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Space Ships Thread
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 209
Thread images: 151
To talk about Space ships games, rpg or fluff, and to post cool picturs too.

How powerful do you like your ships?
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>>48229666
I prefer a more low level stuff, space truckers equivalents, lots of fighters and other small tonnage crafts, perhaps some corvettes and frigates or even destroyers and cruisers in the HW vein as big baddies to spice it up, and in the fringe of civilization with not many but colorful aliens.
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>>48229809
Industrial looking ships and all that, low level and no anti-grav. Some space magic tough, like wormholes and all that.
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>>48229809
If you have any more infinite space pics, please post them.
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>>48229890
I have a few, but I have to go to sleep.
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>>48230493
So do i, at least post one Regeinlandic ship and i will be happy.
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One of these days, I'll finish this
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>>48231886

Is this supposed to be non-ftl-capable? Because it looks very space opera-y overall but I'm not seeing an ftl 'engine'.
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>>48231962
I made it for a universe where long-distance travel is done through point-to-point gates. The military/government has a couple highly experimental ships with modified onboard gates so they can jump freely, but they're massive because of the power requirements. Other than that, ships aren't FTL-capable by themselves.
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>>48232061

That would make sense. Nice work btw.
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>>48232092
Thanks, it's also an Illustrator exercise. Eventually I'll make a full-detail color version.
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>>48229666
>How powerful do you like your ships?
Bristling with guns and draped in aesthetic
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>>48232217
That cannon dong is dumb as fuck.

I love it, is the game it comes from any good?
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>>48232246
>I love it, is the game it comes from any good?
I don't know, we'll see at the end of this month when it ships.
(also, it's a giant laser)
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Anyone have any big mining ships? The hub setting for my game is a old mining carrier.
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I remember...
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>>48234032
Based anon! Well done. Based Buck.
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>>48229666
Remember when not all Imperial ships had to be triangular?
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>>48229666
>How powerful do you like your ships?

Nice trips Satan.

If your ride can't bust a planet in a few seconds then get out of my face, primitive scum.
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>>48232217
>>48232288


I really don't like these designs.

>>48232217
Has way to much going on and is covered in random useless bits. So many sci-fi settings have a similar shit tier design style as this, like EVE ships. No focus and nothing particularly interesting or nice to look at about it. Some hack just vomited on a wacom tablet and out came the concept art.

>>48232288
>ayy lmao ship therefore its a sea creature but in space and makes no sense, but make sure we don't actually do anything interesting with it beyond ebin space fish.

Pure shit.
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>>48236281
>random useless bits
Looks like radiators, heat sinks, and PD to me, anon. The only random useless bits I can see are the gribbles hanging off the bottom.

>No focus and nothing particularly interesting or nice to look at about it
That's like, your opinion, man. That being said, I personally find the horseshoe hull with engine nacelles to be a fun design.

>ayy lmao ship therefore its a sea creature but in space and makes no sense, but make sure we don't actually do anything interesting with it beyond ebin space fish.
The ayys look like that on the ground too; their entire theme is Geiger hopped up on art deco.
If you notice, you'll see that the central hulls is actually fairly solid, and that it's just the wings are le ebin space fish.

LotGH ships are great however, and while I disagree with your opinion, you do have good taste in ships ,even if you dislike other good aesthetics besides smooth and functional.
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>>48236281
>covered in random useless bits
Greebles are a time-honored sci-fi tradition, anon.
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>>48236776

Greebles are artistic cancer. Like used future they were a good idea back when they started but things have gone way to far.

https://github.com/a1studmuffin/SpaceshipGenerator
>Take a brick
>Bevel all the edges.
>Spraypaint it black
>Add greebles
>More greebles.
>Rows of colored lights so we know how big it is.
>Give it a pretentious mythological name and you are done.
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>>48236787
What are you talking about, all those ships look decent to good.
There is literally nothing wrong with greebles; and while shiny and smooth ships are usually great looking, they are not the be all end all of aesthetics.
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>>48236822
I never said it should be, but there should be an alternative to the Beveled brick spray-painted black and dusted with greebles that infests modern sci-fi.
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>>48236907
And there is? You can have your master-crafted and hand-polished works of art, and I can have my mass-wrought greebly bricks.
No reason to get all huffy and to insult someone's taste, anon.
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>>48229666
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>>48239162
Ah, the age old 'Greebles Conundrum'.

Personally, I've always liked something halfway between. Something that's futuristic and advanced but still harks back to man's mechanised, maritime past.
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>>48239202
Something kind of smooth and polished but with a few rough edges so we can relate to it.
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What can I say, I like them Next-Gen.
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>>48239473
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I guess I like ships that are made to go really really far.
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>>48229666
Depends on what I'm looking for, Satan. If I had to pick though I honestly prefer ships and crews to be mostly beholden to the laws of physics, it's easier for me to retain suspension of disbelief when ships in a game or movie simply wave off little things like the effects of sudden acceleration, deceleration, or direction change, the limit imposed by the speed of light, etc.

I like my ships to at least make an effort to appear realistic.
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>>48241277
Mmm, love the design of the expanse ships.
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I love the ships that are built around their guns. The idea of having weapons so fucking big, and so fucking powerful, that your ship is an addition to the gun... THat shit's my jam.

and in the end, Battle ships were just mediums for their big guns.
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>>48241642
Highly militarized and rugged looking is also a plus for the UNSC.
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>>48241657
I hear that.
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>>48241642
this. If I was designing a military spacecraft it would essentially just be a rail-gun that fired bullets the size of small cars at the ROF of a modern assault rifle.
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>>48229666
>How powerful do you like your ships?
???
plausibly powerful I guess...
like it's firepower is at a level that doesn't strain suspension of disbelief.

For example, one ship I'm rather fond of is one of my own creation. It's primary weapons are two "Tokamak Cannons", two large particle accelerators that accelerates particles (either as a single slug or just a stream of particles) of a combined mass equal to a Volkswagen beetle to nearly the speed of light, then launches it at whatever you don't like. The two cannons can be fired independently, so while the one is charging up the other can be firing.

it has an assortment of other weapons on it to defend itself against other ships but that is it's primary weapon.
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I fucking LOVE the Kuun-Lan but

Why are so many sci-fi ships so shit in regards to keeping the center of mass in line with the engines.
Especially when you consider they have to be loaded, unloaded, and stuff moved around inside.

>>48241254
OK, if it loses the asteroid
>>48241277
OK
>>48239473
OK, but Star Wars ships weren't designed for this, the wedges just became iconic
>>48241079
Very good, actually, when you consider how easy the engines could compensate for drift in that layout.
>>48232217
Shit
>>48232288
Shit
>>48239202
Shit
>>48239217
Shit
>>48241657
Shit. Halo ships are neat in that they found an iconic design well past 2000, but their engine layouts are shit to the off-center nature of their hulls.

Etc. Etc.

I think the exception would be Star Trek, since they have integrity fields and a bunch of other in-canon bullshit to explain away the ship layouts being whatever they feel like.
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>>48245316
Are you possessed by a twat?!

You've just delivered a critique on fictional space craft.In at least half of those pictures you can't even see the engines, much less their arrangement.

I grant you that the big pincer ship, as portrayed by the astonishingly good Chris Foss, is probably going to have issues but hey, y'know science FICTION!!! This isn't hard sci-fi!
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>>48245316
>Sci-FI
>Needs to be realistic
Anon where the fuck do you think you are? Also fuck, Halo in the books tells of the ship designs and how they function, but you're okay with bullshit Star trek? Would not reply to bait again/10
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>>48236776

Traditions are an idiot thing.
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I have a thing for worldships, habitat ships, etc.
I feel there's something romantic about the idea of carrying biomes around with you so that you can recreate a world if necessary.
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>>48246517
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>>48246535
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>>48246559
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>>48246585
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>>48245316
>>>48232217 (You)
>Shit
>>>48232288 (You)
>Shit
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>>48245316
>>48246726
Looks pretty on-center to me, fampai.
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>>48245567
>Are you possessed by a twat?!
>where the fuck do you think you are?

What? The "I hate greebles" guy gets a pass?
Also, Trek is straight up fantasy with at least two or more mentions per episode of fluff on why their ships operate as they do
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I don't know why but there's something about this design I really love.

It's just such a shame the turrets are constructed the way they are, they're fucking horrible to recreate in starmade.
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>>48229666
Cute-starfighter anon here. I appreciated the feedback from the last time I submitted my design (first attempt really), so I thought I'd return for a second round.

Standby for second attempt at designing a spaceship...
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>>48247102
I've got a pretty good idea of how I wanted smaller craft to look in my setting, so I took to the opposite end of the spectrum and sketched up my first capital ship.

Here's the initial DOODLE... (there's further refinements incoming, btw)

I was semi satisfied with the silhouette, so I used this as the jumping point.
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>>48247202
shitty behind the scenes look at the design process -- I figured with a ship as large as this there was need to nail the basic hull down and then add on further detailing once satisfied.

At the bottom I started designing a very specific function of this cap ship, which was an internal weapons system... I don't think it's the most unique idea these days, but the concept is to treat these vessels like weapons that fly around (which my heavy fighter demonstrated earlier).
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>>48247380
What do the orange and blue parts represent?
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>>48247380
annnd... Here's the semi finalized concept.

Hull classifications are being handled as iconic weapons, so here is my 'crossbow'.

This is a profile view, ship orientation is nose (left) to propulsion (right). The little hanging arm is one of two, featuring independent range of motion. These hang out from the sides, but the connecting joint in the center brings them fairly close to one another.

The position of these arms serves many purposes, but ultimately I like the idea of moving parts on ships and don't see appendages used all that often -- best example is the ship from Outlaw Star that could manipulate and interact with it's environment.

You'll note that there's a surprising lack of detail, so gauging it's size could be rather difficult without something next to it as reference. I'm imagining this to be comparable to about three very large skyscrapers (combined). Exact capacity, crew and systems are still up for debate, however.

So there you have it. I feel like it's a good start, if any, but I'd greatly appreciate any advice as I have minimal experience with ship design logic. If more information is requested on it's function/purpose, I'll be happy to elaborate.
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big ships are neat
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>>48247467
Oh, I'm actually quite happy to explain that.

Firstly, treat those colors as indicators of TOP (orange) and BOTTOM (blue), and keep in mind this is a profile view of the main hull. This is both helpful for the design process of rendering this as a 3D object, as well as allowing me to visualize where additional weapons and systems modules will attach. Allow me to explain the last part a little more closely for your full understanding.

With this particular faction, they have adopted a modular tech doctrine that allows nearly limitless configuration of weapons/systems across the surface of the vessel. The top is mostly domed and smooth, which by design allows for easy maneuvering of smaller craft over the surface area. On the bottom there will be more permanent/fixed features, so for now treat the BLUE as non-traversable areas.

What exactly is or isn't traversing these surfaces? Well, it's complicated but easily visualized. I am not exactly ready to reveal the manner in which these individual craft traverse the featureless, rounded area, but I offer this imagery to help you out.

imagine cannons and missile nests, ranging from small to fairly large sizes, affixed to little go-karts. These go-karts will 'drive' across the surface, bringing heavy weaponry to bear, anywhere they are requested. Is your enemy flanking you? Place your defenses accordingly, and move your softer support systems around to keep the enemy from easily targeting them.


By the way, the two bladed arms serve a dual purpose, to invert the surfaces and allow for traversable ORANGE areas to freely defend the lower BLUE underbelly. Weapons stationed on those arms can still roam around, but as you can see they have a lot less surface area, comparatively, thus the freedom of movement serves as a bonus here as well.
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>>48247102
and in case anyone missed it (this was a little while ago that I posted) here is my very first attempt at designing a spacecraft.

This is a heavy fighter, it's integrated weapon is oversized for it's class, but boasts an impressive spectrum of firing modes.

This craft and the capital ship are part of a common faction, their design elements will echo throughout, which is why it was so important for me to establish a baseline.

The Arbalest DOODLE and this were freehand sketches with no prior designing done; they're the jumping point for the both of them. I think I captured the organic look rather well, and prior feedback was positive, so I'm really happy with how these are turning out.
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>>48248097
and here's the 'tech specs' page for the heavy fighter.

I plan to do one for Arbalest, and it's modular weapons system, but first I will await feedback and discussion on cap-ship designing.
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>>48246764
Oh, absolutely, most Trek ship design makes zero sense. If you were to list things like a deflector array, warp nacelles etc and ask somebody who has never seen a Trek ship to draw one scratch, there's no way the Enterprise would look like it does now.

As for the rest, you did kind of jump off the deep end. I mean, I agree that assymetrical ship design is daft (ye gods Breen ships wind me up) but maybe things like payload disribution becomes a major issue in the future and all cargo is laid out down the centre line.

I dunno.
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>>48249147
Just re read that and it makes bugger all sense. Just ignore me...
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>>48247202
I really dig this. It feels good. The back end of the refined sketch looks vastly different, but i can follow its evolution fine.

>>48248097
The fighter is a very appealing design, and i normally don't care much for asymmetry.

Would say that you need to flesh out the details on crossbow cruiser more next. I like your ideas thus far!
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>>48247573
The arms concerning to me, but i need to see it from some other angle to be sure.

So they are articulated to protect the bottom?
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>>48249933
Thank you. I know what you mean, and I am inclined to agree with you.

I'm in the process of drawing up a three-quarters shot now, going over some of the details is going to be a process because I have not settled on a mobile tech system just yet. I have sketches of that, but none that I'm too proud of just yet lol.

>>48249966
The arms serve more than just a means of protection, but you're right in assuming that this is an important function of theirs. They're the bow part of the crossbow, though they don't function exactly like pictured.

You know, in all sincerity, I'm not exactly satisfied with the way they look... Thanks for the comments, I'll try and mess around with their design a bit more for the next sketch.
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OK here's my honest effort. There's parts I screwed up, like the positioning of the joint, but it's starting to take shape in my mind now.

Orange = Traversing Zones
Blue = Fixed-hull
White with stripes = Propulsion systems
Red = Cylech reservoir

Cylech (Orbital siege weapon, also influences propulsion)
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>>48251358
That looks pretty sweet, anon.
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I stopped in the middle of this to do that colored one... There are some things I changed that I would keep, but I think the bow is not up to par yet. Fuck.

Slow thread. I'll post real spaceships to keep it aloft.
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>>48251681
You think so? I appreciate it! Feedback is important to me.

Anyone else out there draw/design ships?
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>>48251747
I used to then my art teacher threw me out of class because it wasn't a fucking boat.
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>>48251989
I really dig practical builds, but just not that crazy into stuff like >>48252005
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>>48252062
haha

I always had nice art teachers, ones that let me goof off and draw cartoons - after I was done with the assignment, of course.

Teachers made a huge impact on my tastes and interests later in life, sorry you had a crummy one.
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>>48252148
Its the hand we're all dealt, I rolled with mine.
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>>48252183
Well have you tried your hand at it lately? Or do you draw at all still?
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>>48252204
I don't draw anymore, Gave that life up about 10 years ago. I find it a waste of money on an already limited budget. Nor do I want to go out and spend 50 dollars on a mouse pad, and odd ass stylists for the computer.

Also, if you're the anon who did the little bug ships, I still find the little fucker going 'kawaii senpai, notice me'!
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I need to get a new monitor so I can digital again. Drawing thick as fuck lines that can't be erased because they're etched into the paper is suffering.
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>>48252238
Yep, that's me. I'm going to switch back to making cuteships once I have an idea of what I want the bigfuckers to look like.

Btw, they're crustacean inspired - but since crabs = sea arachnids... are they bugs?
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>>48252326
That's a big fucking lobster.

Call them Bird's, fuck everybody else it's YOUR race.
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>>48252365
Thanks for saying that, it's easy to forget that I'm the creator and that what everyone else thinks is secondary.

That being said, I DO want to find a happy middleground. I have to make products appealing to someone other than myself.
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>>48252365
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>>48241254
Mahnigga.jpg
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>>48252459
I love the fucking ships as is in all fairness, The pilots never interest me because I'm fucking weird.

>>48252500
Kek.
>>
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>>48252561
Well that's certainly fine. Ships, vehicles and constructs are mighty special to me too, but I'm only just now getting into designing my own. I have been drawing monsters and aliens and space uniforms since I was a kid, so all aspects of sci fi interest me.

Plus it wouldn't be much of a Space Western Opera without individual characters.

But I would love to try telling a small short story with JUST ships, no pilots. Now I know there's someone out there that might appreciate that.
>>
>>48251358

Your design is looking good, but somewhere along the line the ship got fatter, or shorter. The initial sketch here is the sweet spot, i feel.
>>48247573

Best of luck on your conceptual successes
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>>48252772
thank you, that's a good observation. I thought the rear was a little too elongated initally, but you're right that other places have clearly beefed up.

Going to mess around with that some more, but at the end of the day I'm satisfied with my progress on it. Happy that others out there agree.

Cheers!
>>
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>>48252827
Oh man I think THAT's a p. cute ship. Def saving that.
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>>48252878
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needs more boresight
>>
>>48246200
Found the Marxist!
On a related note, in all seriousness, commit suicide.
>>
Test?
>>
>>48255397
High Test ships?
>>
There's something in low tech space ships than makes them so cute.
That or I liked nexus first levels to much.
>>
>>48247102
COMRADE CUTE STARFIGHTER!

IT IS OF BEEN A WHILE
>>
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>>48256736
That the first few levels of Nexus were the best seems a unanimous opinion.

I guess it should be "an unanimous" but that sounds weird in spoken Australian English, so
>>
>>48257369
SPAACE
>>
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>>48257618
SPPPPAAAAAACCCEEEE
>>
>>48257697
SPACE!
>>
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>>48257708
SPACEEEE!!!!
>>
>>48257726
FUCKING SPACE
>>
>>48257741
SPAAAAAAAAAAAAACCCCEEE
>>
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>>48257769
SPAAAACE
>>
How do you like your space pirates /tg/?
>>
>>48257802
spacceeeeeeeeeeeee
>>
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>>48257813
SPACE MOTHERFUCKER
>>
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>>48257832
SPAAAAAAAAAAAAAAAAAACCCCCCCCCCCCEEEEEE
>>
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I love me some cylindrical and spherical spaceships. The Guild Heighliner from Dune and most of the Dropships from BattleTech are two notable examples that come to mind for me.

1/2
>>
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>>48257980

2/2
>>
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>>48257916
sp-sp-sp-SPACE
>>
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>>48257980
>>48257990

NICE
>>
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spaaaaaaccceeeeeeeeeeeee
>>48258002
>>48258017
>>
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I have some images of ships, I'll dump a few
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>>48258081
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>>48258096
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>>48258108
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>>48258075
SPAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCEEEEEEEEEEEEEEEEE
>>
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>>48258121
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>>48258149
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Someone post something nice from Free Space already...
>>
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>>48258171
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>>48258207
>>
>>48258215
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>>48258239
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>>48258247
>>
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>>48258257
>>
>>48257369
Hello! Quite some time, yes. I haven't lurked spaceship threads in over a month -- I was on and extended vacation.

Good to be back. Fuck sleeping on a Shrink's couch in a house occupied by 11 cats.
>>
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>>48258273
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>>48258302
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>>48258329
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>>48258391
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>>48258288
where did you go on vacation?
>>
>>48239473
>>48239492
I really liked the New Republic starships, also fluffwise. But I always thought the Endurance was underpowered, especially in terms of armament.
>>
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>>48229666
Despite how crappy the movie was, I love the ships in Jupiter Ascending. They have that sleek royal look and are aesthetically pleasing.
>>
>>48258132
Alright i'm curious, I see ships drawn in this style all the time but to this day I have no idea if it's made is a particular program or something.
>>
>>48245316
>OK, if it loses the asteroid

It's a mining ship. It's mining the asteroid, it's not a part of it.
>>
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Has anyone played pic related? I got it in a sale once but I have yet to try it out.
>>
>>48259251

I think it'a just people with a lot of time in MS paint anon, my dad used to do the same thing making stat cards for his custom Full Thrust army using the art program on his Amiga 1200, and that was in the early 90's.

Astonishingly, I am still amazed at how many of these designs where inspired by Babylon 5 as well, as there does seem to be a pattern of style choices as well.
>>
>>48258702
>Full thrust.
I heard good things about this game, but how easy /fast etc is to play?
>>
>>48258288
>11 cats

Jesus fuck no. Why would you willfully live with more than 4 animals, let alone asshole cats?


Cute ship bee tee dubbya
>>
>>48229666
I like'em capable of punching way over their weight-class.

Despite image-related, lookswise I actually prefer styles with forward weapon pods sticking out
>>
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>>48260678
Like this
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>>48260700
Or that (although that's actually a Sturm-Jaeger mobile suit)
>>
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>>48259574
>>
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How do you feel about fleet commander?
>>
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>>48258532
To Colorful Colorado! My birthstate, and I stayed there until my birthday -- it was straight up tiddies on a spaceship.

>Shape inspiration: Gundagger, Butterfly wings, computational architecture and Chicago's Tribune Tower
>computational architecture

Well thank YOU very much for teaching me a new thing. I'll have to study this at once if I want to git gud at spaceship designing.

It's a gorgeous ship! I kinda wanted to see that movie, but oh god did it look so bad. I can only hope that my future graphic novel gets as much attention to detail and computational craftsmanship.

>>48260221

Oh my god you have no fucking idea. They're a mixture of rescued ferals and runaways; very territorial, huge DICKASSES. Fights broke out constantly during the night and into the morning.

I wish my Aunt wasn't supporting a double digit strong cat-colony out of her backyard/garage, I'd visit her more often to be sure.
>>
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>>48260764
>>
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>>48236907
It's got fuck-all to do with whether the ships have greebles or not, and everything to do with how well the underlying shapes of the things come through,

Star Wars knows this. Originals, prequels, sequels - all their spaceship designs focus on really clear, readable shapes. A Tie Fighter is a sphere suspended between two hexagons. An X-Wing is a tapered rectangle flanked by four wings in an X shape. Star Destroyers are arrowheads with a stack of blocks on top. The Death Star is a fucking sphere, with a trench running around its equator and a massive crater in its upper hemisphere. The Millenium Falcon was based on a fucking burger; the cockpit on the side was inspired by an olive that was sticking out of the bun.

Meanwhile, what shapes do modern artists come out with? Bricks. Bricks, bricks, bricks, all the fucking time. They cover them with crap, but we can all still see that they are bricks. That is not how you make iconic designs. That is how you make shit that is fucking generic and forgettable.
>>
>>48260700

Is this Einhänder?

>>48260678

Thank you for having taste. I always thought the R series had an iconic design. I particularly love that elongated, round cockpit they have.
>>
>>48262195
No, Pic here would be from Einhander.

That's actually the RVR-00 Phoenix, from Thunderforce VI
>>
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>>48262195
Very iconic ships, particularly because they're actually roughly the same size as modern fighters; this means that cockpit is quite spacious
>>
>>48261531
>no falcon in the image

one job
>>
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>>48262195
>Einhänder

That graphics aged beautifully for how old that game is.
>>
>>
>>48259429
I believe one of the books stated the asteroid was too close to where they started construction, and so they just incorporated it. It actually is part of the ship.
>>
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>>48266934
Iz dat some FTL I see before me, the layout towards my hand?
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>>48261531

Practically copypasta but totally true.
>>
>>48267767
That red ship is beautiful
>>
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>>48245316
>halo ships are off-balance

buddy 90% of the fleet are just skyscraper stacks out from base of the engines, and the ones that aren't (frigates) have the engines balanced on either side of the hull with mass balances on the ventral and dorsal sides
>>
bioships
>Y/N?
>>
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>>48269154
>>
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I've always thought this was the most unique space ship design I've ever seen.

I mean it's made of wood and it somehow doesn't break my suspension of disbelief.
>>
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>>48241277
>>48241642
>>48241657
I love the Halo designs. The rerender there of the In Amber Clad looks kinda busy and gross, though


And the Expanse is just delicious, design-wise. I hope the show has somewhat better pacing than the books, though. The end of the first three was always a clusterfuck of rapid escalation. Still really fun, but kinda stretched past what I thought were reasonable plot developments
>>
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>>48269233
Even better
>>
>>48229809
>I prefer a more low level stuff, space truckers equivalents, lots of fighters and other small tonnage crafts,
I play Traveller, Classic, Books 1-3. This is perfect for that kind of thing - ships can't get huge, and with the hardpoint limits larger warships tend to get more power by adding fighters. Either actual fighters, or the expensive, high-tonnage option of ship's boats with fancy computers.

Also, small pocket empires and refurbished/refitted type s/type j/type a hulls EVERYWHERE.
>>
>>48246753
Gotta wonder, are those tentacles actual mobile (quickly or slowly) in the fluff, or just how the ship's built?

I could see them being mobile slowly over the course of weeks or months, that would be rad.
>>
>>48270460
Nope, scourge ships and equipment is entirely inorganic, but is still manufactured in a way such that it is "grown", at least partially.
>>
>>48260811
pls respond
>>
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>>48262369
Done.
>>
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Does anybody have a pdf of Spacewreck by Stewart Cowley?
>>
>>48274402
I seen it in scribd I think.
>>48270420
Traveller the setting is fun as fuck, the problem is the rules are meh (at least the one time I played it it was unplayable but I was a newt at the times). I love the ships too.

Also you guys how do you classifie the different space ships? Like a wet navy or do you make new names and stuff?
>>
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>>48275082
>>
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>>48242570
Something like this then.

TEC ships are primarily armed with rapid fire railguns. Though the problem i have with their design is that the ships doesn't give off a feeling of massiveness. This particular battle-cruiser looks like a corvette.
>>
>>48275082
For one setting:

>Missile (duh)
>Drone (Includes 'killer' aka torpedoes)
>Interceptor
Designates ships without subspace drives which are thus limited to a home base or ship. Can be tiny or assault-sized, but generally slightly superior to equivalent mass due to more room for toys

>Personal Fighter (FTL)
Smallest subspace-capable ships, rarely capable of lasting more than a week alone. Amenities are minimal, usually a reclining seat function or a rubbery mat and blanky spread across the system-access crawlspace behind the cockpit; the best models place the life support vents *between* the pilot and 'refresher'.
Military models are capable of punching well above their weight, though two-man 'shift' patrols in some regions are a veritable boxed-in hell.

>Assault Ship ('bombers')
Capable of operating small numbers of full-scale drones or swarms of micros, Assault category are ill-suited to civilian ownership; too small to avoid most miniaturization costs or carry decent freight, yet much larger and expensive than a personal. Mostly only seen in militaries, who like to justify such "enhanced specialization"

>more cont.
>>
>>48276776

>Subcaptial (too small to carry anything bigger than a handful of drones)
Effectively 'bombers that don't suck' as far as any crew's concerned. Subcapitals can be arranged for relatively livable conditions weeks at a time (for civilians less packed in by gear and added equipment), ranging from small 'delivery vans' to surprisingly comfy 'camping trailer' styles. The smallest model capable of manned turrets, though automated ones always preferred.

Military subcapitals may function as 'star-hubs', effectively multiple docking clamps and a subspace drive. Attached Interceptors use the star-hub as tight (a significant improvement) living quarters and subspace travel system, in a package of surprising capability for its value. Unfortunately these may be considered the smallest class of outpost, ruining any comparative comfort with unhealthily long-term assignments to the hubs.

>Capital
Capable of self-sufficiency for months at a time - or years with any kind of resupply access - capital ships may carry several auxiliary craft, veritable clouds of microdrones, and enough supplies and equipment to perform well across a wide variety of mission parameters. From large-scale transports to dedicated combat platforms, Capitals run a massive range of sizes, costs and capabilities.

In a majority of cases, however, the vast increase in energy usage and volume make their defensive systems less efficient than smaller ships, though with significantly more power behind them in the first place. More complex capitals may require dozens of crew across their bulk, as AI capable of handling such ships long-term with pure automation are rare in the extreme and generally of a planetoid's price magnitude.


>Supercapitals
It is possible to live one's entire life on supercapitals. Effectively small and 'highly mobile' space colonies, Supercapital ships are virtually impossible to attack with solo interceptors - though their inner systems no less soft and vulnerable.
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>>48275082
>Also you guys how do you classifie the different space ships? Like a wet navy or do you make new names and stuff?

I like to classify my vehicles into three super-categories; craft, vessels, and capitals.

>Craft
Craft are small ships that lack the ability to operate independently, and require some form of base or dock nearby. Examples of craft would be shuttles, orbital fighters, and so forth.

>Vessels
Vessels are any ship that can operate independently for an extended period of time, and come in many sizes and types.
Vessels come in two primary varieties; cruisers, and escorts.
Cruisers can operate independently, in small squadrons of other vessels, or as ships in a proper fleet.
Escorts operate solely in a fleet in support of capital ships.
Examples include destroyer cruisers, heavy escorts, carrier cruisers, and etc.
Common operation prefixes are destroyer (design to engage and destroy larger ships), light / heavy (less / more weapons and armor of that common size class), carrier (launch base for craft), and command (ship upon which a fleet admiral is stationed in the absence of a suitable capital, there are few dedicated command vessels)
Frigates and corvettes are common, archaic shorthand for very small and near-craft-sized cruisers and escorts.


(cont)
>>
>>48278374

>Capitals
Capitals are any large vessel that does not operate independently, and always with the support of escort vessels and perhaps cruiser vessels.
Capitals come in many forms, but the three most common varieties are battleships, dreadnoughts, and carriers.
Battleships are designed to engage and destroy enemy vessels, and possess a wide array of many weapons of varying destructive potential. Due to their versatility, battleships generally require less escort vessels.
Dreadnoughts are designed to engage and destroy enemy capitals, and possess a smaller amount of very powerful weapon systems. Due to their lack of weaponry against more powerful vessels, they require many escorts to engage enemy vessels.
Carriers are capitals almost completely dedicated to housing wings of fighter-craft, and due to fighter's lack of a need for large amounts of fuel or life support, the amount firepower brought to bear by a carrier's full contingent is often far in excess of its mass.
>>
>>48275583
The problem with the TEC is that their entire fleet (save the Kol+Titans) is that they're all converted from merchant vessels and freighters - originally they were optimized for bulk hauling and nothing else. Plus, considering they're designed as the spam faction, a bunch of compact, hard-hitting vessels is better for them than, say, a few decently sized warships. Basically, they traded effectiveness for force projection and rapid response.
>>
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>>48252878
made for the same quest
>>
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>>48278733
>>
>>48229666

How is a white and red, light and fluffy ship an Imperial design and not associated with the Rebellion? Madness
>>
>>48278733
>>48278743
Oh wow, I really like these both. I might have to track down the artist for some help on my designs.

Thanks for posting the rest! Now I've gotta burn this jealousy for artfag fuel and draw something today.

>>48278374
>>48278386
I like your breakdown very much. There's a few things I'd tweak myself, but you've got a good bing-bang-boom approach to starships
>>
>>48279539
>I like your breakdown very much. There's a few things I'd tweak myself, but you've got a good bing-bang-boom approach to starships
Why thank you very much, anon!
Our of curiosity, what would you change?
>>
damn you image limit!
Damn you all to hells!

>>48278374
>>48278386
>>48276776
>>48277016
I'd rather like to combine you two with the latter's "slight autonomy" fighters tossed in.

While I don't necessarily agree with all the designations, all of this really shows just how important ship design can be for a setting that has them; in many media they're basically a famous character of their own
>X-Wings
>TIEs
>The Millenium Falcon
>The Enterprise
>Moya

so not just stats, but what being in one or living in one feels like or does to you.

Ships become the why *and* a why-not of space travel and a lot of really bad design - though it may not help the stats if bad mechanics for a system - can be done away with if you just sit down and think "who in their right mind would ever get into this long enough that it gets sold?"
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