Stuff I've done: Pg 9 Jormungand + Helot
Moderators: th15, Moderators
Bah, you're exactly right about the parenting. Another brilliant plan ruined! I've been working on a workaround


NOTE: Was foolin' around with some detailmabobs and came up with this.
Here we see an Ishvara-class advanced cruiser in its shakedown cruise, deploying its combat cooling systems. Ishvara-class ships are configured for frontal assaults with their prototype Flash Beam standoff weapon and advanced Hell Lance batteries. In a twelve second process advanced magnetic actuators lever the ablative armored coverings away from the heat exchangers. Once they've reached their maximum extension, the grills iris open to allow for venting of the superheated nitrogen used in cooling the primary capacitor banks and laser nodes.
The Ishvara is just over 850 meters long and features an inordinately heavy weapons battery, mounting four turreted Hell Lance charged particle weapons for accurate standoff fire, two capitol-class standard laser turrets, twelve pulse lasers in four banks of three and a substantial missile broadside. It is often criticized and praised for the same reason; it is specialized for neither attack role and thus excels at neither. Additionally, the articulated arms and heat exchanger outriggers are made necessary by the overwhelming demand the ship's heavy energy armament places on the ship's heating systems. While it packs greater close range broadside firepower than a Parvati light cruiser as well as heavy forward bombardment weaponry, the Ishvara maneuvers painfully slowly and nearly all of its weapons are tied into the cooling systems. Loss of either pod immediately reduces the acceptable rate of fire on all weapons save the point defense grid to half.
Critics point to the low speed and maneuverability as an unacceptable flaw, citing that outflanked Ishvara's can have their firepower essentially nullified by a single lucky torpedo strike on support members or the actuators, making the ships vulnerable to light strike and patrol craft. Supporters of the ship point out that any light ship capable of surviving the all-round hell lance and pulse laser coverage would be in no condition to capitalize on the ship's poor maneuverability, but as the ship has yet to be mass produced and put into the front lines, neither side has conclusive evidence to support their point of view.
~~~
Here's the download: http://www.wyrdysm.com/battleshipsforev ... shvara.rar
Contained are two sets of ship files (both sb3s from the latest version and shps), labelled Ishvara-D (for doodads) and Ishvara-ND (for no doodads). I deeply love doodads, but I've discovered that in enough numbers they'll make my framerate cry. I intend to make this fleet something that's playable, so in an attempt to both satisfy my aesthetic sense and deliver content that is at least marginally enjoyable when played, from now on ships in this line will come both ways. When I finish up and start balancing stuff out and making those little things like "weapon stats" and "engine performance" consistent, I'll rerelease similar versions of the ships. I strongly recommend at least spending a few seconds with this one in the sandbox. Burstfire railguns... I like how they look. I like it a LOT.


NOTE: Was foolin' around with some detailmabobs and came up with this.
Here we see an Ishvara-class advanced cruiser in its shakedown cruise, deploying its combat cooling systems. Ishvara-class ships are configured for frontal assaults with their prototype Flash Beam standoff weapon and advanced Hell Lance batteries. In a twelve second process advanced magnetic actuators lever the ablative armored coverings away from the heat exchangers. Once they've reached their maximum extension, the grills iris open to allow for venting of the superheated nitrogen used in cooling the primary capacitor banks and laser nodes.
The Ishvara is just over 850 meters long and features an inordinately heavy weapons battery, mounting four turreted Hell Lance charged particle weapons for accurate standoff fire, two capitol-class standard laser turrets, twelve pulse lasers in four banks of three and a substantial missile broadside. It is often criticized and praised for the same reason; it is specialized for neither attack role and thus excels at neither. Additionally, the articulated arms and heat exchanger outriggers are made necessary by the overwhelming demand the ship's heavy energy armament places on the ship's heating systems. While it packs greater close range broadside firepower than a Parvati light cruiser as well as heavy forward bombardment weaponry, the Ishvara maneuvers painfully slowly and nearly all of its weapons are tied into the cooling systems. Loss of either pod immediately reduces the acceptable rate of fire on all weapons save the point defense grid to half.
Critics point to the low speed and maneuverability as an unacceptable flaw, citing that outflanked Ishvara's can have their firepower essentially nullified by a single lucky torpedo strike on support members or the actuators, making the ships vulnerable to light strike and patrol craft. Supporters of the ship point out that any light ship capable of surviving the all-round hell lance and pulse laser coverage would be in no condition to capitalize on the ship's poor maneuverability, but as the ship has yet to be mass produced and put into the front lines, neither side has conclusive evidence to support their point of view.
~~~
Here's the download: http://www.wyrdysm.com/battleshipsforev ... shvara.rar
Contained are two sets of ship files (both sb3s from the latest version and shps), labelled Ishvara-D (for doodads) and Ishvara-ND (for no doodads). I deeply love doodads, but I've discovered that in enough numbers they'll make my framerate cry. I intend to make this fleet something that's playable, so in an attempt to both satisfy my aesthetic sense and deliver content that is at least marginally enjoyable when played, from now on ships in this line will come both ways. When I finish up and start balancing stuff out and making those little things like "weapon stats" and "engine performance" consistent, I'll rerelease similar versions of the ships. I strongly recommend at least spending a few seconds with this one in the sandbox. Burstfire railguns... I like how they look. I like it a LOT.
Baaaaaa-bump.

Katar-class refit complete. Katar-III assault dreadnought is optimized for closing engagements using heavy torpedo bombardment and VLS missiles to soften up the enemy before overwhelming them with concentrated plasma fire. The Katar is capable of smashing right into the midst of an enemy formation, heavy lasers and vulcan cannon giving weaponry at any angle, but it is no substitute for a full flotilla of cruisers.
Download here: http://www.wyrdysm.com/battleshipsforev ... tarIII.rar
Just for Aralonia, here's a slightly recolored version with doodads: http://www.wyrdysm.com/battleshipsforev ... -III-D.shp
has .86 SB3s for the doodad and no-doodads version, as well as .shps

Katar-class refit complete. Katar-III assault dreadnought is optimized for closing engagements using heavy torpedo bombardment and VLS missiles to soften up the enemy before overwhelming them with concentrated plasma fire. The Katar is capable of smashing right into the midst of an enemy formation, heavy lasers and vulcan cannon giving weaponry at any angle, but it is no substitute for a full flotilla of cruisers.
Download here: http://www.wyrdysm.com/battleshipsforev ... tarIII.rar
Just for Aralonia, here's a slightly recolored version with doodads: http://www.wyrdysm.com/battleshipsforev ... -III-D.shp
has .86 SB3s for the doodad and no-doodads version, as well as .shps
Last edited by Talhydras on Sun Feb 03, 2008 3:24 pm, edited 1 time in total.
- Aralonia
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The first one didn't look too good, at least to Siber and me.

So Tal modified the colouring a bit as an experiment, and I think it turned out well. His third colour is the same as his first colour - but shows up as different to everyone else.

KUREAAAAAAAAAAA

So Tal modified the colouring a bit as an experiment, and I think it turned out well. His third colour is the same as his first colour - but shows up as different to everyone else.

KUREAAAAAAAAAAA
DPUO wrote:<+AirHippo> Funnily enough, folks who abide by the law and try to make something of their lives don't appreciate the rich kids of rich parents getting away with murder and skimming through life.
Wakka wakka wakka sha-bump.


Presenting the Valmiki-class Bombardment Cruiser. This ship doesn't look special at first, but in combat it's a beast. It features the standard CA-class spinal coilgun firing semiguided 100 mT fusion torpedoes with a six shot revolving launcher that can dispense the munitions 500% faster than previous incarnations. Supplementing the extreme range of the torpedo launcher is a single heavy capital-class laser with excellent range and accuracy but low overall damage. The Valmiki earns its distinction from its three missile arrays. There is a top mounted VLS system with universal coverage capable of firing a large volley of standard 7.5 mT shipkiller missiles, with two side mounted rapid fire launchers. Each rapid fire launcher can dispense just over 6 missiles per second for extended periods, giving the Valmiki the ability to maintain constant missile fire on its target. Even capital ships have a right to fear the Valmiki's onslaught, for its initial salvoes can often disable heavy weapons turrets in the beginning of an engagement.
The secondary weapons grid consists of three pulse laser mounts giving full coverage and 3 assault cannon mounts similarly covering all angles of approach. The assault cannon array is too slow to track incoming projectiles, but the hail of hardened sabots it fires can make a mockery of even the thickest armor. Pulse lasers too make up for their small focusing lenses (and thus short range) by delivering prodigious damage at point blank ranges. Thus the Valmiki can serve as an impromptu close assault ship as well.
The Valmiki's after quarter features none of the heavy turrets the other cruiser class vessels do; instead it mounts a ring of powerful fusion thrusters giving it excellent combat agility if somewhat sluggish turning. Many discount the Valmiki's lightweight armament and alleged over-reliance of missiles, but the ship's combination of speed and a nice mix of engagement ranges make it highly sought after in garrison and light escort/assault roles.
v0.86 .sb3s as wells doodads and no-doodads versions of the .shps can be downloaded here. http://www.wyrdysm.com/battleshipsforev ... almiki.rar
Note: Homing in ever-closer on finalized stats for all the guns. This is getting close to the last ship hull, and after a quick pass over a few ships that still make me go "meh" in the group (Kumbhakarna, Sanaatana, and Tvashtar) I will go through and finalize so they're actually vaguely consistent.


Presenting the Valmiki-class Bombardment Cruiser. This ship doesn't look special at first, but in combat it's a beast. It features the standard CA-class spinal coilgun firing semiguided 100 mT fusion torpedoes with a six shot revolving launcher that can dispense the munitions 500% faster than previous incarnations. Supplementing the extreme range of the torpedo launcher is a single heavy capital-class laser with excellent range and accuracy but low overall damage. The Valmiki earns its distinction from its three missile arrays. There is a top mounted VLS system with universal coverage capable of firing a large volley of standard 7.5 mT shipkiller missiles, with two side mounted rapid fire launchers. Each rapid fire launcher can dispense just over 6 missiles per second for extended periods, giving the Valmiki the ability to maintain constant missile fire on its target. Even capital ships have a right to fear the Valmiki's onslaught, for its initial salvoes can often disable heavy weapons turrets in the beginning of an engagement.
The secondary weapons grid consists of three pulse laser mounts giving full coverage and 3 assault cannon mounts similarly covering all angles of approach. The assault cannon array is too slow to track incoming projectiles, but the hail of hardened sabots it fires can make a mockery of even the thickest armor. Pulse lasers too make up for their small focusing lenses (and thus short range) by delivering prodigious damage at point blank ranges. Thus the Valmiki can serve as an impromptu close assault ship as well.
The Valmiki's after quarter features none of the heavy turrets the other cruiser class vessels do; instead it mounts a ring of powerful fusion thrusters giving it excellent combat agility if somewhat sluggish turning. Many discount the Valmiki's lightweight armament and alleged over-reliance of missiles, but the ship's combination of speed and a nice mix of engagement ranges make it highly sought after in garrison and light escort/assault roles.
v0.86 .sb3s as wells doodads and no-doodads versions of the .shps can be downloaded here. http://www.wyrdysm.com/battleshipsforev ... almiki.rar
Note: Homing in ever-closer on finalized stats for all the guns. This is getting close to the last ship hull, and after a quick pass over a few ships that still make me go "meh" in the group (Kumbhakarna, Sanaatana, and Tvashtar) I will go through and finalize so they're actually vaguely consistent.