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Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Sep 01, 2019 9:36 pm
by Driftwood
Would it make sense to support the ability to enable or disable similarly to the shuttle, other craft that say have landing gear added?

Otherwise I was thinking maybe it'd be possible to restrict visible landing gear to 10m or less using lod's?

If this were to be an undesired side effect?

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Sep 01, 2019 9:54 pm
by Rookie_One1
@driftwood AFAIK landing gears use the S-Foils to work.

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Sep 01, 2019 10:08 pm
by Vince T
ok I did a quick test. Couldn't get it to work on an NPC ship in skirmish mode. After being captured it just hypers out.

With me piloting it, things look pretty cool already...
rotwings.jpg

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Sep 01, 2019 10:51 pm
by Driftwood
Rookie_One1 wrote:
Sun Sep 01, 2019 9:54 pm
@driftwood AFAIK landing gears use the S-Foils to work.
Which is why I asked obviously.

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Sep 01, 2019 11:00 pm
by Bman
Nice. Thanks Jeremy! :-)

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Mon Sep 02, 2019 1:10 am
by Rookie_One1
@G_T I think there is some early missions where you can try and check it out in mission mode, B0M3 I think ?

EDIT : scratch that, in B0M3 it's a VSD2, first instance of a VSD1 is in B1M2

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Mon Sep 02, 2019 4:54 am
by Vince T
‚S okay, I‘ll whip up a test mission this evening

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Mon Sep 02, 2019 4:03 pm
by Bman
How many meshes so far (not including LOD's) ?

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Mon Sep 02, 2019 4:29 pm
by Vince T
Varies between 50 and 60, I'm sort-of assembling the pieces separately so there's a lot of meshes that are going to be combined in the final version.
Facecount roughly around 14-15k, some 50-60k-ish vertices.

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Fri Sep 06, 2019 3:36 pm
by Avarice1987
Wow, that looks great. Very good work!

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sat Sep 07, 2019 6:42 pm
by Griffin
Great job so far GT!

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sat Sep 28, 2019 3:05 pm
by Vince T
I'm such a tease XD
VSDTeaser2.jpg

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Sep 29, 2019 4:04 pm
by Rookie_One1
you better release that soon, if not....got a fish of dubious freshness that's waiting for you :lachtot:

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Oct 13, 2019 3:51 pm
by Vince T
Well, right now I'm aiming for christmas but you didn't hear that from me.

For now here's a little something :D
VSDIngame1.jpg

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Oct 13, 2019 5:14 pm
by Rookie_One1
With the wings being so thin on that screenshot, is that a consequence of LOD ?

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Oct 13, 2019 5:22 pm
by Vince T
It doesn't have a LOD yet, but it may be a combination of resolution & lighting. The wings are pretty sturdy. You can check out my full WIP blog with more images Here

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Wed Nov 13, 2019 9:28 pm
by Vince T
Holy crap with those new ddraw features I can save myself the time of creating separate renders or photoshopping outside the game. They just come out like this.....
VSD2.jpg

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Thu Nov 14, 2019 1:18 am
by Kampher
That looks great! Please, please work on an updated ISD 1 or 2 next!

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sat Nov 16, 2019 6:57 pm
by Griffin
Amazing!
drooling_cat.jpg
"- Remodel the forward observation prong pokey thingie next to the bridge. The heck is that thing for anyway?!?" - I thought it was a forward observation section...because they don't have binoculars or technology to zoom in on anything in the Imperial Navy, so making the Captain walk ~50 meters to get what would be the equivalent of 2x zoom from an iPhone is worth building that pokey thingie?

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Nov 17, 2019 9:04 am
by Vince T
Well I'd model it in because most other depictions featured it including the original EGVV schematics, where it's described as an observation station. But like you said, looking at it realistically it serves no real purpose, unless I make it a sort-of oversized gun, which a VSD doesn't have or anything else. The other option would be to just remove it alltogether. By now there's just as many depictions with as there are without.

For anybody wondering, we're talking about this one:
pokeything.jpg

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Nov 17, 2019 10:51 am
by Mark_Farlander
Are there 3 shield generators?

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Nov 17, 2019 11:05 am
by Vince T
According to the EGVV that smaller globe in the back is the aft targeting system.
IMG_3581.JPG



Buuut like with the forward observation station I've seen various depictions without it. In the end I may take some creative liberty and ommit both these things....

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Nov 17, 2019 3:57 pm
by keiranhalcyon7
I could swear at least one of the games made that the concussion missile launcher.

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Nov 17, 2019 5:20 pm
by Q
keiranhalcyon7 wrote:
Sun Nov 17, 2019 3:57 pm
I could swear at least one of the games made that the concussion missile launcher.
I can confirm this! In TIE Fighter (1994) and X-Wing vs. TIE Fighter (1998) the VSD has TWO warhead launchers, one on each side of the bridge superstructure. I'm not sure where or when this design idea originated.

Re: VSD v2 Ultimate Edition WIP & Discussion

Posted: Sun Nov 17, 2019 6:17 pm
by Vince T
The vanilla XWA version does still have both of those tubes, however no hardpoints attached to them. In fact, one thing that irritates me most, is that the ship only has default EmpireLaser hardpoints assigned to it.