Author Topic: StarHunter based ships  (Read 2104 times)

Captain Rodolphus

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StarHunter based ships
« on: July 23, 2010, 06:58:01 AM »
Well let me tell you this was a long train don't come.  At first there was talk of this being a older set of Battle Stars from the time of Kobal. But then the show Caprica came along and kind of blew what I was thinking out of the water.  So I sat on it.  It's been in the air for a year and in the making longer.  It started with a conversation about boats and catamarans which of course switched to Sci-fi and something like those in space.  StarHunter was mentioned and...  But you see StarHunter comes in two parts.  StarHunter and StarHunter 2300.  I'll let you wiki the details.  The 2300 was made first and had such a striking design that Jon made a couple of extras out of it as you will see.  But I want to release this first as it is the first StarHunter ship.  These ships can be used for any purpose in your scenario and aren't necessarily Fleet bound.  In other words Have Fun Damn It!!

 

QJTUM

Cntl+3 Switches Drives
1234 Control FTL's
Cntl+F11 Spools
Cntl+F12 Jumps or Warps
K opens shuttle bay
5 Views

Everybody get's a look at my bed room.  No really that's about what it looks like. After all I did have something to do with the design.  All kidding aside I think that this is some of Jon's best work and led the way to ships like the QJSGU2.  He came up with all these great original textures and I was floored.  And the model has extreme detail.   Enough.  Go fly it!! :-*
                                           Cap

***Please post comments in the appropriate thread, thanks***
http://yankeeclippersmobile.com/forum/index.php/topic,613.0.html
« Last Edit: July 25, 2010, 08:17:10 AM by Captain Rodolphus »



Captain Rodolphus

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Re: StarHunter based ships
« Reply #1 on: July 23, 2010, 07:28:59 AM »
And here's a great shuttle to go with these ships.  It has a lot of Raptor qualities that make it fun to fly.  It's a multipurpose craft.  I'm sure you can find a use for it.




Install Instructions.
I have left the file structure in tack so unzip into a temp folder and move the folders to your Orbiter folder. If asked to overwrite say yes.

Keyboard commands
K = Open/Close Door.
5 = Change views.
F8 = Toggle cockpit.
J = Launch from Battlestar or Flattop
Ctrl J = Attach to Flattop
Ctrl 3 = toggle between Warp Drive and FTL Drive.
1&2 = FTL parameters
3&4 = FTL or Warp parameters
Ctrl 11 = Toggle FTL/Warp drive on /off
Ctrl 12 = Engage FTL or Warp drive
Ctrl 12 = Disengage Warp Drive if running.


QJKRap

And yes we know about the name.  It's the furthest thing from the truth.



Captain Rodolphus

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Re: StarHunter based ships
« Reply #2 on: July 24, 2010, 02:56:06 PM »


Dante's lost in hyperspace.  Percy and the Tulip pop out of hyperspace 15 years later in 2300.  Travis finds the Tulip and Percy.  Your mileage might vary.

QJTransU

Keyboard Commands:
Use 5 to change your view throughout and around the ship.
Use G for the landing gear.
Use K to open Rear Landing Bay.
Use Ctrl 3 to select between Warp Drive and Jump Drives.
Use 1 through 4 to adjust Warp or Jump Drives.
Use F11 to Spool up either Drive.
Use F12 to Start Warp or  Jump Drive.

***Note file is Fixed***
« Last Edit: August 02, 2010, 09:25:21 AM by Captain Rodolphus »



Captain Rodolphus

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Re: StarHunter based ships
« Reply #3 on: August 04, 2010, 09:36:35 AM »


This is the Ragtag Fleet "BattleStar".  It is a multipurpose battle ship for use in any type of scenario that you might need or want it in.  It's very big but despite it's size it maneuvers very well.  Come's with a Great bridge complete with the all important planning and navigation table.  It carries eight fighters, four multipurpose assault vessels and two mobile command units.  It also has the Old school Jump FTL (which I love. 3 AU is just 3 AU lol).  But in O '10 you will have to convert to G :P)  Oh yeah I almost forgot. Did I mention it has missiles?  Oh yeah!! Just don't fire them at a planet.  You will most likely CTD.

On a side note it was a lot of fun being involved with the creation of these ships and this one is no different.  In the initial direction of this project it was more of a retro BSG concept as mentioned previously in this thread.  But that didn't pan and I took it in a more Independent direction.  I also wanted to showcase some ships that aren't necessarily BSG but at the very same time very JTM and RTF.  Below are two separate downloads.  The loaded one is just that.  But not with what you would think.  It's has the QJJosie as the fighter, the QJKrap and the QJRTWM as the mobile command.  All are included in this download and I configured all to use the Common texture system for convenience all around.  ***If you have the QJJosie or the QJMIS3 this will overwrite your mesh and call for textures from JTM\Common.***  The other two scenarios have the ship empty except for missiles.

The second download is more BSG based and has the ship loaded with Vipers (QJMI), Raptors (QJRap) and two Colonial Transports (QJC1).  These are not included in the download but can be found here.

http://yankeeclippersmobile.com/forum/index.php/topic,112.0.html  

All ships tested in O '06 P1 and O '10.

Instructions for the QJRTFBS:

Keyboard Commands:
Use 9 to Select Attached Ship
Use J to Launch Selected Ship
Use F to Select Panel View (to get back to the bridge hit F8 twice)
Use B to Select Rear looking forward Camera
Use V to Select Reverse-View (looking back, exterior, T docking port 1)
Use O to Select Outside Exterior View  (Similar to V and F)
Use C to Set STANDARD THRUST:  Restores the Main Engine Thrust to NORMAL
Use W to Set Mains to Practically ZERO (For the Jump) and MAX RCS for stability
Use U to Multiply Default Jump Distance by 10
Use D to Divide Default Jump Distance by 10
Use Main thrust, 1&2 or 3&4 to adjust jump distance.
Use Ctrl F12 to jump.
Ctrl K = Release all ships from fleet jump.
Shift K = Grab ships for fleet jump
Ctrl J = Select launch bay i.e. switch between bays.
Zero = Fire Right Side forward launching Missile.
Ctrl Zero = Fire left Side forward launching Missile.

And since it's included, instructions for the (Admirals Yacht) QJRTWM:

Keyboard
Ctrl - 3 Switches between Warp and FTL drive
K opens/closes the door
Ctrl - K deploys/stows the Ramp
G is the Gear.
Ctrl-F11 enable/disable exotic  drive system
Ctrl-F12 engages/disengages exotic  drive system
5 switch views
F8 toggle cockpit.

Here it is:
QJRTFBS_Loaded

And

QJRTFBS_Empty
« Last Edit: August 04, 2010, 06:27:57 PM by Captain Rodolphus »



Captain Rodolphus

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Re: StarHunter based ships
« Reply #4 on: August 07, 2011, 05:29:24 AM »


Well right about now we need a distraction from say...everything?

Out of the deep she comes.  The Phantom.

I was tossing files and ran across some gems along the way.  Not the ship itself but the first .dll.  In the second we had k add a load of ships (she carries 6 shuttles and 8 fighters in addition to missiles).  This seemed to cause a few problems.  Then she went into the deep.  But after finding the original .dll I'm bringing her up for the Fleet members.  She's very fast, agile, full of fuel, can jump far enough to ctd and deadly.  The missiles explode at about 2k (make sure you have limited fuel checked or they will not explode and may cause ctd).

The one little problem she has is that g got roped in to the mix.  You can launch ships with g or j.  But if you use g it also opens up the Hand of God in a most violent way.  Beyond that it's harmless.  Have to say it makes me laugh and right now laughter is golden.

Two things I noticed while working on this, this week, was that I believe the ctd problems we had with the missiles and a ship or two in the past might be solved as easily as making sure you have limited fuel checked in your O Params.  I launched missiles everywhere.  On the planet at the planet not once did I ctd.  The second thing is how much fun it is to have say a stinger attached to a bay and spool it up for warp then activate warp.  It can't do anything but be attached and the parent doesn't move on feel any effects.  Now launch it and it leaves at warp x.  Great fun but it brings up other possibilities.

Model textures functions all by Jon Marcure.

You will need QJRap QJVMI QJKRap QJMV
All scn's in Sol
All instructions are included in the (RTFnotes).
All of the ship's in this thread are as finished as they are going to be (at Jon's discretion) but post comments here http://yankeeclippersmobile.com/forum/index.php/topic,613.0.html

                                              Now go blow stuff up!
                                                Captain Rodolphus

QJRTFPH

« Last Edit: August 07, 2011, 07:15:48 AM by Captain Rodolphus »