   if _ABS(Steam)>=(0){
   Smoke=1}   
   
   if _ABS(Steam)>(55000){
   Smoke=2}

   Fin=-_TODEG(_AZ(Hull))

   Combat=_MOD(Combat+_KEYDOWN(6),2)

   Bal1=-60+_TODEG(_AX(Keel))
   Bal2=-_TODEG(_AZ(Keel))
   Bal3=-90-_TODEG(_AX(Mount1))
   Bal5=-90+_TODEG(_AX(Mount2))
   Bal4=-_TODEG(_AZ(Mount1))
   Bal6=_TODEG(_AZ(Mount2))

   if Combat=(0){
   GB1=GB1-GB1/(1+_ABS(GB1))
   GB2=GB2-GB2/(1+_ABS(GB2))
   print 10,"Cruise Mode"}

   GH1=Height
   GH2=-90+Height

   if Combat=(1){
   print 10,"BATTLE STATIONS!!!"}

   if Timer=(0){
   print 12,"Ready to Fire!"}

   if Timer>(0) & Timer<(55){
   print 12,"LOADING..."}

   Timer=Timer-1

   if _KEY(14)>(0){
   Timer=56}

   if Timer=(55) & _ABS(GB1-Bearing)<(1) & Combat=(1){
   TrigB=10000000
   RecB=250000}

   if Timer=(55) & 180-_ABS(GB2-Bearing)<(1) & Combat=(1){
   TrigS=10000000
   RecS=250000}

   if Combat=(1) & Bearing<(0){
   GB1=GB1+(Bearing-GB1)/(1+_ABS(Bearing-GB1)/2)
   GB2=GB2+(180+Bearing-GB2)/(1+_ABS(180+Bearing-GB2)/2)}

   if Combat=(1) & Bearing>(0){
   GB1=GB1+(Bearing-GB1)/(1+_ABS(Bearing-GB1)/2)
   GB2=GB2+(-180+Bearing-GB2)/(1+_ABS(-180+Bearing-GB2)/2)}

   if _KEY(5)>(0){
   Bearing=Bearing-Bearing/(1+_ABS(Bearing))}

   if Combat=(0) & _KEY(15)>(0){
   Height=Height-1/2}

   if Combat=(1) & _KEY(15)>(0){
   Height=Height-1/4}

   if Combat=(0) & _KEY(8)>(0){
   Height=Height+1/2}

   if Combat=(1) & _KEY(8)>(0){
   Height=Height+1/4}

   if Combat=(0) & _KEY(9)>(0){
   Bearing=Bearing-1}

   if Combat=(1) & _KEY(9)>(0){
   Bearing=Bearing-1/4}

   if Combat=(0) & _KEY(7)>(0){
   Bearing=Bearing+1}

   if Combat=(1) & _KEY(7)>(0){
   Bearing=Bearing+1/4}
}



Last edited by Echo_Delta_Oscar on Sun May 20, 2012 10:51 am; edited 1 time in total (Reason for editing : Wrong reference)
Echo_Delta_Oscar
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Houndshark Class Corvette Empty Re: Houndshark Class Corvette

Post by Rainman Fri May 25, 2012 11:10 am

I'll be honest, I wasn't expecting very much out of it, but I was quite pleasantly surprised. This is one of the swiftest and nimblest ships I've seen, and its weaponry doesn't disappoint in the slightest.

I'd suggest adding toggle-able laser sights to the cannons if you're particularly worried about aim, but personally I didn't find the aiming system to be all that bad.
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Houndshark Class Corvette Empty Re: Houndshark Class Corvette

Post by Echo_Delta_Oscar Fri May 25, 2012 12:37 pm

You mean directly in front of the cannons? This unit is small enough to make negligible parallaxis error, but that would be great. I'm having some trouble with laser sights. What I really cared about with this aiming system was its ability to compensate rocking and pitching of the ship; furthermore I made a syntax mistake in the description, because sometimes I translate into english using the structure of my own language; I wrote:

Echo_Delta_Oscar wrote:

This Ship Replaces the now old Baltika Class, faster but bigger, with weaker guns and a poor aiming system.


I should have written:

This Ship replace the now old Baltika Class; the Baltika class is faster but bigger, with weaker guns (option=10000) and a poor aiming system
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Houndshark Class Corvette Empty Re: Houndshark Class Corvette

Post by MrSparks Fri May 25, 2012 4:09 pm

You could have also written "This ship replaces the Baltika Class, which is faster but bigger with weaker guns and a poor aiming system."

As for the ship itself, it's a tidy little vessel. While it will list heavily and possibly capsize if you adjust the rudder and/or guns too much at speeds under 7 knots, you don't spend much time under 7 knots on a corvette.

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Houndshark Class Corvette Empty Re: Houndshark Class Corvette

Post by RA2lover Sat May 26, 2012 2:10 pm

200k is better - 9 percent more efficient against weights, while still detaching anything other than them.
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Houndshark Class Corvette Empty Re: Houndshark Class Corvette

Post by Maurice Sat May 26, 2012 5:26 pm

It seems to me that the only thing you ever comment about is how people's guns aren't powerful enough. Why?
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Houndshark Class Corvette Empty Re: Houndshark Class Corvette

Post by MrSparks Sat May 26, 2012 10:04 pm

Actually, in this case he's saying the guns are too powerful.

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Houndshark Class Corvette Empty Re: Houndshark Class Corvette

Post by Rainman Sun May 27, 2012 10:57 pm

Maurice wrote:It seems to me that the only thing you ever comment about is how people's guns aren't powerful enough. Why?

He's actually always nudging people towards the set of "magic numbers-" the group of OPTION values for guns that tend to result in the most effective damage to the target. Certain values close to the health values of different chip types end up being surprisingly more effective at blasting apart enemy vehicles than others, even though technically all guns have the same DPS.
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Post by Maurice Sun May 27, 2012 11:43 pm

Whatever. My point is the same. Guns, or their options, do not in any way "make or break" a model. Also, maybe there is a reason why the guns are the option they are. Maybe the creator prefers quantity over quality in his bullets, or maybe vice versa. Maybe any higher or lower option gun renders the model/script/Lua unoperable. I know I have several models like that, my Zephyr class space fighter being a prime example. If I increase the power of the main gun, something funky happens with the recoil system and the entire craft jerks sideways. I had to find a happy medium where the craft didn't jerk sideways but the gun was still powerful enough to do something. Do you see where I'm coming from now?


Last edited by Maurice on Sun May 27, 2012 11:46 pm; edited 1 time in total (Reason for editing : typo)
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Post by Rainman Sun May 27, 2012 11:48 pm

Oh, I get you. I didn't say I agreed they were always the right numbers to pick, just why he suggests them so often. Smile
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Post by Maurice Mon May 28, 2012 12:00 am

Okay, sorry about the tirade. The "it's not good enough" just kinda gets to me. Even though this isn't my model. RA2, when you say stuff like that, you come off as, I don't know, maybe haughty, to me. I don't know, something about it just irks the crap out of me. I'm sorry, I don't have anything against you, your comment just rubbed me the wrong way.
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Post by Echo_Delta_Oscar Mon May 28, 2012 2:47 pm

Woha, since this is the result, next time I'll cradft an armless steamer! Very Happy
I'm kidding of course (although I'm crafting an armless paddle steamer for good, 'cause I read Heart of Darkness for the third time and I felt compelled to homage Conrad somehow)
The reason why I choose 250000 as option for my guns is, to say the truth, quite simple:
I operate in breakable mode all the time; thus, 250000 is the maximum power a recoil jet can provide istantaneously before snapping off its support. I could use a multiple of that amount to control a 500000, 750000, 1000000, etc. option gun, but to prevent the gun itself from ripping off its mounting, I should add weight. I did it with the Doom Class Space Battleship, but a floating vessel would require larger opt=2 jets. There is no armour for the same reason.

Naturally, I am open to criticism of any kind, according to the mood of the forum. I can't expect my models to fit everyone's need. Sometimes I become obsessed with suggestions, too. To be specific, I'm obsessed with Altitude Hold Autopilot; I feel like I'm trying to sell it! Very Happy
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Post by Maurice Mon May 28, 2012 4:22 pm

armless paddle steamer
Now what kind of paddle steamer are we talking about? If it's the Mississippi kind with the paddle in the back, good luck. But if it's the kind with the paddles on the side then I already have one. Razz
If it is that kind, how many stacks are you going for? 1,2,3,or 4?
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Post by Rainman Tue May 29, 2012 11:02 am

Maurice wrote:Okay, sorry about the tirade. The "it's not good enough" just kinda gets to me. Even though this isn't my model. RA2, when you say stuff like that, you come off as, I don't know, maybe haughty, to me. I don't know, something about it just irks the crap out of me. I'm sorry, I don't have anything against you, your comment just rubbed me the wrong way.

I feel you. I had similar thoughts when I'd just posted a new flak tank I was really proud of, that I'd just reverse-engienered gatling gun tech for, and his reply mostly consisted of telling me how I needed to change the gun options from about 80,000 (maximized my ROF) to 100,000 (slower, but knocks off a chip each shot.) I brushed him off in irritation at first, but when I tried it out of curiosity, it did end up being well worth the tradeoff; the 80k gatlings were sweet, but the 100k's didn't end up to be too much of a ROF drop, and they absolutely tore enemy chips to shreds. Razz I even managed to shoot down a couple ultra-advanced Japanese attack-helicopter chips with the new guns, even in spite of the flak tank's many other design flaws Razz

I get the feeling that RA2 doesn't often get much time or chance to browse or comment on the forums, so when he does post he tries to post the thing that's most often a quick-but-very-helpful tweak; the arm-power. I think he's genuinely trying to help, but the abruptness and repetition just seems to make him come across as more obnoxious than he intends. Razz

Echo_Delta_Oscar wrote:Woha, since this is the result, next time I'll cradft an armless steamer! Very Happy
I'm kidding of course (although I'm crafting an armless paddle steamer for good, 'cause I read Heart of Darkness for the third time and I felt compelled to homage Conrad somehow)
Look forward to it! it's great to see people make quality "style" vehicles every now and then, rather than all-performance-all-the-time Wink

To be specific, I'm obsessed with Altitude Hold Autopilot; I feel like I'm trying to sell it! Very Happy

Now that's an obsession I can get behind! I'd love to see some some good stable-flight algorithms so I can shamelessly steal them to make target-practice-drones for people to test their military chips on. Razz


Back on topic, I'm in the middle of some experimental tweaks to the Houndshark. As I think someone else mentioned, it has some crippling stability problems at low speeds, particularly if you're trying to use the guns. I'll try and see if I can't balance out the weight of the gun turrets so their center of mass is closer to the center of the ship and they don't cause it to tip over. Smile


Last edited by Rainman on Tue May 29, 2012 11:07 am; edited 1 time in total
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