#101
Posted 10 December 2013 - 10:18 AM
Great pics though! I especially like that ‘K7’ with its Cicada arms.
#103
Posted 10 December 2013 - 11:02 AM
I'm sorry if I sounded a little harsh, I haven't had much sleep lately...
#104
Posted 10 December 2013 - 11:27 AM
I am having problems trying to figure out how to get the plates back on to make the K7 again. I am trying to keep the weapon and pod sizes correct. The arms are just not able to mount them.
I do not like the VCRs LRMs under the arms; do like the load out; making the Catapult a hunting cat again.I do like the SRM mounts on the inside of the IWP and top.
I do miss the Gauss Cat from the beginning. The Gauss Cat and Six-Pak Cat were GREAT! and you really had to watch out for them.
Edited by baabaa214, 10 December 2013 - 11:30 AM.
#105
Posted 11 December 2013 - 02:58 AM
Catapult MK IIIC right?
Mad Pult MK III Mass: 85 tons Tech Base: Clan Chassis Config: Biped Rules Level: Advanced Rules Era: Clan Invasion Tech Rating/Era Availability: F/X-X-D-A Production Year: 3070 Cost: 21.051.458 C-Bills Battle Value: 2.403 Chassis: Unknown Endo-Steel Power Plant: Unknown 340 Fusion XL Engine Walking Speed: 43,2 km/h Maximum Speed: 64,8 km/h Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Ferro-Fibrous Armament: 2 Gauss Rifles 2 Ultra AC/2s 2 LRM-5s 2 Streak SRM-2s 2 Anti-Missile Systems Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 130 points 4,50 Internal Locations: 1 CT, 2 LT, 2 RT, 1 LL, 1 RL Engine: XL Fusion Engine 340 13,50 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: Double Heat Sink 10(20) 0,00 Gyro: Standard 4,00 Cockpit: Standard 3,00 Actuators: L: SH+UA R: SH+UA Armor: Ferro-Fibrous AV - 263 14,00 Armor Locations: 1 HD, 1 CT, 2 LT, 1 RT, 1 LL, 1 RL CASE Locations: LT, RT, LA, RA 0,00 Internal Armor Structure Factor Head 3 9 Center Torso 27 41 Center Torso (rear) 13 L/R Torso 18 27 L/R Torso (rear) 9 L/R Arm 14 28 L/R Leg 18 36 ================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Anti-Missile System RT 1 1 0,50 Anti-Missile System LT 1 1 0,50 Gauss Rifle RA 1 6 12,00 Streak SRM-2 RA 2 1 1,00 LRM-5 RA 2 1 1,00 Ultra AC/2 RA 1 2 5,00 Gauss Rifle LA 1 6 12,00 Streak SRM-2 LA 2 1 1,00 LRM-5 LA 2 1 1,00 Ultra AC/2 LA 1 2 5,00 @Ultra AC/2 (45) RT - 1 1,00 @Gauss Rifle (8) RT - 1 1,00 @LRM-5 (24) RT - 1 1,00 @Anti-Missile System (24) RT - 1 1,00 @Ultra AC/2 (45) LT - 1 1,00 @Gauss Rifle (8) LT - 1 1,00 @Streak SRM-2 (50) LT - 1 1,00 Free Critical Slots: 4 BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 24 4 4 5 4 0 4 0 Structure: 5 Special Abilities: AMS, CASE, SRCH, ES, SEAL, SOA, IF 1
#106
Posted 11 December 2013 - 05:02 AM
Everything seems correct; the armor on the Cat seems very low.
#107
Posted 11 December 2013 - 08:13 AM
baabaa214, on 11 December 2013 - 05:02 AM, said:
Everything seems correct; the armor on the Cat seems very low.
Its TT (so you have to increase the armor value)
the all ballistic weapon made it hard to make a corresponding IS Mech. Maybe with reduced speed- light Gauss Rifles, AC 2s and SRM2s
#108
Posted 13 December 2013 - 11:45 AM
These are MLAsers fired in Chain Firing.
I am trying to get a better Glow but still working on it.
#109
Posted 20 December 2013 - 06:26 AM
I have added a new marking to the Cat that is not part of MWO game and working on putting one on the leg; little more difficult on the leg but I a process I think that will work. Check out the head area on the skull.
Tell me what you think of the laser and new marking?
Here is Scar.
Edited by baabaa214, 02 January 2014 - 01:20 PM.
#110
Posted 20 December 2013 - 06:37 AM
But you should make the Laser Lens a lighting source and the laser beam itself too, that would look way more realistic
#111
Posted 28 December 2013 - 08:55 AM
#112
Posted 29 December 2013 - 06:11 AM
PS: Just to be a smartass: yes, lasers are missing a certain glow. but what doesn't work at all is presenting energy beams with an "end". You know, lasers travel at SOL, that means they are constant beams, simply going on/off as a whole. Presenting them as "sticks" ending or starting somewhere in midair simply gives a wrong impression and looks very odd. Actually it's impossible to display chain firing laser weapons in a single frame image. With PPC you can make a beam shorter (like just being fired and leaving the weapon), but if you want to represent the "end of the beam" while traveling, you should probably try to not cut it off, but make it fade or thin out somehow. Again, flying "sticks of energy" look strange. Keep up the good work.
Edited by Allen Ward, 29 December 2013 - 06:16 AM.
#113
Posted 02 January 2014 - 09:56 AM
Over the break I have been working on updating and re-doing the Catapults. Maps and Model were reworked.
I have been working on a new "noseart" for the Catapult.
It is called Python.
Hope you enjoy.
#114
Posted 02 January 2014 - 01:11 PM
#115
Posted 06 January 2014 - 12:19 PM
This is what I have come up with.
Enjoy.
#116
Posted 06 January 2014 - 08:17 PM
baabaa214, on 20 December 2013 - 06:26 AM, said:
I have added a new marking to the Cat that is not part of MWO game and working on putting one on the leg; little more difficult on the leg but I a process I think that will work. Check out the head area on the skull.
Tell me what you think of the laser and new marking?
Here is Scar.
IqfishLP, on 20 December 2013 - 06:37 AM, said:
But you should make the Laser Lens a lighting source and the laser beam itself too, that would look way more realistic
Agreed. Great art. Regarding the lasers, I think it could look somewhat like this with a light source:
#117
Posted 07 January 2014 - 11:15 AM
Introducing - Green Mamba
Enjoy...
Edited by baabaa214, 07 January 2014 - 11:19 AM.
#118
Posted 07 January 2014 - 05:57 PM
Note for Baabaa214 On the Gauss rifle effect:
When the Gauss projectile exits the muzzle at will break the sound barrier, which in normal atmosphere creates a shock wave. Normally represented by a short donut like ring being pulled along with the round for a few feet. Given the size of this weapon it would be fairly large and visible for a short time. I would think there would not be an electrical discharge formed outside the "rifle" as everything goes into the push/pull pulse. And if the firing charge was that great outside the weapon it would disrupt most of the Mech's sensors for a short time, and the targeting computer really needs to be working at that precise time.
Depending on the shape and size of the projectile there may be numerous "Sabots" or an "Armature" that will hold it centered in the "barrel" while it is accelerated and expelled out the muzzle. These Sabots/armatures are pealed off from air resistance and allow the projectile to fly free, you would see them leaving/separating from the projectile shortly after it exits the muzzle.
Ref:
- speed of sound = 768mph
- Gauss rifle = 2000m/s (in game) = 4473.873mph
An example of what we currently use in real life, see the gold coloured elements that are used to center the projectile, with the front shaped to produce an "opening effect" on the components. The U shaped tail (in this example) is only there as a pusher for the dart like projectile.
- now keep in mind that the games projectile is about the size of a persons head. And even if sabots/armatures are not used there would definitely be a shock wave created on exit.
- Update: The round pictured and in the following posters video is from a "Rail-Gun", it's tech use's cascading charged electrical rails and the "U" shaped armature grounds out the rails causing a large mag pulse that push's the projectile along. That also produces a large electrical release out the barrel on exit. The In-Game weapon is a Gauss rifle (using different tech) and would not have that signature electrical burst at firing.
Just some idea's,
9erRed
Edited by 9erRed, 08 January 2014 - 08:01 AM.
#119
Posted 08 January 2014 - 06:36 AM
That's a video of an actual railgun firing. Note the burst of flame right after the projectile is launched! Also note that that projectile is described as having a velocity of 1600 m/s, which is quite a bit less powerful than the MWO Gauss Rifle, so that would have an even bigger blast.
#120
Posted 08 January 2014 - 09:26 AM
I am self taught on 3ds Max and will need to research the effect on creating the sound barrier effect.
I am still learning on the lasers and PPC.
I am enjoying the lightning effect on the Gauss Rifle and planning to keep the effect.
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