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Topics - NoStr0m0

#1
Overdrive Terminal / Some BZ inspired 3D
December 09, 2009, 04:27:22 AM
Feel free to comment and cc on any aspect you think can be improved.




I'll post some more things when I have them.
#2
Battlezone 2 / Some renders
April 28, 2009, 11:35:35 AM
It's not much and it still needs work, but it's something I want to share with you guys.
And I'm typing this here instead of at the bottom because by the time you reach it you'll forget how it started.
Please comment on what you like, what you don't, what I could change. Of course, ideas are most welcomed.'


This is a little animation of the Thunderbolt. Although not my favorite unit in the game, it kinda got under my skin as I have been working on it for some time. (it's 29. something MB, uploaded to Megauploads)



so just to explain things a bit:
- red - ammo lines
- blue - cooling
- green - propulsion systems

I've gone with the Gauss principle of accelerating particles, or in this case projectiles to high velocities through powerful magnets or coils, seen in a bluish color in the miniguns (the main cannon works in the same way) since it would be a waste of space, time, materials, whatever to create normal rounds that require a detonation to fire them.
Both Minis and Main "produce" their ammunition internally, the ammo lines only supply the minifactories with biometal.
The main cannon produces ammo in advance, always having a couple of missiles on standby since they take longer to create than minigun rounds.

The big block in the back is the biometal tank, from which ammo is made. It's common to the mini and main so if you're shooting one, you're depleating ammo for all weapons.

The "reactor" is where stuff happens. Biometal is sprayed and heated up through current induction (joule-lenz effect) by some large, powerful coils built in the reactor. In the heat echanger in the rear of the reactor, atmospheric gasses are drawn and heated, thus expanding their volume, then forced out through the back, for thrust. Aditional effects might be needed, still working on this part. The scouts worked on Mercury which, to my knowledge has no atmosphere so something else must have been used for thrust.
I'm also thinking of using a small part of the biometal in the tank as combustible material but not sure that would work. And it would be expensive, and units would require refueling.

The cooling lines are a heat exchanger that capture residual heat from ammo production and inject it back in the reactor, where it's needed.

The chair is a slightly modified ejection seat, seat belts to be added later. It works like a normal ejection seat, with the addition of a few small thrusters, two twins behind the pilot's head, and two-four under the chair to help the pilot gain altitude and escape the explosion of his craft and enemy fire after. The thrusters are needed since in a normal ejection seat you already are at 10 000 feat, where as in BZ units you're at ground level.

The cockpit systems are almost all digital. including level meter, viewing, communication and tactical monitors. The controls are "user friendly", simple and intuitive. Joystick for forward, back, left, right motin, pedals for left-right rotation, push-pull lever for thrust. Knobs for sensitivity and other adjustments, buttons for a multitude of tasks, I'll figure them out when I get to them.
The two arms are retractable, swinging sideways to allow the pilot to enter/exit the cockpit. In case of ejection, the automatically and instantly swing into their retracted position.

The three glowy things you see at the front are smaller thrusters that allow the scout to go backwards. The reduction in speed is obvious. For sideways movement, it relies on thrust channeling using the nozzles at the back and the thrust provided by the wing nozzles.

Near the lights, one on each side, is a radar unit. The two units are used to offer a 3D view of the battlefield, just as eyes offer a 3D view of the world by being slightly apart.

Ok, that's it for the scout. On to the other two.

1. A helmet, for the moment. Not much to say about it. It's the default ISDF helmet. Anti fogging visor and air mask that will connect to an air supply in the backpack of the suit for non-breathable atmospheres. Air filters for almost breathable atmospheres.



2. Standard ISDF pulse rifle (redone)
Uses Gauss effect for firing projectiles. The sniper barrel is at the top, it's a bit more special. but I'm not gonna tell you how just yet.
The lower barrel is for normal projectiles. Bored (or at least that's how I think it's spelled... I mean it has a spiraling shape inside) to offer stability to the bullets.
Rounds are created inside the riffle from a biometal reserve, like an ammo cartrige.
Unlike minigun and other rounds, though, the pulse gun shoots very small amounts of biometal, the only limit in a normal fight being the overheating of the minifactory and the gun barrels.
Laser sight.
The scope is a mixture of optics and electronics. The two small, red spots on the scope are nightvision/radar units.
Retractable legs for firing from the ground or cover.



3. And finally, a default ISDF test/crash dummy. I'll call him Steve