Warrax
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Algoma
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Argus
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Argento
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The Crab
Presented in Miner, Scavenger and Scout Classifications
- 1 Slot, 2 Slots and 3 Slots, respectively
Original Designer - Minimum255 - his thread
I am sure a tonne of work was needed to design and build this ship. It's featured here in my thread for two reasons ...
First, this ship is a pleasure to cruise around in, whenever I start in a fresh universe. As a starter, I have never found a design superior in this class. So, Minimum255, I hope you are around, and read this post. Would enjoy hearing from you.
The second reason, is that when I start a fresh game, I am mining, I am lurking around trying to find those initial deposits of Titanium. And this ship looks like a miner ... so its super fun.
And yeah, its NOT a Trimaran (multi-hull), but its my thread, so I can break my own rules, lol. ;)
Here are the changes that I applied to the Original Design:
- Converted all Avorion and other superior metals to Titanium or Iron;
- Removed the auxiliary instrumentation on one of the operational arms that Minimum255 applied to his second version;
- Removed/converted some of the interior items - like HyperDrive Computer and shields - to render the design to be more suited and accessible as a pure starter/mining ship; and
- Changed some of the colouring to include the Yellow Tips on the operating claws.
- I might make additional changes (later) to improve the L/R and U/D rads.
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Jester supplied an additional enhancement to the L/R, U/D Rads for the Crab 3 (Scout Class). Thank you, Jester !!
Again - I bow to Minimum255's original design. I love this ship, and it defines my game starts.
So, thank you !!
I will wait until I have received permission from Minimum255 that I may post this XML.
You can of course refer to his post and look for the XML that way.
The Crab
Miner, Scavenger and Scout Class in stylin' action poses
(All three classes look about the same, just a bit of a size difference)
And finally,
The Crab
Miner Class, Costs and Stats - One (1) Module Slot
The Crab
Scavenger Class, Costs and Stats - Two (2) Module Slots
The Crab
Scout Class, Costs and Stats - Three (3) Module Slots
The Scout Class turning Rads were enhanced by Jester
Cheers
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Templates, and By Design ...
Templates
During the design phase, i will use a spreadsheet to capture my planned layout. The process captures the visualization, and serves a key purpose: relative scaling. With the postings that are to come - yes - my ship designs are “simple” - but. The digital design phase allows me to change the amount and placement of key systems, as well as scaling.
Scaling in particular ... such as the thickness of the “wings”, spacing, length of engines, and priority decisions to optimize maneuverability. As i mentioned in the openning post of this thread, my detailing is not so great, so the shape and look of the ship is my primary tool to try and create a compelling look and feel.
Designs
I rely on a core of concepts. Mostly, i rely on the Tri-Hull form, in a single plane.
I think once all ships classifications (from Miner to Elite Titan) are complete, i might go back and apply details and features.
If interested, i would welcome anyone who wanted to add in and share any detailing XMLs of the ships.
These for now, more are coming ...
Warr Banner
Recent addition onto Æristo (a freighter)
Plum version on Aurum
Engine Nozzle
I especially like the bent design
These ones - of the Eye of Sauron - were posted 1 April 2020.
Tie-Interceptor
Finally got 'round to making a (dedicated) Tie Interceptor Wing Panel
Core Plans
Argento is small. The finalized ship has 4 upgrade slots
Its not impressive, I just want to outline my technique, especially as we get into larger and more challenging design results.
On the other hand, Algaard II is an Elite Titan:
Cheers
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Citations: Particular Mention of Other Designers
Dev le Canadien
Dev le Canadien's designs have made an indelible impression on my future designs. In particular, his colour banding along with the use of glimpse exposure are wonderful. Likewise, in this image below, his engine designs are elegant yet simple to construct.
So ... Dev le Canadien, I hope you are still designing and continue to share. Cheers
Minimum255
I have a post that delves into Minimum255's design of the Crab, below
Of course, I wanted to mention him among the other esteemed designers that have caught my eye.
You will find Minimum255's post from the forums here
Zajc
Zajc features a host of his work here
His works of themed gothic design, include an exquisite statue.
I sometimes include the statue, as it reminds me of martial intent and power.
Zajc's Original ...
My interpretations of his design
In context
Again, in context
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Inspirational Artworks, Sourced (where possible)
A wonderful source for ideas is Deviant Art.
Of course this forum, and the Avorion Workshop are both great for our community.
From Kailyze (Deviant Art)
and
From Ignus Dei, General Items (Deviant Art)
From Ignus Dei, Sins of a Solar Empire inspired (Deviant Art)
and
From Unknown (Deviant Art)
From Pinarci (Deviant Art)
and
Bad-ass Tie Interceptor (source, google, lol)
Enjoy !! ;)
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Thread Table of Contents
General
Reply Link to Topic
0 Trimaran Hull: Design & Philosophy
3 Citations: Particular Mention of Other Designers
* Dev le Canadien
* Minumum255
* Zajc
Ship Designs
Reply Link to Topic
5 Crab Presented Classification(s): Miner; Scavenger; Scout
6 Argento https://www.avorion.net/forum/index.php/topic,5204.msg28327.html#msg28327
7 Argus https://www.avorion.net/forum/index.php/topic,5204.msg28328.html#msg28328
8 Algoma https://www.avorion.net/forum/index.php/topic,5204.msg28329.html#msg28329
9 Aurum Presented Classification: Corvette
10 Audaces Presented Classification: Frigate
11 Aegoran Presented Classification: Destroyer
12 Avaris Presented Classification: Cruiser
13 Ascentia https://www.avorion.net/forum/index.php/topic,5204.msg28334.html#msg28334
14 Aryus https://www.avorion.net/forum/index.php/topic,5204.msg28335.html#msg28335
15 Aegis https://www.avorion.net/forum/index.php/topic,5204.msg28336.html#msg28336
16 Aerius https://www.avorion.net/forum/index.php/topic,5204.msg28337.html#msg28337
17 Algaard https://www.avorion.net/forum/index.php/topic,5204.msg28338.html#msg28338
18 Algaard II Presented Classification: Titan E (or Elite Titan]
19 Freighters and Haulers Presented Classification: Various
21 Future Works
Ships Classification System
My ship classification system is partly inspired by historical and current naval classification, while others are borrowed (ie. stolen) from various ideas elsewhere.
Modules Ship Classification Processing Power
1 Miner <51m3
2 Scavenger >51m3
3 Scout 128m3
4 Skirmisher 320m3
5 Fighter 800m3
6 Interceptor 2000m3
7 Corvette 5000m3
8 Frigate 12,500m3
9 Destroyer 19.780m3
10 Cruiser 31,250m3
11 Battle Cruiser 43,065m3
12 Battle Ship 59.350m3
13 Juggernaut 78,125m3
14 Dreadnought 107,555m3
15 Titan 148,400m3
15+ Elite Titan +200,000m3
15++ Super-Elite Titan +1,200,000m3
For other ideas, see - https://www.avorion.net/forum/index.php/topic,1439.msg28206.html#msg28206
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Trimaran Hull Design & Design Philosophy
Trimarans are, technically, three (3) hulled ships. If you recall your nautical terms, Catamarans are twin-hulled.
I focus on Trimaran designs because they are well suited to optimize Directional Thrusters.
It has always been a my goal in design that each ship has greater than 1.0 rad in the three maneuver stats. Alas, I failed once I got to 10+ ship modules. Still ... some designs do feature greater than 1.5 rad (l/r, u/d, and roll).
Apart from maneuverability, the designs are minimalistic in “detailing”, and the visual appeal (to my eye) is instead found in the bold, compelling in shape, contour. I have found with each build, things get easier and the builds are faster. However, I usually get bogged down in the tweaking - lol ::)
Another reason why I use minimalistic designs is because massive numbers of blocks for a ship (say 12,000+ blocks) can sometimes cause game-rendering issues in large battles.
I am always scanning for good ideas.
All Avorion Players are welcome to use my XMLs (once posted). Known or active players are welcome to request the ship XMLs from me directly.
We are a good community with fine ship designers, so when you use and post pics or XMLs, please be sure to mention the author, source, or who gave you the inspiration. I will do my best to do the same.
Enjoy the game !!
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1. Make it so NPC stations sell designs that the player can buy in game.
I love this idea.
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1. The game is very stable.
2. I think i have 300h+
3. What i like most is being able to custom build ships, and ...
3. I also like how your ship design has a huge bearing on how you play. HUGE !!
4. What i like least ... just the need for optimized UI and inventory management - but, i am not frustrated by either.
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Just a quick reply to RiftMaster (immediately above), and his mention regarding a solid response target of roughly 1.0 rad for turning L/R, up/down and Roll. I also try for around 1.0 rad for each manouvering attribute.
So ... back to the main question, “How do you build to 1.0+ rad?”
One of the biggest challenges is to manage weight properly. My suggestion is avoid thick layers of armour.
Once you balance your expectations around HP, open up your build. When placing Directional Thrusters remember that these are optimized by placing them away from Centre-of-Mass. Also, use a combination of gyros and thrusters.
My best advice ... scan the forum and the workshop for a large ship that has the stats that YOU like.
Take the xml and take the ship apart, see where the original builder place bits to achieve their engineering marvel.
Good luck. I hope you find your way on this topic.
;)
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Yes, i did get Crab xml working (fm Minimum255).
His build is exquisite, but u had to reset his materials to suit my play style. I took his Avorion materail (endgame) build and remade it to a starter.
I will post the updated XML with pics, soon.
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I understand that many people build just as you described ... build the shell first and then build inward.
Food for thought ...
I got in the habit early on of building the inside, then clad everything once the guts are done. I still encounter tight spots here and there, though not to the point of frustration.
In my shipbuilding post, i show an unclad ship. My ships are always optimized before i start the exterior.
Cheers
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Hi Capt Madman.
Great looking ships !!
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Maybe the module cost would be a third of module slots, so small stealth ships would be still viable.
But then there would maybe create a meta around multiples of 3 slots ???...
Yes, agreed. Interesting idea.
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I also agree, stealth or cloaking - both nice ideas.
Texmar21, I think you nailed it when you suggested Stealth/Cloaking should require a great deal of energy.
I would like to suggest further on the "cost" side of this. The module requirement could maybe take up five (5) module slots.
Also, would also like to suggest a de-activation cost would be NO power generation for 30 seconds, and re-activation only possible after 90 seconds have lapsed.
And on death, the stealth module is permanently broken. (The breaking part would help prevent abuse - or better yet, make stealth ships a prime target once de-cloaked). FUN !! ;)
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I had to bump this - Minimum255's designs are ornate, and well designed.
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The "rounding" on so many edges ... difficult in the extreme.
Fantastic work !!
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I agree - this can be frustrating - BUT ...
There are subtleties in design that can solved with more than one piece ... in my experience - solutions are often borne upon experience - fails and wins.
My BEST advice - never work in scales of 0.05
For instance ... my Tie-Fighter Wing design, which I placed on my Freighter ship, The Jackal.
This build (below) was build solely on scales not smaller that 0.10.
Jackal Wing Pods
And ... mounted (close up from the Jackal)
All XMLs are linked here in this post
http://www.avorion.net/forum/index.php/topic,2539.msg13053.html#msg13053
Cheers :)
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Hello Avorion Community !!
Newly returned. I stopped playing about 16 months ago, as I decided to wait-out some game changes and updates.
I am back now to play some more solo, and re-develop ship designs that need major refits.
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Great post (#5).
Wondering about the post's age - is the info still relevant? Any recent nerfs or upgrades?
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I appreciate all the fine work people have offered thus far. - Thank you, everyone !! ;)
My ship classification system is partly inspired by historical and current naval classification, while others are borrowed (ie stolen) from various ideas in this post, and elsewhere.
Modules Ship Classification
1 Miner
2 Scavenger
3 Scout
4 Skirmisher
5 Fighter
6 Interceptor
7 Corvette
8 Frigate
9 Destroyer
10 Cruiser
11 Battle Cruiser
12 Battle Ship
13 Juggernaut
14 Dreadnought
15 Titan
15+ Elite Titan
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Hi Roggen
I started building a massive Interceptor Tie Fighter
You can see some of earlier designs from a few months ago, just check my ships design link.
I stopped building ships because, i figured the game was evolving.
And, i did not wanna spend hours on a design that would need revising weeks later.
Cheers
Trimaran Hull Designs
in Creations
Posted
Aurum
Corvette Class - 7 Module Upgrade Slots
Aurum Pics
Aurum Stats and Related Costs
;) Cheers