100 dT Huntress model

Let me bop right over to the TAS and pull some credits out of the ATM... :)

I see what you are talking about as far as the turret blending in. I think from the far-away shots the smaller details will get missed anyways. It's much better to focus on the ship itself in close-in shots to show that detail, and for far shots like that it's really all about the ship.

You could go for some wild paint schemes, but sometimes subtle is better. Something you might consider is a darker background with say the sun shining on one side of the ship illuminating it, and the other side is in shadow. But in the shadow you'd have illuminated ports, or the bridge section, or even lights like you have on an airliner. If it's good enough for the Enterprise... :)

But do please keep going. You are making great progress.
 
Redesign of the turret. Its actually the same turret with the "winglets" removed and a couple of levels of subsurf added (which probably means nothing to most of ya, basically it smooths and rounds stuff). Also, as per customer request the sandcaster has been center mounted. :lol:

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Might tweak it a bit more, gonna sleep on it.

As for paint schemes, one I had contemplated was a grey tiger stripe with some stippling on the dorsal hull and something light on the ventral, kind of like they do aircraft. The tiger stripe should blend well in a variety of settings, whether an mega-city industrial park or a jungle / forest. Though people being people I'd be surprised if there wasn't someone with flames, maybe a death's head emblem... hey, you know someone would. LOL. Or we could always go with the mirror silver finish of the Star Wars J Type 327 Nubian Royal Starship (which actually would be one of the easiest options to create). *cough* *cough*

Hmmm... adaptive hull coating... maybe that should be a new ship option?

Speaking of the Enterprise, if you ever wondered why in the TV show and the movies they had all those external lights, now ya know. Without them that big white ship becomes this dull dark grey that almost disappears. Was also why they had the blue glowy bits on the engine nacelles and so forth. I'm pondering maybe some external lighting on this one for darker scenes for much of the same reasons. A light going across the hull would pick up all those lil variations and details, make them really stand out. I am also planning on the red / green lights on the "wing" tips like they have on aircraft. I can add in a nice glow effect when I switch render engines that will make them really pop.

Absolutely plan to keep going, its a fun project and the feedback is interesting and instructive. Part of making stuff like this is making it look "believable". Different people have different ideas about that. Here, you guys are forming opinions based on what you're used to seeing in Traveller (like shorter gun barrels and ball turrets, which I hadn't even considered as an issue). Friends who don't play Traveller have had different comments (lot of comparisons to Star Wars and star destroyers). As an artist I take all that in and try to find compromises.

I get the model finished up I'll see about doing a few renders of different scenes, maybe some of you could use them for artwork in your own projects. If nothing else it'll make for some nice artwork on my own site.
 
Bleh, still wasn't happy with the turret so I rebuilt it one more time.

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An look, radiator fins on the back of the turret! Seeing as some complain there's not enough radiating surfaces on Traveller ships... I'm doing my bit to fix that! LOL Plus I thought it looked kinda cool.

And a couple of quick renders.

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I'm pretty happy with this version of the turret. Its got the hard angles the main hull has so it fits aesthetically. I also picked up and added some of the raised panels used on the back of the ship, and the radiator fins echo those on the back of the wings. I enlarged and sloped the turret mount to make it a bit more aerodynamic as well.

So if there are no complaints *glares* I think that'll do. :lol:

Meanwhile, flipping through the ship books I did notice that almost every ship uses ball turrets that look suspiciously similar. Even Aslan, Zhodani, Vargr all have ball turrets that look a lot like the Imperium ones. Upon further investigation it appears they're all made by one manufacturer!!! I suspect a Hive conspiracy. Fight the conspiracy, support indy turret designs! 8)

Will work on the fuel scoops later today if I get time, then its on to the ventral side and landing gear.
 
Making progress, got the fuel scoops redone and started adding the detail for the cargo bay doors and landing gear. Was going to try an get more done but there's an electrical storm brewing here and its also been a long day.

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Still have a couple of escape hatches to add, the ventral airlock doors, a couple of portholes over the staterooms (which will be smaller than before) and a whole lot of lil fiddly bits.

Golly, hope its compatible with 2e! :lol:
 
Still working on the model, been adding smaller details like hatches, grab bars, external lights, etc. I'm getting started on the landing gear and was looking at various photos for inspiration. Some were, of course, of the space shuttle and that got me to thinking. Should the ship have just the skid pad type landing gear which is what we see depicted in Midden's drawings. Or should it have wheeled landing gear? Or a mix, some type of retractable wheel surrounded by a skid pad?

It seems like in some cases the ship might be required to land at a down port or at least as certain "approved" landing pads. In those cases, wheels might be preferable to make it easier to move the ship around, park it, etc. While in wilderness areas, the skid pads would probably be better as they'd give it a more stable "footing".

The more I work on this, the more its making me stop and reconsider various assumptions I've had about space craft in Traveller. Certain been interesting.
 
Bardicheart said:
Still working on the model, been adding smaller details like hatches, grab bars, external lights, etc. I'm getting started on the landing gear and was looking at various photos for inspiration. Some were, of course, of the space shuttle and that got me to thinking. Should the ship have just the skid pad type landing gear which is what we see depicted in Midden's drawings. Or should it have wheeled landing gear? Or a mix, some type of retractable wheel surrounded by a skid pad?

It seems like in some cases the ship might be required to land at a down port or at least as certain "approved" landing pads. In those cases, wheels might be preferable to make it easier to move the ship around, park it, etc. While in wilderness areas, the skid pads would probably be better as they'd give it a more stable "footing".

The more I work on this, the more its making me stop and reconsider various assumptions I've had about space craft in Traveller. Certain been interesting.

Skid pad should be sufficient. More stable and with anti-grav there's really no need to roll around anywhere. They could simply turn it on, zero out local gravity's effects and let a ground tug pull them around. Alternatively they could use their thrusters to move around to where they need to be. Either way would work without a need for wheels.
 
Well no argument from me, wheels are more complex to model and figuring out a combo tripply so! :lol: Skid pads it is.

Here's another question, what about ship registration? We all know the Enterprise registration numbers are NCC-1701. Is there officially anything similar in the 3I?

Reason I ask is this, I'm planning on adding some external lights and taking a page from Tom Knoll. The Enterprise (in ST:TNG) used the excuse of lighting up its registration numbers with large external lights as a way of illuminating the hull of the ship so that it (the ship) was more visible in different scenes. I can't think of anything official in the 3I but I'm far from an authority. So, ideas? suggestions?

Also, one paint scheme I was thinking of doing was some "official" bounty hunter / police prisoner recovery ship. Any known examples of something like that in Traveller? Failing official examples, suggestions?

EDIT: Here's a screen shot of the current model with the landing gear extended. I based the landing gear on photos of various aircraft and how they work. Each main strut would fold forward and up while retracting. The skid plate would fold back at the same time to fit inside the bay. The forward bay is REALLY tight on space, but this gear design tucks in nicely.

Some of the other new details are visible. There are the ventral airlock hatches just behind the cockpit, these are modeled so that they can be opened. I plan to add a couple of retractable ladders that can drop down below them. The exterior grab bars on either side of the airlock are already in place. I did add recessed portholes over the staterooms, one is visible amid ship (blue square). On the ventral side of the wing you can just barely make out the recessed connectors for fuel hoses (just to the right of the landing gear). On the wing tip I added a light that is currently light blue, in the finished model one will be red and one green as they are on real world aircraft. Just forward of the nose landing gear you can just make out the forward emergency hatch (which seems like an odd place for it, I considered eliminating it). There is another emergency hatch just behind the turret. I'm still adding small details to the model, but its getting close to being finished. The cargo bay door and air/raft door will also open, they're shown closed here. I'll probably model the cargo area (deck) and eventually may do the entire ship interior.

Once I'm finished with the modeling the next step is UV Mapping for textures and paint and after that I'll be rigging the various parts that move so that I can in fact easily move and pose them (i.e. rotate the turret, elevate the guns, open hatches, open the fuel scoop covers, etc.). Then it'll be on to producing some actual artistic renders.

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I agree, I wouldn't want to be skidding to a halt, sounds rather uncontrolled but a larger area gives better ground pressure, perhaps and maybe more stability?
 
LOL, it doesn't actually skid. Funny guys :P But yeah, I tried to give the pads enough size to give it stability when landing out in the wilderness. Also when I rig the model the landing gear will be adjustable so I can do scenes with it on uneven ground and adjust the gear to keep the ship level and stable.

Working on this project has been pretty educational and its made me re-think some assumptions about Traveller starships. When I started the project I had the idea of it doing re-entry like the space shuttle, complete with fireball. But I've realized that just wouldn't be possible. For one, looking at the ship specs it lacks heat shielding. If it came in fast enough to create a fireball on re-entry it would simply burn up and I suspect that's true of most Traveller craft (except of course those that actually do have heat shielding). Even if it slowed down enough to avoid the fireball but was still going at hypersponic speeds the friction is going to heat up the hull a LOT (like 600+ F / 316 C based on the SR-71), and while crystal iron / bonded superdense would provide some insulation / protection I don't think its going to entirely protect the liquid hydrogen fuel from hull temperatures that high. So if the fuel tanks were full or nearly full, it could trigger enough expansion of the fuel to possibly cause a rupture; and then hydrogen gas cascading over a highly heated hull... well, not good (something else I'd never considered happening). So that probably means it has to slow down a LOT before re-entering the atmosphere, probably slower than Mach 2 (educated guess). Although the wedge shape would make it somewhat streamlined, its not a lifting body so the only way this ship would "fly" is the brute force of its anti-grav drive. Reminds me of the old joke about helicopters, "Helicopters don't fly, they beat the air into submission." On the other hand that indicates the ship could also hover in place, etc.

Although there's nothing in the Traveller rules about it (maybe there should be in 2nd Ed), I think in my own deck plans in the future I'm going to take part of the volume assigned to the maneuver drive and distribute it to different points around the ship hull. Put 1/2 aft for forward thrust and then split 4/8ths into 4 "maneuver sections" which would turn the ship in space, and in atmosphere would hold it stable (representing the location of "anti-grav coils" or what have you). Somewhat borrowing the idea from Fading Suns / Noble Armada deck plans if you're familiar with that; I think it makes sense.

There's also nothing in the rules that I know of about the top speed of space craft when in atmosphere, but I think in my house rules I'm going to cap it at around Mach 1.2 (transonic) or 1,470 kmph which is still pretty fast but it also means ground based intercept fighters could go faster (which now that I think about it might be an interesting advantage to give them). I might make allowances for ships that are "super streamlined" like the J-Type ships from Star Wars (the really smooth hulls reminiscent of the SR-71) and/or ships with heat shielding.

Anyway, just some thoughts working on this caused to percolate around in my brain.

Thanks for the feedback, definitely been a fun project thus far.
 
The hull armor factor makes the ships pretty tough compared to our ships today. They could take a lot of punishment, but just how much is unknown. I've never read any rules that talk about max safe reentry speeds for any ship hull type.

The skid pads or flat feet make sense especially for this type of vessel because it distributes the pressure better. You could do either, but the skid style looks cooler for a ship like this. A freighter might do netter with feet because it looks more industrial.

I suppose there could be pumpers, but it would be awful long to accommodate an Imperium-sized universe. With no way to know what ship gets what registration number you'd have to have a numbering system that starts at the planetary level, then the system, then the sub sector, then the sector, then all sectors. And you'd me accounting for a LOT of ships. So there probably is one, just not on the hull. In the transponder, sure. I'd just go with the name.
 
phavoc said:
I've never read any rules that talk about max safe reentry speeds for any ship hull type

A few months back I started a thread about this, the game I was playing in at the time had the PCs about to reenter wearing vacc suits and grav belts.

It got me thinking that with anti gravity, there is no need to maintain orbital velocity to maintain altitude. You simply use your grav drive to suspend the ship.

With no atmospheric braking required there wouldn't be any need for heat shields and if you look at the bean stalk idea, the speed of ascent and descent is constant, you just stick it in gear and go, slow and steady, the distances we're talking about aren't large, the speed of ascent/descent don't need to be high. At the equator Earth is spinning at something like 1000 mph so you would at some point need to match that speed but the math of that is a little beyond me.

The gist of it tho is that no ship with a grav based manoeuvre drive has need of atmospheric braking.

It makes for an interesting exploration of how ships would park in orbit, it kinda makes sense for ships to stack up vertically over the landing point and then simply vertically descend or simply start at prescribed locations over the surface and descend with the planet spinning below and at some point start to match the spinning motion of the planet in order to land at a certain location. I can see the flight paths as a geometrical spiders web centred on the down port.

Anyway, apologies for the thread drift

:)
 
hiro said:
The gist of it tho is that no ship with a grav based manoeuvre drive has need of atmospheric braking.

Traveller spacecraft still would need heat shields, but anything not doing a dead stick orbital break like the shuttle or a capsule could fly in without too much problem.
 
dragoner said:
hiro said:
The gist of it tho is that no ship with a grav based manoeuvre drive has need of atmospheric braking.

Traveller spacecraft still would need heat shields, but anything not doing a dead stick orbital break like the shuttle or a capsule could fly in without too much problem.

Yeah, any ship that ventures close to a star will need to deal with heat, for example Mercury's black body temperature is 440K, that's not reentry temperatures but it is toasty!
 
To continue the thread drift... as I understand the anti-grav for starships, it's not quite the same as what say an air/raft or grav tank uses. It neutralizes the gravity effect and allows you control over your vertical axis, but only limited control over the horizontal one. That's what your thrusters and main engine are for. Which makes sense because a starship is a pretty massive object, and the anti-grav allows to cheat gravity, it does nothing to neutralize your mass. So in order to move you've got to have a lot of energy. Even a grav tank with all it's armor is nowhere near as massive as say a 100 ton scoutship.

As far as landing, I would assume that local orbital and starport control would have ships de-orbit in a specific pattern, with incoming ships coming in from one direction (or quadrant), and outgoing ships going another. Going vertical makes sense over a crowded place, and a necessity, but safety factors would have you routing giant flying bricks over non-populated or other areas as much as possible. A ship may go vertical to a certain altitude then cut in it's drives and begin ascending at an angle. It would allow for the immediate airspace to clear for the next ship to move.

So you gonna show us an animation of your Huntress doing all this Bardicheat? :)
 
To continue the thread drift... as I understand the anti-grav for starships, it's not quite the same as what say an air/raft or grav tank uses. It neutralizes the gravity effect and allows you control over your vertical axis, but only limited control over the horizontal one. That's what your thrusters and main engine are for. Which makes sense because a starship is a pretty massive object, and the anti-grav allows to cheat gravity, it does nothing to neutralize your mass. So in order to move you've got to have a lot of energy. Even a grav tank with all it's armor is nowhere near as massive as say a 100 ton scoutship.

As far as landing, I would assume that local orbital and starport control would have ships de-orbit in a specific pattern, with incoming ships coming in from one direction (or quadrant), and outgoing ships going another. Going vertical makes sense over a crowded place, and a necessity, but safety factors would have you routing giant flying bricks over non-populated or other areas as much as possible. A ship may go vertical to a certain altitude then cut in it's drives and begin ascending at an angle. It would allow for the immediate airspace to clear for the next ship to move.

So you gonna show us an animation of your Huntress doing all this Bardicheat? :)
 
It also brings up the age old question of whether a planet would even let ships land on it's surface rather than keep them at a high port/in orbit. All that heavy metal floating around, someone is gonna do something stupid at some point.

But that's a new thread...
 
phavoc said:
The hull armor factor makes the ships pretty tough compared to our ships today. They could take a lot of punishment, but just how much is unknown. I've never read any rules that talk about max safe reentry speeds for any ship hull type.
True though the High Guard ship option of Heat Shielding makes it very clear that a ship without it will burn up on re-entry without a functional gravitic drive. From that we can infer that no matter how much armor a ship has it just can't stand up to that kind of heat.

hiro said:
It got me thinking that with anti gravity, there is no need to maintain orbital velocity to maintain altitude. You simply use your grav drive to suspend the ship.

With no atmospheric braking required there wouldn't be any need for heat shields and if you look at the bean stalk idea, the speed of ascent and descent is constant, you just stick it in gear and go, slow and steady, the distances we're talking about aren't large, the speed of ascent/descent don't need to be high. At the equator Earth is spinning at something like 1000 mph so you would at some point need to match that speed but the math of that is a little beyond me.

The gist of it tho is that no ship with a grav based manoeuvre drive has need of atmospheric braking.
That's pretty much the conclusion I came to. Most ships don't have heat shielding because they simply slow down using the ships drive before re-entry, then use the gravitic drive to make a very controlled re-entry. The only question is, how slow are they going once they enter atmosphere. As I mentioned before and this is purely a guess-timate on my part, I'd say transonic speeds of around 1,000 to 1,700 kmph based on a) real world air craft not built for supersonic speeds and b) most ship designs in the "streamlined" category are far from the kind of streamlined you see with supersonic aircraft; YMMV. At 1,700 kmph an aircraft might get a skin temperature of 100 C, which for an armored hull probably wouldn't be any problem. When you get into the Mach 3-4 range aircraft are designed, as best I could find, to handle temperatures in the range of 600-800 C. Above that, the fastest (successful) aircraft on record did just over Mach 6 and had a liquid cooled nickel-titanium skin that could supposedly tolerate temperatures up to 1,925 C! (However, its worth noting that same test aircraft later failed in a test flight when said skin literally peeled off as it hit speeds close to 13,000 kmph, so... )

What mainly matters to me about this is establishing a rule of thumb that a ship like the Huntress or a Type S Scout could probably manage up to 1,700 kmph in atmosphere without problem. To go faster the ship would have to be even more streamlined and might also require heat shielding. I don't know how you would write rules to cover this, but if Mongoose wanted to tackle it I'd suggest adding a "super-streamlined" class that would look something like a SR-71 Blackbird, a J Type ship from Star Wars, or the NASA X-43 (which happens to be the craft who's skin peeled off I mentioned above). They could go faster, how much faster, I dunno, maybe Mach 6 or so seems reasonable. Going faster than the rated safe speed risks hull damage and possible hull breaches or some such.

Also, your geosynchronous orbital speed would be around 11,052 kmph, depending on exact altitude.
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phavoc said:
So you gonna show us an animation of your Huntress doing all this Bardicheat? :)
I'm definitely considering it. There are two I would like to attempt, but as animation is something I'm still learning its more a question of having the skill level to pull it off. The first I'd like to do would be two dueling Huntress class ships firing at each other in a orbital space battle (complete with unrealistically slow laser blasts flying at each other 8) and maybe a laser hit on the hull and bits of molten armor flying/splattering away). The second I'd like to do is a fueling operation as a Huntress dips into the upper atmosphere of a gas giant, opens the fuel scoop flaps and begins skimming. This would include the turbulence in its wake and so forth. I know Blender's physics engine can do these things, its really just a matter of me learning to do it. I've been collecting tutorials on the various things I'll need to learn and I've got about 20 hrs of video ahead of me plus the actual time to set up the animations and render them.

Meanwhile I've not been able to work on it any this week due to my schedule. I'm hoping this weekend to get back to it and get the 3D model finished up with the rest of the small details and fiddly bits. Will post updates when I can.

Thanks for all the feedback and encouragement!
 
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