The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Starbase Café => Topic started by: JonoPorter on June 16, 2008, 08:25:48 am



Title: Make a Ship
Post by: JonoPorter on June 16, 2008, 08:25:48 am
I was looking through the hard drive on my old computer and found an image of a ship I designed a long time ago. And decided to post it here.

(http://img508.imageshack.us/img508/9514/shipsmalleruv4.png)

Anyone else ever design ships? Then post them. I would like to see what other people have thought up.


Title: Re: Make a Ship
Post by: Death 999 on June 16, 2008, 04:51:19 pm
(http://img128.imageshack.us/img128/3953/battleshipdb6.png)

As you can see, it's lego.

Principal features:
5 detachable attack craft (4 red, on rear corners; 1 black in rear, facing down)
axial gauss cannon
4 light guns

Advanced torpedo delivery system:
four axial tubes, double length
four independently aimable pairs of tubes
All tubes are bidirectional, and can link end to end for greater launch speed.
Principal configurations:
Bombardment: four quad length axial tubes for high speed launch
Assault: eight double length axial tubes for rapid fire
Defensive: independently aimable tubes at various angles, all further from the center axis than shown; ship will spin up in this configuration so the fire is not restricted to one plane.


Title: Re: Make a Ship
Post by: Shiver on June 16, 2008, 08:46:29 pm
Oo, I got just the thing for this thread. I play with 100% custom made ships in GalCiv2, and have made quite a few gems in that game.



(http://i211.photobucket.com/albums/bb278/SunBloom/Nephele.jpg)

Drool over Nephele, my colony ship. I don't know how to make animated .gifs, so unfortunately you can't see all the little rings rotating around the ship.


Title: Re: Make a Ship
Post by: Cedric6014 on June 16, 2008, 09:53:51 pm
Holy crap Shiver, that's amazing. What software did you use?


Title: Re: Make a Ship
Post by: Death 999 on June 16, 2008, 10:17:02 pm
Suddenly my battleship doesn't look so amazing.


Title: Re: Make a Ship
Post by: Alvarin on June 16, 2008, 10:18:34 pm
Holy crap Shiver, that's amazing. What software did you use?

It is internal Galactic Civilization editor .


Title: Re: Make a Ship
Post by: SweetSassyMolassy on June 16, 2008, 11:17:32 pm
Jono, you should definitely switch to matter/antimatter instead of using magnets and electricity.


Title: Re: Make a Ship
Post by: Shiver on June 17, 2008, 12:24:15 am
It is internal Galactic Civilization editor .

3rd expansion + Kryo's Hull System Mod. To be honest, Galactic Civilizations 2 is inferior in most ways to Civ 4. I've spent more time on the game's ship editor than I have actually playing the game.


Title: Re: Make a Ship
Post by: Death 999 on June 17, 2008, 03:54:42 pm
Jono, you should definitely switch to matter/antimatter instead of using magnets and electricity.

Why? It doesn't have any intrinsic advantages. Magnets do what magnets do, which is quite a lot of things; and unless you make a magnet out of antimatter, it can't do those things. The main thing it does is blow up.


Title: Re: Make a Ship
Post by: Zeep-Eeep on June 17, 2008, 06:02:38 pm
I've never modeled it, but I always wanted an egg-like ship in UQM. An egg-shaped Ur-Quan sized ship with repulsor shields and a power medium-range laser that locks on like the Skift's.


Title: Re: Make a Ship
Post by: SweetSassyMolassy on June 18, 2008, 03:03:58 am
Jono, you should definitely switch to matter/antimatter instead of using magnets and electricity.

Why? It doesn't have any intrinsic advantages. Magnets do what magnets do, which is quite a lot of things; and unless you make a magnet out of antimatter, it can't do those things. The main thing it does is blow up.

Sure it does. You'd need gigantic magnets to equal the amount of energy produced by a small matter/antimatter collision. And yeah, in 2008 it would just blow up, but hopefully by 2155 they could contain the energy somehow.


Title: Re: Make a Ship
Post by: Elvish Pillager on June 18, 2008, 12:26:45 pm
By 2155, they'll also make super-powerful miniaturized magnets.


Title: Re: Make a Ship
Post by: SweetSassyMolassy on June 18, 2008, 01:42:07 pm
containing matter and antimatter is already almost a possibility. Electromagnets haven't changed in a couple hundred years that much


Title: Re: Make a Ship
Post by: JonoPorter on June 18, 2008, 06:31:17 pm
Why it uses magnets is because the primary weapon is a Free Electron Laser (http://en.wikipedia.org/wiki/Free_electron_laser).

If you want a ship that uses Antimatter (considering we don’t even know the characteristics of it yet) then feel free to design one.



Title: Re: Make a Ship
Post by: Death 999 on June 18, 2008, 09:15:47 pm
We do know the characteristics of antimatter, and from the intrinsic point of view it's just like matter.

We can already contain it. This containment, incidentally, involves large magnets.

Energy production is not what you use magnets for. So it's like comparing apples to bricks.


Title: Re: Make a Ship
Post by: Elvish Pillager on June 18, 2008, 09:35:46 pm
yeah... I'll build a ship using anti-matter. It'll be just like my other ships, only it'll be made out of anti-matter instead of matter. ;)


Title: Re: Make a Ship
Post by: SweetSassyMolassy on June 18, 2008, 11:06:00 pm
What do you mean energy production isn't what you use magnets for? A generator is just a big rotating magnet.

 The containment of the matter and anti-matter isn't really important in this discussion, just the way they're combined to produce the energy. I didn't realize that the majority of Jono's ship is a weapon, I thought the electromagnets were used for propulsion.
A weapon using a matter/antimatter collision would be really tough to make, it would probably have to be some kind of bomb.


Title: Re: Make a Ship
Post by: Elvish Pillager on June 18, 2008, 11:15:59 pm
What do you mean energy production isn't what you use magnets for? A generator is just a big rotating magnet.
A generator doesn't produce energy. Get your physics straight.

(Although, arguably, matter-antimatter reactions don't produce energy either, just convert energy from matter form.)


Title: Re: Make a Ship
Post by: SweetSassyMolassy on June 18, 2008, 11:39:30 pm
An electric generator produces a current. In a single wire, power is (current squared*internal resistance) Power is in units of Joules/Second, Energy is in units of joules. So if a generator has a power of 1 watt, in 1 second it produces 1 joule of energy.

Fine, if you want to call rest energy a form of energy, that's true about anti-matter. But it does convert matter to energy, thus producing energy from the matter.


Title: Re: Make a Ship
Post by: Death 999 on June 19, 2008, 04:05:50 pm
Magnets can be used to transduce energy from mechanical to electrical. If you didn't have a mechanical power source, your magnets will not be an electrical power source.

The magnets in the original ship were not even being used for power generation. They were specifically being used for something that antimatter cannot be -- unless, of course you make the magnets out of the antimatter. And unless as EP said the entire ship is made of antimatter, it isn't going to be easy to hold onto those magnets.

So, if you want to use antimatter, the only place it might fit would be in the power systems, which in the original were some sort of nuclear. Even then, nuclear might be a better choice, due to the inefficiencies of generating antimatter.


Title: Re: Make a Ship
Post by: SweetSassyMolassy on June 19, 2008, 11:44:30 pm
Yeah, it took me until my last post to realize that the magnets/electricity weren't used as a power system for the ship, and I guess are some kind of weapon.
Obviously the magnets aren't creating energy from nowhere, when I said "producing" I was just simplifying the argument. The energy I was referring to was just the energy from the electric current. In the same way, it's easier to say that a power plant "puts out" or "produces" a certain amount of energy, but of course it doesn't originate in the power plant.

So, what I meant to say 10 posts ago was that the nuclear pods in the back of the ship would be cooler if they were anti-matter. My comment doesn't have a lot of ground anymore though. In 2155, hopefully we will have advanced far enough in technology to utilize anti-matter's power. It would be really hard to get to sub-light speed using just nuclear power.


Title: Re: Make a Ship
Post by: Particleman42 on June 20, 2008, 01:06:14 am
It would be really hard to get to sub-light speed using just nuclear power.

Surely you mean near-light speed? Me walking would be sub-light speed.


Title: Re: Make a Ship
Post by: SweetSassyMolassy on June 20, 2008, 02:25:55 am
jesus is everything about semantics on this thread


Title: Re: Make a Ship
Post by: Lukipela on June 20, 2008, 08:41:10 am
jesus is everything about semantics on this thread

Welcometo the UQM! It's what we do best here.


Title: Re: Make a Ship
Post by: Shiver on June 20, 2008, 08:24:47 pm
Quote from: Lukipela
Welcometo the UQM! It's what we do best here.

This, my friends, is the sterling attitude that made SCDB what it is today.

(click to show/hide)


Title: Re: Make a Ship
Post by: RTyp06 on June 20, 2008, 11:48:32 pm
(http://img71.imageshack.us/img71/2015/bannerbzk7.th.jpg) (http://img71.imageshack.us/my.php?image=bannerbzk7.jpg)

Hope this isn't too small...

Ships I made for modding "Star Control Online" beta and various other projects.


Title: Re: Make a Ship
Post by: JonoPorter on June 21, 2008, 03:15:10 am
We do know the characteristics of antimatter, and from the intrinsic point of view it's just like matter.

We assume we know the characteristics of anti-matter, but we really don’t.  We don’t even know how it will be affected by gravity. (http://en.wikipedia.org/wiki/Gravitational_interaction_of_antimatter) Let alone if it can form molecular bonds.


Title: Re: Make a Ship
Post by: SweetSassyMolassy on June 21, 2008, 04:04:16 am
We know enough about it to be pertinent to this discussion though. It can be contained, and it definitely annihilates when brought into contact with matter, converting all of it's rest energy to other forms


Title: Re: Make a Ship
Post by: Lukipela on June 21, 2008, 10:20:10 pm
Ships I made for modding "Star Control Online" beta and various other projects.

Heh, Naq-Ru ships. Nice.

And Shiver, you shouldn't take things so personally. Your anger is a weight on your soul.


Title: Re: Make a Ship
Post by: Shiver on June 22, 2008, 12:32:14 am
And Shiver, you shouldn't take things so personally. Your anger is a weight on your soul.

You read SA occasionally, but you still don't understand their style of posting. :(


Title: Re: Make a Ship
Post by: Ph on June 22, 2008, 01:25:03 am

You read SA occasionally, but you still don't understand their style of posting. :(

Well, when that sort of thing is posted outside of somethingawful, people won't necessarily know to interpret it that way even if they're familiar with the posting style to which you refer.

e:  quote added in due to being on a different page.


Title: Re: Make a Ship
Post by: Lukipela on June 22, 2008, 10:05:47 am

You read SA occasionally, but you still don't understand their style of posting. :(

Well, when that sort of thing is posted outside of somethingawful, people won't necessarily know to interpret it that way even if they're familiar with the posting style to which you refer.

e:  quote added in due to being on a different page.

Phrased it much better than I would have.

Going back on topic, I'm curious as to why RTyp06 has no Ha-Rohk in his game.


Title: Re: Make a Ship
Post by: countchocula86 on June 22, 2008, 10:23:05 pm
Quote
Hope this isn't too small...

Ships I made for modding "Star Control Online" beta and various other projects.
Great lookin ships, did any of these projects come to fruition?


Title: Re: Make a Ship
Post by: JonoPorter on June 23, 2008, 09:11:07 am
What is relevant to this thread?
A) SA
B) posting styles
C) what romans did
D) ship designs
E) A, B, and C

(click to show/hide)


Title: Re: Make a Ship
Post by: Lukipela on June 23, 2008, 09:25:28 am
What is relevant to this thread?
A) SA
B) posting styles
C) what romans did
D) ship designs
E) A, B, and C

If it counts I designed (albeit sketchily) a Shofixti ship, "The Whale" (http://starcontrol.classicgaming.gamespy.com/forum/index.php?topic=398.msg4772#msg4772). In the same thread there are also some undead Ilwrath ships I made. No pictures or specs though.


Title: Re: Make a Ship
Post by: Resh Aleph on June 23, 2008, 09:32:07 am
Hey! Having pointless PM arguments with Luki is my job. I feel betrayed.


Title: Re: Make a Ship
Post by: Lukipela on June 23, 2008, 03:19:49 pm
Don't worry alephresh, you'll always be my number one  :-*


Title: Re: Make a Ship
Post by: Particleman42 on June 23, 2008, 03:43:31 pm
Well, I made this a year or two ago:
(click to show/hide)



Title: Re: Make a Ship
Post by: Lukipela on June 23, 2008, 03:52:02 pm
How did you come up with 314 m? Pi?


Title: Re: Make a Ship
Post by: Death 999 on June 23, 2008, 11:09:17 pm
We assume we know the characteristics of anti-matter, but we really don’t.  We don’t even know how it will be affected by gravity. (http://en.wikipedia.org/wiki/Gravitational_interaction_of_antimatter) Let alone if it can form molecular bonds.

It's not a very dangerous assumption like, say, thinking we know how black holes work. We have, after all, made and experimented with antimatter for over fifty years. We know its electronic charge, inertial mass, and spin to very high precision; and these are the only material parameters (as opposed to universal constants) needed to reproduce all of chemistry.

Gravity is utterly irrelevant to the ability to form molecular bonds. Sure, there could be something odd there. Maybe.


Title: Re: Make a Ship
Post by: RTyp06 on June 23, 2008, 11:50:49 pm
Going back on topic now that we've cleared up the difference between UQM and SA, I'm curious as to why RTyp06 has no Ha-Rohk in his game.

May happen, the decade is still young...  ;)


@countchocula86

Just for personal modding mainly and some now abandonded Visual Basic projects. Some of the ships I did use in my Game Maker games currently uploaded at YoYo.


Title: Re: Make a Ship
Post by: Particleman42 on June 24, 2008, 04:23:08 pm
How did you come up with 314 m? Pi?

No, not consciously. I just wanted a length a bit over 300 meters, really.


Title: Re: Make a Ship
Post by: xenoclone on June 24, 2008, 06:46:02 pm
Here's a ship I've dubbed the "Razor" in low and high res.
Original low: (http://www.xenoclone.com/images/razor_lo.png)
Recent high: (http://www.xenoclone.com/images/razor_hi.png)