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#1 |
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Pioneer Art Monkey
Join Date: Oct 2002
Location: Eugene, OR, USA
Posts: 709
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Turret Cockpit WIP
Ok, guys -it's been far too long since you've had an update. Work has been fairly hectic, and to be honest, I've been somewhat distracted by other things in my life. But the good news is that the turret cockpit is close to being finished - no more than a couple evenings work left.
The two screen to the front will have a radar display on the left and gun power/tractor beam status on the right. Take a look and let me know what you think. Any suggestions for improvement or thoughts on the coclors or layout are welcome. http://www.hedfiles.net/wcpioneer/Turret01.mov Enjoy! |
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#2 |
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1st Lieutenant
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First: I am glad, that news about Pioneer are back again. The cockpit -- nice work, despite of being surely only a basic framework for final turret interior. It is of course a rear turret interior, right? When some ships will have top and bottom turrets (maybe Camel?), I guess the cockpits will look differently, won't they?
As for actual cockpit - the stuff I would add: * maybe some kind of oxygen mask hanging on some wall for situation, when the cockpits armor got pierced and depressurized (of course only hipothetical situation ) -- just for decoration,* as you are a master of ambient and other lightning inside various cockpits ,in that stuff, I totally rely on your skill here, * the pipes on sides of a cockpit could be more swerve and with different widths, branching to several cockpit computers, displays, devices and such. If you want to have this cockpit in a shabby (Millenium Falcon) way, there can be some holes in pipes's casing showing various wires and gossamer filaments (these can change their light intensity -- like with impulses flowing through them -- and yes, I know, that real g. filaments don't glow on the outside...). This will give a kick of life to that cockpit. * kind of easter bunny-like thing: a WC1-style little blackboard with chalk showing the most recent turret kills... Maybe some more ideas will come up later -- with more feedback from the rest of community and thinking about the cockpit layout. |
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#3 |
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Pioneer Art Monkey
Join Date: Oct 2002
Location: Eugene, OR, USA
Posts: 709
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Good suggestions , all. The most likely to come about is the modifications to the pipes. As for the turret being a rear turret - There aren;t any top or bottom turrets in Pioneer. The Camel has only a single rear turret. The Hydra however, has two turrets - one to either side. For the time being this cockpit will represent all of them. At a later date we may add another.
Thanks for the feedback! |
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#4 |
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Lieutenant General
![]() Join Date: Jan 2002
Location: Tokyo, Japan
Posts: 1,545
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I like that the turret gives you a wide field of view without feeling like it's all glass with no supporting structure.
__________________
Those who live by the sword...get shot by those who live by the gun. |
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#5 |
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none
Join Date: Mar 2002
Location: Florida
Posts: 259
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To me turrets should feel crampt and this feel very big for a turret. I also liked the WC way of seeing one’s legs when piloting.
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It's not about getting what you want but working with what you get. |
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#6 |
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Captain
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Looks great Howie. However, as has been mentioned earlier, the tubes could use some modifications. For me, tubes that lead to the edge of the hull have no apparent purpose. There should be at least a foot between the edge of the hull and where the tubes should end, turn away, or something.
I can't wait to see more.
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#7 |
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Pioneer Art Monkey
Join Date: Oct 2002
Location: Eugene, OR, USA
Posts: 709
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Well, if all goes as planned, you will be able to see your legs when flying. Also - I've tightened up the pipes a bit - and added some extra ones. Also new texture and lighting. Might be a bit dark.
http://www.hedifles.net/wcpioneer/Turret02.mov Enjoy. |
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#8 |
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1st Lieutenant
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Cool pic, but correct the link to .mov file to http://www.hedfiles.net/wcpioneer/Turret02.mov . Wanted to edit my previous post but made another one - strange. Working all night on that cockpit, didn't you ;-) ?
[EDIT] Ok, my suggestions: I see, that you've added light effects to by-the-legs parts of a cockpit - it's fine. Still I must say, that pipes don't look too functional right now. There are too many of them leading nowhere and only one or two are supplying deck computers with power and connection to other ship systems. You can make some monitor on the wall with maybe two parallel wireframe planes (like in a targetting systems of Millenium Falcon) or something like this - repeating some move in never ending loop. Make other pipe leading to some upper monitor (small one with some control lights flashing) attached to the frame of the cockpit with some iron bands of sorts. Also looking at the exterior of the cockpit from the other topic of this thread I remember, that the whole cockpit chamber is literally hung on hydraulic hinges and to the main body of the ship it is connected only with a kind of sleeve (i don't know how it is properly named). What I am trying to say is that when looking at the interior of the cockpit I really do not see this whole robustness of turret construction. IMO in the cockpit there should have clearly visible points, where the whole turret is hunged on this great arm -- like some big spindles, welds or rivets -- there can be some pipes leading OUT of the cockpit to feed some exterior turret controlling mechanisms with power or pressurized oil (in case of hydraulic mechanism). This gives me some other idea already - what about sounds when sitting in a turret - In no game with ship turret I've experienced a true feel, that I am sitting in one of these. When turning this turret in different directions there was no sound of some servomechanisms or hydraulic pumps working. Maybe Pio can be the first to implement it - it would surely be great! |
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#9 | |
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Super Soaker Collector
Administrator |
Quote:
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#10 |
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Swabbie
Banned ![]() |
Looks good although it does seem really really dark...any chance you could hang a light (or two) in that turret somewhere?
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#11 |
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Swabbie
Banned ![]() |
Looks great, Howard. My only suggestion is this: could it be made a little smaller? It would seem that you would want small turrets that present less of a profile. Other than that, excellent work.
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#12 | |
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1st Lieutenant
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Quote:
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#13 |
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Pioneer Art Monkey
Join Date: Oct 2002
Location: Eugene, OR, USA
Posts: 709
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http://download.wcnews.com/files/fan...er_turret1.mov
I believe that's what you're looking for, guys. Also - The suggestions given have been excellent - I'm just now recovering from a difficult week of work (12-14 hour days every day), so I'm gonna get to makeing those changes shortly. |
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#14 |
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Pioneer Art Monkey
Join Date: Oct 2002
Location: Eugene, OR, USA
Posts: 709
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Okay - Right.
Got pretty much everything sorted out - the majority of the textures are done, and the main displays have been completed. there are a few little details left. Unfortunately, my webspace is down for some reason, so you'll have to suffer through still pictures for the time being. Lemme know any thoughts you guys might have. |
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#15 | |
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Swabbie
Banned ![]() |
Quote:
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#16 |
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1st Lieutenant
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Yes, it really looks very nice! It's good to know, that you actually apply our ideas and suggestions, like with those hinges - it really looks better. Looking forward for "finishing touches" of yours done to this cockpit -- it's mostly then, when your cockpits gain their "souls" with lots of small details and decent light effects...
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#17 |
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Super Carrot!
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So... where do you enter/leave the turret?
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Glory to the many |
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#18 | |
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gh0d
Administrator |
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On the upside, that looks far more cozy than any real-world gun turrets.
__________________
SubCrid Death Official Net.Nazi, LOAF's Merry Guild A Meeting of Minds - a (mostly) cliche-free "first contact" story; updated periodically If you don't fear ^Death_ then there's a socket loose in your fear factory, buddy. - The Book of LOAF |
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#19 |
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Lieutenant Colonel
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Nice dude, Definately diggin on that one there.
Brad
__________________
WC Pioneer - Concept Artist - Game Designer - Modeler |
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#20 |
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Pioneer Art Monkey
Join Date: Oct 2002
Location: Eugene, OR, USA
Posts: 709
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Right - and here's the Quicktime:
http://www.hedfiles.net/wcpioneer/Turret04.mov Unless anyone else has any other suggestions, I'll bake the maps and send it off to Joel. And then move on to the bases. |
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#21 | |
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2nd Lieutenant
![]() Join Date: Jan 2006
Posts: 81
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Quote:
Now that I think about it, I wonder what happened to the crews of all those Broadswords when I ejected in WC2... |
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#22 |
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Lieutenant General
![]() Join Date: Jan 2002
Location: Tokyo, Japan
Posts: 1,545
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That's actually a good idea--use the turret as an emergency escape capsule. It would probably have minimum thrusters and very little power for those now-nearly-useless guns and next to no shields. We see in the WC movie that fighter cockpits become escape capsules when a pilot ejects, so why not the turrets as well?
This suggests an idea: if the player chooses to eject, his ship and cargo are lost, but he and his crew survive in a turret/lifeboat. The turret by itself has no jump drive, can only go about 50 k/s, has negligable shields and armor (maybe 2 cm/2 cm), and very slow gun recharge (it has whatever guns the player stocked the turret with, but they take like four or five times as long as normal to recharge). The player must then pilot the turret/lifeboat to a base within the same system (being aware that his fighting power is minimal), at which point he can either get a new ship (if they are sold there) or buy a ticket to a place where he can buy one. I got the idea for this from the Privateer remake, where if you eject you are adrift in a suit with thrusters, a hand laser, and minimal protection.
__________________
Those who live by the sword...get shot by those who live by the gun. |
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#23 |
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Colonel
![]() Join Date: Aug 2003
Location: Sol Sector, Earth, Edgewater, NJ
Posts: 1,206
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Hey guys, just wanted to let you know that the turret looks great.
And anytime you want me to start writing dialogue, I'm here.
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Admiral Joshua Dworkin, Wing Commander: Against All Odds Lead Writer/Storyline Developer, Wing Commander Pioneer |
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#24 |
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2nd Lieutenant
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My suggestion is, depending on how detailed the damage model will be, your turret gunner might not even be alive to eject. If your forward firing weapons can be lost, surely the turret will be able to be taken out too. If you have to eject or limp away from a fight Phantom-style (check Action Stations if you don't know what I'm talking about), chances are your turret gunner will be dead by that point anyway.
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