Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
07-12-2010, 01:06 PM
Quote:
Originally Posted by Commander_Shepherd
Posted this in the 'Refit Intrepid' thread, but felt it worth repeating here!

-------------------------------------

Hmm...

Just looking at a screenshot of the new ablative armour, and I've noticed that it's really inaccurate, compared to the armour from 'Endgame'.

Here's the screenshot in question:

http://www.flickr.com/photos/mustrum...7624399590710/

And here are shots of the CGI model used in 'Endgame', courtesy of Doug Drexler's website:

http://drexfiles.wordpress.com/2009/...blative-armor/
I'll add them to the front. Can you provide any more shots, perhaps using similar angles (within the ship editor) to the shots provided in the Drex files?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
07-12-2010, 03:53 PM
Quote:
Originally Posted by MustrumRidcully View Post
Ah, I actually uploaded my Advanced Escort recently.

http://www.flickr.com/photos/mustrum...7624399590710/

The deflector array looks strange.

The deflector dish has been fixed. Should be in one of the next couple patches.

Thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 83
07-12-2010, 05:06 PM
Also on the advanced escort, Cerberus nacelles seem to be a little bit too high on most pylons (for the top pair), leading to a weird-gap. Should be a five minute fix, nacelles just need to be shifted a small amount downward.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 84
07-12-2010, 07:12 PM
http://sphotos.ak.fbcdn.net/hphotos-..._8193587_n.jpg


Since the revamp of the Galaxy, I have noticed that the phasers don't fire from the phaser strip. I don't know how hard it would be to fix, but it ought to be done eventually.

Pretty minor, I know, but if you're going to make the textures more accurate, it's counterproductive to have this little problem.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 85
07-12-2010, 09:19 PM
Quote:
Originally Posted by hurleybird View Post
Also on the advanced escort, Cerberus nacelles seem to be a little bit too high on most pylons (for the top pair), leading to a weird-gap. Should be a five minute fix, nacelles just need to be shifted a small amount downward.
Should already on the first page.


Quote:
Originally Posted by Mojo View Post
http://sphotos.ak.fbcdn.net/hphotos-..._8193587_n.jpg


Since the revamp of the Galaxy, I have noticed that the phasers don't fire from the phaser strip. I don't know how hard it would be to fix, but it ought to be done eventually.

Pretty minor, I know, but if you're going to make the textures more accurate, it's counterproductive to have this little problem.
CapnLogan said he's on top of it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 86
07-12-2010, 09:21 PM
Quote:
Originally Posted by AngelSilhouette View Post
I'll add them to the front. Can you provide any more shots, perhaps using similar angles (within the ship editor) to the shots provided in the Drex files?
Haven't got to the appropriate rank/level yet (I hope I never do, to be honest - I'd much prefer to hit Captain and stay there...), so I can't take ship editor screenshots, unfortunately. I did, however, find another screenshot floating around, and posted the following in a different thread:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Here's a top/rear view of the CGI model:

http://drexfiles.files.wordpress.com...x_010-copy.jpg

And a similar shot of the new game version:

http://i29.tinypic.com/mrwaom.jpg


The proper version looks like armour over the hull of the ship. STO's current take on it just looks like a new hull material option with a generic 'armour' pattern (interestingly, it looks pretty similar to the inventory icons for personal armour).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 87
07-12-2010, 09:48 PM
Quote:
Originally Posted by Commander_Shepherd
Haven't got to the appropriate rank/level yet (I hope I never do, to be honest - I'd much prefer to hit Captain and stay there...), so I can't take ship editor screenshots, unfortunately. I did, however, find another screenshot floating around, and posted the following in a different thread:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Here's a top/rear view of the CGI model:

http://drexfiles.files.wordpress.com...x_010-copy.jpg

And a similar shot of the new game version:

http://i29.tinypic.com/mrwaom.jpg


The proper version looks like armour over the hull of the ship. STO's current take on it just looks like a new hull material option with a generic 'armour' pattern (interestingly, it looks pretty similar to the inventory icons for personal armour).
Crast on a crutch, that's hideous. >.<

You're right, it is a simple texture swap instead of a new model (which is what it should be.)

I spliced the pics together and put them on the front page as a side by side. Give it a look see.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 88
07-12-2010, 10:19 PM
Quote:
Originally Posted by AngelSilhouette View Post
Funny about it being too big to film. Andrew Probert insisted on a larger Enterprise A model because the 4 footer just wasn't big enough to get any decent detail.
I'm not sure how much input Andrew Probert had after the first two-three seasons. The four foot model was mainly used after that time frame, until it showed up again in Generations with a new blue paint scheme.

Also it's really only the secondary hull (deflector area in particular) that some of us are interested in using the six foot reference for. I have no objections to the four foot model being used as a reference point for the saucer section because, well, Ten Forward has to be incorporated and it's not as if it's a huge deal having a slightly thicker saucer rim.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 89
07-13-2010, 02:24 AM
The Shuttle Bay on the Prometheus is wrong, is should have a cone shutter style door (http://www.ex-astris-scientia.org/scans/sfvarious1.htm about half way down the page).

The Phoenix class doesn't have a discernible shuttle bay at all (I don't think the other variants do either), and the bridge cake only has 3 forward windows, which doesn't seem a decent layout to accommodate both a ready room and a observation lounge/conference room, as we see on most modern start ships.

As far as I can tell no Advanced Escort has a Warp Core ejection port, which is also visible on the shots on the above site.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 90
07-13-2010, 06:51 AM
Going to add another one in here that I've only really noticed recently. The deflector dish isn't correctly mounted into the hull on the Dervish as you can see the gaps between the hull/deflector texture. Granted they're quite small, but they're there.

Dervish class deflector

On a related previously reported note, the underside of the Dervish saucer still has the flickering window texture problem on Tribble.
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