Jump to content

Chilibird

Members
  • Posts

    296
  • Joined

  • Last visited

    Never

Everything posted by Chilibird

  1. The gun actually doesn't extend too far past the nose of the vehicle. The angle of the shot just makes it look that way. Though, I do like the idea of widening the rear-end of the turret...
  2. Sounds good. With any luck, I might actually have the Ramses done by then. It's all coming down to texturing right now 0.o
  3. Alrighty, this here is the new turret. I have not changed anything about the hull yet. That's next after the turret is more satisfactory.
  4. I agree, Aittam. I'll see what I can do to fix up the hull. I think I might drop the side-skirts, or lower the hull close to tread level. Or both... or something I had a design idea hit me for the turret, so I'm going to get to work on that. Dark_Au-> If you want my consideration, start acting like an adult.
  5. Alrighty, The turret has been upgraded. Looks more suited to what it'll be doing. (FYI- The textures will be made better in due time) New Turret Next to the Thor
  6. Aittam-> I'll see what I can do with the turret. I'm just aiming for something that puts the gun higher. Posel-> It is slightly smaller than the Thor. I'll try to work that screenshot, though. I may scale it up, just due to the massive power of the gun.
  7. Greetings officers of the Liveship Rbenteus. I have for you today, a new battle tank, which will certainly move our technology foward by great strides on the battlefield. Presenting, the Rames R7 long range battle tank! This tank boasts a longer barrel, and a MUCH higher muzzle velocity than the Thor Main Battle Tank you know today. Though it has not been tested in combat situations, this is believed to be able to pierce the point defense ion shields that forstall many a battle operation. However, due to it's sheer velocity, the Turret is not capable of a full 360 degree turn, as the danger of flipping the tank becomes too great when turned too far. It will rotate approximately 30 degrees to either side, which is more than enough to target and engage your enemy. Also, due to the Ramses large ammo capacity, boasting 60 Armor Piercing rounds, 30 High Explosive Anti-Tank rounds, and 15 High Explosive rounds, there is no room for a coaxial machine gun, so you will want to avoid the front line combat. The Ramses Main Gun is one of the most powerful ever produced out of our liveship. It has a 6000 Meter per Second muzzle velocity when firing Armor Piercing, and High Explosive Anti Tank rounds. Due to the combustibilty factor of High Explosive rounds, the targeting computer will automatically reduce the power behind the gun when firing High Explosive rounds to approximately 3000 Meters per Second. In addition to possibly being able to pierce point-defense shields, it is also belived that an armor piercing shell will be able to peirce the hull armor of a Hurricane from 3000 meters away. The Ramses has enough armor to withstand one or two direct hits from a low calibur gun, though it may possibly damage key components. Any higher power gun, such as those from the Main Battle Tank, or close shots from light tanks, will almost certainly penetrate the tank's armor. The tank's fuel systems, engine, and drive train are all encased in redundant housings. Due to advancements in technology, including a hydrogen powered motor, a penetrating shot on the engine, or the fuel cell, will not cause an explosion. However, there is a risk that the components will short-circut, and catch fire. The downside to this technology is two sided. First, the engine is larger than typical AntiMatter motors, presenting a larger target. Second, the components to the engine are more sensitive, so it is far easier to disable. This means that you don't want to present your hull to the enemy to be hit, so learn to use your Hull-Down positions. The Ramses Turret and Gun are mounted high for this reason! Lastly, I give you one of the largest improvements on battle tanks today. The Ramses is the first to boast this technology. All ammunition is housed in the turret, and is encased in a antimatter-fortified, Reenforced, 3 inch thick steel container. That means that even a direct hit WILL NOT cause the tank to explode. However, your ammuntion and computer-gunnery controls will almost certainly be destroyed in this case, so you will want to extract as fast as possible. So, gentlemen, I'm sure you're curious what this new tank looks like, with all of it's hype. This picture was taken during testing on a remote base. Remember, the details of this tank are classified level Phi. Any leaks of information are punishable by death. Dismissed! ((Any thoughts or suggustions are appreciated. I finally got this to how I like it, I'd like to know what people think))
  8. Well, the Ramses, if I ever finish it, will have a very powerful gun, possibly capable (though untested) of piercing Point Defense shields. Originally, it was designed as a point defense, but mobile, weapon. As for it's intended target, it was ment to give the Hurricane and its gun a run for it's money.
  9. "Halo had a plot? I thought it was a game about a bunch of 12 year olds calling me a homosexual...."
  10. Basically, the game isn't perfect. Noone is denying that. However, not every game is ment for every person, and in the case of this reviewer, DropTeam was not the kind of game that they like. I would agree with what has been said. That review was aimed at taking "Tactical Simulation" a little more literally. They were expecting some superrealistic tank fighting game, when, in reality, they probably don't know the first thing about them. Granted, the graphics aren't the best, nor is the sound, but then again, that's what makes this game. And besides, it's one of the most addicting games I've played for mac in a long time. And compare it to something like BF2, which seems to be the *cough* 'gold-standard' these days. That game is about as big of a failure in the development dept as it gets, but critics love it, simply because it is mass-marketed. I'd personally rather like to play a game everyone hates, and not ever have to open the admin panel, then play a game everyone loves, but spend my whole time on the server adminning instead of playing.
  11. It's on, Clay. Just remember, the looser gets to clean up the battlefield. I hope you remember to bring your broom I think the Upstarts should find some way to discuss what our strategy will be. Keep in mind, we're going up against the guys who created this game, so they know exactly where to hit us to take us out. 15th works awesome for me, btw.
  12. I think the antimatter motor involves antimatter being anhialated (100% efficency) and the resulting energy somehow harnessed. As such, the reason the engine being shot MAY explode is because if the area containing the combusting antimatter, or the lines that keep the antimatter in-vaccum in the fuel container are severed, the antimatter is exposed to air, and anihalates, exposing the vehicle to extreme amounts of heat, most likely taking out the fuel container, causing an explosion.
  13. With all of this talk about area of effect artillery, ect, I had an odd idea. We know that we can set a weapon to fire x times in rapid succession. I presume that each shot is calculated individually. So in the case of a circular launcher, you could set the shot origin to the center of the turret, and the spread to a very high amount, and so each of the x shots coming out of the barrel would follow a seperate path. With HE rounds, you would have an effective area barrage piece. Just a thought. I haven't tested it myself.
  14. I've got a possible idea.. take a look over in the mods section...
  15. Eh, if used correctly, it's quite effective at clearing defenders out of a defensive position. On the Bayou map, I was hiding behind a rock, and peeking out to fire at a hull-down Thor. I backed out from the rock, and Jung came up behind me. Then, from somewhere on the other side of a map, a Hurricane shot landed right in the middle of us, taking out my computer, and damaging my engine and gunner. Needless to say, I was out of there pretty fast, as was Jung.
  16. I'm in on the upstarts side! Need a Hurricane Driver? I'm your man!
  17. I'm taking a stab in the dark, but I figure it's how long (in the instance of the track) before the track texture can reset and repeat. A CPU saver, perhaps.
  18. Pfft, they use the DT engine, and even some of its units, and can't even make it mac compatable :\
  19. Well, having it stutter and come back is better than having it drop out all together and starting the rotation over again.
  20. Chilibird

    Boom!

    Big Onery Oomph Machine
  21. Having the turrets fly off on a explosion hit does make sense. I've always found it odd when the chassis goes up with a bang (not just burning), but the turret remains in perfect condition. It would at least make more sense to 1. Make the turret destroyed as well, and/or 2. have it fly off the chassis.
  22. Chilibird

    Boom!

    Infantry Placed C4!
  23. Chilibird

    Boom!

    Infantry placed land-mines, instead of the pod-dropped ones now? Or keep the pod dropped ones, since they can only be dropped in deployment time. Then allow an engineering infantry to place mines.
  24. The things I've found in messing with the cube (sorry, I've been a bit lax on email) is that the normals can get flipped. Are you saying that they appear inside out? (If you position the camera inside the cube, can you see sides?). In that case, select the affected polygons in blender, and choose "Flip Normals" Otherwise, it might just be a lighting effect.
×
×
  • Create New...