Author Topic: QJ AgroShip  (Read 4706 times)

tgep

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QJ AgroShip
« on: November 03, 2008, 12:23:40 AM »
I've been working on Jons old Valley Forge add on.
I still need to work on the files for the Maintenace pod but other than that, she's almost done.

CHANGES:

The ship can now carry 10 pods instead of the original 6.

I've flagged the mesh groups for the little antennaes so you don't get see through holes in the ship when vewing from certain angles.

Attach points are set up to accept only the pods.

there are 2 docking points inside the empty spot on the starboard side for the maintenance pod and a shuttle.

A whisker attach point has been added for use with the Battlestars own Jump drive.

The AgroDomes have been given weak engine specs with high RCS so you can detach them from the Mother vessel and land them on low gravity bodies like the moon.

I'm considering adding 4 docking points to the outter rim of the AgroPods so users can attach trusses between them to build a farm colony on any of the low gravity bodies in the solar system or to build a really trippy orbital Agricultural facility.  :o

I should have a viable test release sometime this week.  8)  I'll post it in the OC first to flush out any big bugs.  Rank hath it's privlages.  :D

You can see some early test shots of it on my Multiply site.

{EDIT}
Here is the finalized BETA version.
Delete all previouse scenarios before installing.
You must either have Jons PuddleJumper installed or use another vessel for the included scenario to work.
WinZipped with Orbiter filepath for autoinstall.

I will  likely not be upgrading this vessel any farther. Have fun with her folks !

http://www.4shared.com/file/72123706/83a506de/QJAgroShip_FINAL_beta.html
« Last Edit: November 22, 2008, 11:54:00 PM by tgep »
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ChristopherT

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Re: QJ AgroShip
« Reply #1 on: November 05, 2008, 01:42:24 PM »

The Pod!  :o  Oh, the horror!  Actually, I liked it very much, the only problem I had was the roll rate on the pod was very quick.  It was easy to overdo it.  Otherwise the Berkshire looked great and so did the domes.  Very nice flavor to Jon's excellent addon!  ;D 

    ChristopherT
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Captain Rodolphus

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Re: QJ AgroShip
« Reply #2 on: November 05, 2008, 02:55:01 PM »
Was this originally a SC or was there a .dll? I'm too lazy to dig through 4 gigs of O to find out, plus it will bring feed back ::) You know the reason I ask this with my interior obsession and all. In the original we had a nice bridge, and while I love the detachable pods (My personal dream for this ship by the way) there has to be a way to get the best of both worlds. It looks and works fantastic by the way ;D
« Last Edit: November 05, 2008, 02:58:09 PM by Captain Rodolphus »



Jon

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Re: QJ AgroShip
« Reply #3 on: November 05, 2008, 03:05:11 PM »
Was this originally a SC or was there a .dll? I'm too lazy to dig through 4 gigs of O to find out, plus it will bring feed back ::) You know the reason I ask this with my interior obsession and all. In the original we had a nice bridge, and while I love the detachable pods (My personal dream for this ship by the way) there has to be a way to get the best of both worlds. It looks and works fantastic by the way ;D

My VF had a DLL and the domes blew up after release. I have no idea what happen after I gave it up.


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ChristopherT

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Re: QJ AgroShip
« Reply #4 on: November 05, 2008, 03:25:34 PM »
It still does the same thing last time I uploaded it to Orbithangar.  Press 1-6 to jettison the domes and then see the light show when they explode.   :D  The old one Jon did started with a bridge view loaded from the scenario.  The bridge deck is still there in the QJAgroship, so I don't see why the camera coordinates from the earlier version couldn't be loaded a scenario for the new ship?


    ChristopherT
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Captain Rodolphus

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Re: QJ AgroShip
« Reply #5 on: November 05, 2008, 03:25:50 PM »
I never knew I could release the pods on the original. I guess I was too busy listening to the Joan Biaz that ChristopherT put in the package ;D



Captain Rodolphus

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Re: QJ AgroShip
« Reply #6 on: November 05, 2008, 03:28:40 PM »
Quote
The bridge deck is still there in the QJAgroship, so I don't see why the camera coordinates from the earlier version couldn't be loaded a scenario for the new ship?

This has a basic config file. And as such...no interior view :'(



Jon

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Re: QJ AgroShip
« Reply #7 on: November 05, 2008, 03:32:29 PM »
I never knew I could release the pods on the original. I guess I was too busy listening to the Joan Biaz that ChristopherT put in the package ;D

The one ChristopherT did was well after the one I did and I'm not sure you could release the domes on his version. For a while I withdrew from Orbiter and removed all my add-ons. I gave ChristopherT a CD with all my models and told him he could do what he wanted with them and I know he released a bunch of add-ons that used my models. It sounds like you had his version. 


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Captain Rodolphus

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Re: QJ AgroShip
« Reply #8 on: November 05, 2008, 03:43:24 PM »
And that I did Sir. I don't think I ever had your original. Then again I never hit keys 1 through 5 while flying. I think I'll check that out.



tgep

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Re: QJ AgroShip
« Reply #9 on: November 05, 2008, 04:33:13 PM »
The good news is, with the revamping of the pod positions and attach code, a simple module can be built for both. The off center camera view puts it dead smack on the bridge so it could be used for a module upgrade. I like to think ahead. ;D

Detaching the pods can be coded into a module using the Alpha numeric keys 1-0.

I made the maint.pod with high RCS thrust because I wanted that to be it's main means of moving around the bigger ships.
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ChristopherT

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Re: QJ AgroShip
« Reply #10 on: November 05, 2008, 06:14:03 PM »
The one ChristopherT did was well after the one I did and I'm not sure you could release the domes on his version. For a while I withdrew from Orbiter and removed all my add-ons. I gave ChristopherT a CD with all my models and told him he could do what he wanted with them and I know he released a bunch of add-ons that used my models. It sounds like you had his version. 

  Jon's being modest again!   ;)  He actually came out of retirement long enough to write the dlls and provide me with the meshes for the domes.   ;D  VFDome1.msh to VFDome3.msh are the ones he sent me.  ValleyForge.dll, VFDome1.dll, VFDome2.dll, and VFDome3.dll are the dlls for the ship and the domes.  Valley Forge was the only one
with the domes that detached, the Berkshire and Sequioa were SC models.  (In the movie, they had launched their domes early on, so it fit more or less.)  :D

      
      ChristopherT
« Last Edit: November 05, 2008, 06:17:03 PM by ChristopherT »
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tgep

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Re: QJ AgroShip
« Reply #11 on: November 06, 2008, 08:41:12 AM »
I was thinking about this last night. I want to mesh in some Communication antennas and a few small "gribbles" here and there on the main hull. I love the American Airlines logo, but I think it might be better to replace that texture with something a bit more fleet compatible.

I had thought about using Battlestar textures on her, but honestly, I'd really like to preserve the Silent Running aspect of the model as much as I can.

I've also been thinking of using Huey, Dewy, and Louie for UMMUs.  ;D
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gattispilot

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Re: QJ AgroShip
« Reply #12 on: November 06, 2008, 09:30:38 AM »
What we need are the drones.  Maybe I can make them as UMMU's.  I thought about make the B-9 robot mesh as a UMMU

ChristopherT

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Re: QJ AgroShip
« Reply #13 on: November 06, 2008, 01:04:38 PM »
I've seen models of the drones, but I don't know who did them.  They would make some nice UMMU's
though. 
 
    ChristopherT

    http://www.robothut.robotnut.com/3drones.html

    Here's a link to a website that has a pretty good image of all three drones.  I think these are either studio
models or replicas.
« Last Edit: November 06, 2008, 02:12:27 PM by ChristopherT »
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gattispilot

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Re: QJ AgroShip
« Reply #14 on: November 06, 2008, 01:52:50 PM »
I haven't found them so I may have to model them.  The bad part would be the cockpit view as it is higher than the drone.  The interior mesh would be wrong.  I don't know if I make the arm work.  It would be then a vessel