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Re: Haber Bulk Ship

Posted: Tue May 12, 2020 9:11 am
by WKFO
What about:
https://www.dropbox.com/s/v5dynt8z643r3 ... blend?dl=0
something like this on the rear side?

I don't like the airfoil shape of the tower, I think I should've made it rectangular-ish so try to imagine it being less smooth and wider :)

Re: Haber Bulk Ship

Posted: Tue May 12, 2020 10:45 am
by nozmajner
Yes, it's a good direction in my opinion.
The aerofoil design does feel a bit off, but don't throw it out completely yet. It definitelly worth checking out a more rectangular aproach. And maybe cobine the too a bit in the end, we'll see. Its proportions are goon in my opinion, I think it's wide enough.

Re: Haber Bulk Ship

Posted: Tue May 12, 2020 4:37 pm
by WKFO
https://www.dropbox.com/s/l950chqic2qb9 ... blend?dl=0
I slightly reshaped the radiators and connected them to the hull. Also added hydraulics that can move the radiators between certain angles and gimbal the main engine. (Radiators are in fully extended position.)

I couldn't figure out how to model a better tower so the airfoil can stay until I feel like touching it again. I think I will (try to) start working on the front part next, and leave decorations to the last.

I think, since we put the tower to the back, I will relocate the fictional bridge to one of the towers and dedicate the forward part to utility stuff. Maybe a cargo (un-)loading bay would look nice, with a bulk door.

Re: Haber Bulk Ship

Posted: Fri May 15, 2020 11:22 pm
by WKFO
https://www.dropbox.com/s/kerhvjsakrrlz ... blend?dl=0
Forward section's general shape has been updated. It will have a square bulk door that can (fictionally) allow cargo loading/unloading, with 4 guide rods with blinking lights. Inside the section is a lot of mechanical things to move the cargo around. There is the cargo operations center separate from the bridge on the tower at the back. I also put some antennas. My dilemma right now is:

1) Have the bulk door open normally/remove the main bulk door altogether: Allow players to fly in and explore the complex cargo loading segment of the ship, more gameplay fun but a looot of work that I will probably regret.

2) Have the bulk door closed: Less gameplay fun but easier + faster.

Slightly simplified (and horribly drawn) concept art (actual number of moving parts will probably be like twice the amount of this, and green things probably won't move at all because I will have two sets of them and brown wheels will do the job instead etc etc - don't get stuck on mechanical problems for now):
https://i.imgur.com/tOm4Dcy.png

(doors open and hide towards the sides inside the ship, like a swing-in bus door)

Re: Haber Bulk Ship

Posted: Sat May 16, 2020 8:27 pm
by nozmajner
It feels overly elaborate just for moving conatiners. I'd say it would be way easier for the crew, if they could sap them out from the truss structure, whichever is needed without playing tetris. This is a rather first in last out kind of setup, with no way of getting out a container from the middle easily.
Why don't you put in some tug hangars on the nose, so they have some container moving crafts at hand all the time?

Re: Haber Bulk Ship

Posted: Sat May 16, 2020 8:58 pm
by WKFO
What you are saying is almost like my original idea, the hinges were movable to allow individual container frames to come off of the struts. However, I was unsure about making these (seemingly) movable:
https://imgur.com/a/Hekr7Gi

In the end, I am warm to the idea. So tug hangar it is! I will make the side covers rotatable somehow so they can move out of the way for un/loading container frames from sides. The question still remains, however; do we want an open hangar with tugs chained to places or just a closed bulk door so they don't eat micrometeorites all day?

Re: Haber Bulk Ship

Posted: Sun May 17, 2020 7:10 am
by nozmajner
I can imagine those diagonal struts (seemingly) detachable. I have them for the Longnose as well. In my head, they are there to provide some rigidity against swaying, and each are detachable or rotatable out of the way during loading-unloading.

I'd say start with a closed hangar. It can always be opened up later, and detailed. But to worth it, it would need some nice detailing, and that can take lots of time and sap lots of energy. Having distinct passes for it would make the work easier to manage.

Re: Haber Bulk Ship

Posted: Sun May 17, 2020 10:54 am
by WKFO
I went for a different design regarding structural support: https://www.dropbox.com/s/7rzng8btw8hr7 ... blend?dl=0
Still detachable.

Re: Haber Bulk Ship

Posted: Sun May 17, 2020 12:13 pm
by nozmajner
Looks good to me. The thin-ness certainly adds to the scale of things.

That's sure a huge capacity:
Image
Those are 2.4*2.59*12m TEU containers, 12*8*11=1 056 of them in one section, *32 = 33 792 total. Which is a "bit" above the largest real naval container ship capacity (21 000 of the OOCL Hong Kong according to my quick search), so it's quite believable.

And to make our lives a bit easier with these images, I was able to find some proper imgur linking with generated thumbnail peeking at one of sturnclaws posts:

Code: Select all

[url=https://i.imgur.com/ywqrVAF.png][img]https://i.imgur.com/ywqrVAF_d.png?maxwidth=640[/img][/url]
_d at the end of the filename, but before the .extension
?maxwidth=640 after the .extension. 640*480 is the max size


Re: Haber Bulk Ship

Posted: Mon May 18, 2020 4:26 pm
by WKFO
https://www.dropbox.com/s/6h8awo3zig7do ... blend?dl=0
Added a 2 piece bulk door to the front, and tried adding frames to a bunch of containers just to see how it looks, reduced actual size of the "container chunk" to 27x27x97 meters, but apparently 97 is prime so I will maybe make it 96 to keep everything dividable by 3. The frames could use additional struts so maybe I will try out making a net of thin metal struts. That should ensure no container flies off the side.