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  • #112795
    Gernot66Gernot66
    Participant

    The “Long Range Shuttle” is in my opinion the ugliest ship of “Phoenix”, i started it to work on a few ideas i had. The geometry functions instead of sub-models to save framerate and to cheat a sort of cabin / inside with the billboard function.

    Ugly or not it offers a lot of cargo space and much space for cabins. It’s possible to fit a hyperdrive but it’s like any shuttle unarmed.
    The ship specs are reasonably low for such a shuttle which is mostly ment for taxi jobs with a lot of space for the voyagers and something totally unreasonable like an “Amusement Deck” (the poop deck) with 1200 years old slot machines in it for those who dare to play a classic b&w “Space Invaders” (on a real tube monitor!) in the year 3200.




    A lot of scifi games are for sale on Humble Bundle, deals end on 8/19/2019


    #112796
    Gernot66Gernot66
    Participant

    The “Manta” also runs as sgm model in “scout” this is the original scripted version.Here i tried to work on a ships shape with bezier shapes mostly. I Iiked to get somethin g cool as the eagle and the result was this which isn’t as cool as and much larger in size (the larger size i decided later). Thus it’s a large sized fighter with good performance and quite a lot of optional cargo space. Keep in mind that my ships are usually on the “low end”, this means lasting the cargo capacity out results in a heavy hit on performance and resulting fuel consumption. If a ship is used only as fighter it can have very good performance but soon as you load it you will lose this. A ship can have empty 20G fwd thrust and fully ladden it’s easy half or even a third part of it.

    Fighters usually last their capacity already out with the equipment thus the 24G of a “Rapier” shrink to 12 or 14G when it’s ladden. This large fighter offers more space and thus you can keep more of the initial thrust when use as a fighter only and equipped minimal. This large fighter comes fitted unlike the small fighters with a standard drive by default.

    A large transporter can hold maybe 500 or 1000 tons but will hardly lift from the ground if the capacity is lasted out. To load only 200 tons if you have 1000 tons capacity makes much more sense as to last it out.

    #112797
    Gernot66Gernot66
    Participant

    The “Badger” i intentionally created to have something similar to my “Shift” or the “Transporter” of FE2. A lower specced ship with a heavy hull to absorb many hits that’s why it is a “Badger” it can stand many attacks and can still suddenly rip your belly with its claws even half dead or half alive. Take care if you cross a Badgers path in real life!

    #112798
    Gernot66Gernot66
    Participant

    There aren’t many scripted only ship models left, the “Firefly” is a quite simple model and shows mainly how simple and quick a ship could be designed using the LMR. It leaks of a cockpit and any other details and it’s just another ship. The performance use and look is very similar to the “Ladybird”.

    #112799
    Gernot66Gernot66
    Participant

    The “Corsair” is to be honest based on the SW-XWA “Gunboat”. It’s by far not the same ship but i got the idea for the heavy armed “Gunboat” from SW. It’s a large sized fighter which can hold 8 missiles in it’s torpedo bays.
    It’s quite heavy and can stand many hits but also it’s a little lame. disrespecting the cargo capacity it can’t hold not many cabins for voyagers because it’s ment as fighter and not to perform taxi missions.

    #112800
    Gernot66Gernot66
    Participant

    The “Hullcutter” (the name is in fact an adaption from Space1889, but reflects well how i created this model). Like the name suggest it has a cut hull (and didn’t cuts hulls of other ships to well). The intenitional idea i had years ago when i read “the idea for the Millfalc was based on a bitten hamburger” thus i thought myself how that will look and this is the result. It was very hard to respect the ways i had to cut the hullsections for the scripted model and the final changes which removed the last of visual errors i made a couple of weeks ago.

    The specs reflect a little the obvious age of the ship, i designed it as a sort of 1930’s sci-fi ship with analogue gauges in the cockpit and a steam punk look overall.

    A pure fighter with no room for passenger cabins or a cargo bay life support but therefore a co-pilot.

    This is a bitten hamburger with two halfes of a cooked egg on it.

    #112801
    Gernot66Gernot66
    Participant

    The “Interceptor” is what i have planned as police vessel for “Phoenix”, it has quite good specs and reasonable cargo space. It didn’t looks as good as the “Phoenix” (which was formerly named “Interceptor” and was the former Police vessel) because of the simple disc i feel. Butin general i liked to have something similar to the old “Interceptor” (now “Phoenix”) with rotating engine pods like the FE2 Courier has.

    The disc and the heavy use of cylinders and tubes made it hard to texture it with projections, of course the best results with this simple method you reach with quads, flats or anything which isn’t much curved or bowed.

    The Police version of the “Interceptor” is a static ship and has even better specs, it will outrun any ship in the game but can’t be bought by the player. I hope it makes the police invincible.

    #112803
    Gernot66Gernot66
    Participant

    Almost the last of the “scripted geometry only” ships which isn’t a ship in fact and gave the name for my former similar but lost project “Sputnik”. It’s still in the game and i planned to spawn it orbit to inhabited planets likewise the bulk ships to stations. It’s obviousely a static ship, the size is very tiny and reflects the original dimensions of the Sputnik. 50cm in diameter and the longest extended antenna is 3m. What i will like to do with it except to spawn it for fun is open. maybe they can be picked up for a service to have what?

    The good old mission of “Space Shuttle” for Intellivision, pick up a satellite and bring it home for service.

    Mining and scooping the goods didn’t makles much profit but with such a mission you could earn a little more money with the cargo scoop device.

    If it was about me i would like to have a cargo bay and a rig to load the satellite, nah ok “Phoenix” is no full simulation such is the task of projects like “Space Shuttle Simulator” and not a game about trading and fighting or perform missions of various nature. Thats also why i don’t see much sense in such quasi realistic stuff or infos which i don’t need to know as a player, even if named “space sim” Pioneer never was a full simulation, it simulates some of the conditions of space flight and the environment in space, how the mechanic works but it is like FE2 itself no simulation like “Space Shuttle Simulator” or similar projects where the task is to be as close as possible to reality, here is the task to be entertained and probably even learn something from it because it’s open (and should stay open, i mean not only “open source” open for the player to getinterested in it and start to work on the scripts and therefore they have to be held simple though a player can get a grip on it and not to disable flexibility and use a own limited scripting language to prevent editing by personal choice, pardon me this isn’t Pioneer to me, it has lost the title “Pioneer” it has no more pioneering spirit. “Pioneer” in this case “Phoenix” likes to invoke the natural curiosity of a player and not to prevent it. To invoke this “aha moment” – “if i change that then this will happen” and this mustn’t be intented by me or anyone else it’s maybe the sole abstruse idea of a player and he will do it because he will like it “legal” or not because to me is “legal” what what works. This is entitled “Pioneering” or “Frontier” – later handed out with a hex editor to force players to hack the game and not to prevent from such).

    Further to me is the environm ent nothing else as the procedural generated Tower in “Tower of Mystery”, the game starts when you put your avatar in this environment, in case for “Tower” a sorcerer, warrior or trader similar in the case for “Phoenix”. In original “Tower” the charcter is always the same when you start but it will be formed different by your acting in the game, this will also influence how the enemies will face you. Theoretically it would be possible to master the “Tower” without a single sword stroke. As more agressive you act as more agressive the enemies will act, contrary if you use bargaining and magic clever you probably wouldn’t have to fight at all.

    Perhaps i will design more such satellites which will reflect the real ones so a real search for Voyager could make sense and not being only a boasting in the GNN.

    While i guess this could be very hard, evaluate the curse of voyager, calculate the possible position relative to Sol in 1200 years. or something similar at least, something a player can do with a little practice and a few hints where to look for it. I imagine it will be still the search for the needle in the haystack. On the other hand it will have a reg number as a ship model thus it will be easy to locate once you are in the proper system, it’s maybe just very very far away from you.

    I will see what i can do with it in future but it’s a tiny little something which can be used for various tasks.

    #112807
    Gernot66Gernot66
    Participant

    Recently it’s named “Shyrkay” and was once ment as a space ship (it had a counsel on it), it had various names from “Ghoul” (unfortunately) to “Gelios” (which is in fact the title of an amiga soundtracker module). Later i had the idea to spawn it as a static ship, this was already when we haven’t had water as fuel. My idea was that they will live in oribit to gas giants and are feed by hydrogene which they also use to travel from system to system, a strange space beast of some sort. Still this can be “possible” this is a static ship something which will counteract with you in the game or which i can use for missions likewise the “Sputnik” it can be hunted legally in low policed systems or it could be protected in better policed systems. probably dropped goods could bring some profit even if it’s illegal to hunt them or you could script a special mission where someone likes to kill them or to prevent them from being killed.

    These are so far all “scripted only geometry” ships in Phoenix, what follows is the list of old ships i made in blender for Pioneer and a couple of ships designed by Dan and very few other conversions mainly one; Solcommands “Ghoul” which is even when he offers a lot of fine models the only one i found suits to Pioneer because of it’s small size.

    Even if i decided once to have only scripted geometry in “Phoenix” i changed my mind a little and added these ships as well as the buildings in wavefront format because of their better performance in the game. I can add even some animations to them and keep a better framerate as with the scripted originals. Mainly this is caused by the few sub-models i used and the not so good idea to use a second main model to save some spacing between the buildings in “Phoenix”. Probably if i change the sub-models to functions which become due to that a part of the actual model because i experienced that every sub-model i use in a model lowers the performance a little, best is if all is in one mesh and a called, positioned and scaled function is a part of the mesh like it would be written in this model. Thes are experiences which certainly was somewhat obvious nonetheless “Phoenix” and my task to have only scripted geometry in it helped me a lot to understand this better respectively to experience it. It won’t affect a single ship much but buildings are placed many in a city and a small hit summarizes easy to a big hit. I assume if i change this use of the sub-models to geometry functions i reach a similar good performance as with the wavefront objects. Further i guess the clear sectioning of the LOD in the scripts helped to to keep the performance hit low, each LOD uses a seperate mesh and is called standalone, no “if cascades”. This is something i will have to redesign the ships to as far as possible, but step by step that’s a lot of work. Like i said for ships you won’t notice the performance hit so easy as for buildings.

    The only one i had to remove totally because of a mysterious heavy performance hit is the “Orion” i would have liked to keep it but it has only less as 50% of performance compared to the rest and even less compared to those which run very well. I have recently no idea what exactly causes it.

    #112808
    Gernot66Gernot66
    Participant


    The Venom

    One of my oldest ships, it was made after i made the courier with “CarCAD” two decades ago, intentionally it was like the “Courier” designed to be used for a NFS4 total mod called “Need for Space” which changes the whole game to a sort of “race in space”. The ships he used was mainly conversions of existing Star Trek models which was apart from the Shuttle far to large for the game, hard to get around an invisible corner with an enterprise.

    It was my first model i made back then using “3DS Max” a hacked illegal one though it was also the last one i made with this illegal owned software.

    To be honest i started it with “z-modeler” which was free up to v1.x but has it’s drawbacks and was like CarCAD specialised for Car models.
    Likewise the Courier the first revision to use it them in FFED3D i made with 3DSMax. Very soon after i spent some time on “elite-games.ru” i changed to blender and the two models got many further revisions over the years, if i would have known blender before i never would have touched 3DS-Max it’s not only free it’s imho even better as, it’s designed to develop games while imho 3DS-Max is only expensive and blown up and that’s already all like everything from Adobe which is known to me.

    My “Courier” i’m very sorry i can’t place in “Phoenix” but it will be published as ship mod along with the old conversions from FFED3D and some new ships i made for this game. While the former “Viper-X” has no real relation to the Viper of FE2 and is named now “Venom”. (perhaps i really have to get rid of the “XF-MK I” because it’s to close to the X-Wing even if i still like the ship as a simple example ship for scripted geometry and not only for this reason it simply looks fantastic, the X-Wing is the space fighter per se.

    #112809
    Gernot66Gernot66
    Participant


    Defender (former “Defender 1”)

    You might remember that this was one of my earlier designs for Pioneer, a quite quick made model. The template for this ship is the tiny player ship of “Galaxian”. Its named “Defender” because the “Galaxians” or later “Galaga” are your enemies but has no relation to the game “Defender”.

    This is a complete overhauled version, i spent almost one day only for this ship to keep it up to date. The meshes are new and i combined as much as possible into one mesh. The landing gear flaps and the recess is no longer cheated with overlayed geometry , the front flap opens now really instead to be a “null material” circle which simply covers (and cuts) the recess.

    All for this lousy ship, but i like this lousy ship just because it reflects the Galaxian player ship.

    Once i had the idea to adapt more classic shoot ’em up ships, like the R-Type or even the Defender even if the latter is only a couple of colored bars.

    #112810
    Gernot66Gernot66
    Participant


    The Caiman

    This ship was once designed to carry an additional “Lander” with it. I discarded this idea and it will be used only standalone, mostly because i changed the size of the “Lander” and it will no longer fit to the “Caiman”.

    Still i like this ship, it seems i put a lot of effort in the details. The performance is avarage for this size of ship, if i remember this right it has the “hidden feature” of a quite high lateral thrust and resulting angular thrust, this is something the ship info screen won’t show thus it’s “hidden”.
    Neither i like to show such to the player. It’s not that you wont’ like to know this capability of a ship, vice versa because i like that a player has to experience this, not everything must be kn own to you as a player, this isn’t a simulation it should become a game.

    This ship has solar panels on it for what purpose ever, perhaps to recharge your phone or something like that 😉

    #112811
    Gernot66Gernot66
    Participant


    “Typhoon”

    A high detailed model which leaks only of a skin but looks already fine in the state it is. Its performance is outraking (or should be it seems i have to revisit the ship specs).

    I guess “Vuzz” added a robot sub-model to it. At least when i changed the use simply to my scripted robot model it appeard on top of the ship.
    The idea isn’t bad it looks special with that robot on top, i could still use this idea for an alternative version.

    #112812
    Gernot66Gernot66
    Participant


    “Phoenix” (former “Imperial Interceptor” or simply “Interceptor” the name is now occupied by a different ship thus i needed a new name for it. “Angel” would be a second idea for a name)

    This ship also still leaks of a skin but is otherwise a very nice one. The performance should equal to the Caiman. A sort of “Cobra MK III” replacement.

    It was my former Police vessel but is now replaced with the recent scripted “interceptor”.

    #112813
    Gernot66Gernot66
    Participant

    I’m very sorry but i missed this scripted model

    The “Glalactic Freighter” is the last which i use of the “Galactic” ships. “Cruiser” and “Dinghy” i removed from the Game. The performance hit of this models is quite high but it’s ok as Bulk Ship. It’s recently the only Bulk Ship in Phoenix.

    Sad that i missed to post this with the rest of scripted geometry ships.

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