Are you planning an even bigger Shipyard to produce that ship?
Good point there.
Maybe it's telescopic...
When I thought about Dreadnaughts, I realized you can't really have more than 10% lenght increase for the effect to stay somewhat realistic. This ship is way longer.
Yup. Stationary Naval base/Outpost or something.
@Pouk Realistic? Do you mean, giving 10% more size to bigger ship class is max? To stay in HW scale proportions and stuff?
Reaction to Dom's comment on telescopic ships. A sci-fi artillery cannon can extrude itself 500% and it's fine, but it's incomparably much harder sell with a Battleship.
Ahh. Telescoping battleship would be sight to be seen tho
Oh I had some ideas.
If you ever get that cloning thing working you should definitely make a HW2 eXtreme mod full of goofy ships like that. I'd play it!
I was joking about telescopy, if thats a word! But if anyone can pull it off, its @Pouk!
It all just depends on these damn clones.
It's been silent at modding section? Whole day! lets fix that!Some bigger images of things.Made it little less wider and subsystems are at top now. Added some detail. Removed 2 turrets, from middle section. Bridge. Pulsar placements are red. Nose got reworked. Plus many other things.2 new wip turrets.
Do the side turrets have to have long barrels? As in being Ion turrets instead for instance? That would help the whole thing to look slightly less OTT.
No. i was thinking same thing after i started rendering this. Something else would be better.
EDIT: actually hw1 stylized turrets would look cool.
How will it attack? If it is frontal, the side turrets will block each other... If it is broadside, the central spine will block the turrets from one side...
I share your disappointment when this happens!
I wouldn't be too worried about it not utilizing all the guns in a broadside attack. It's simply how it is and it's not the first time such thing ever happened.
That said the indicated DPS number will consequentially be inaccurate in a real engagement.
Main big turrets can shoot everywhere(almost). Others not.
22k polygons/tris with those turrets. Ship without turrets haves about 5k polys/tris.
Everythign is unoptimized tho.
You can (SHOULD!!!) make the turrets sub-systems so they can share just a few meshes - and that'll allow them all to draw with instancing, etc. After the patch there are almost no turrets that aren't subs for this reason.
So my turrets are mapped to the same texture as the rest of the giant ship. A big problem? To use a small piece of a 4K texture for a separate turret subsystem?The texture would already be on the GPU, so I could imagine maybe it isn't a problem?