Freelancer-Sirius-Revival / FLSR

The main mod files of Freelancer: Sirius Revival for the game "Freelancer".
https://fl-sr.eu
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Ku_gunboat revisions Rev02 #947

Open thaddeus-ex opened 2 weeks ago

thaddeus-ex commented 2 weeks ago

Currently revising the Kusari gunboat (again) already done - normals refresh is done. But do we want more?

Fair enough we want the Kusari Navy Insignia, but where to put it? top place for me would be as pictured in the dead space back and below the con tower. 2024-10-20 (3)

Sort the con-tower roof. What a mess. As usual as the roof is basically the same as LOD1and looks like some detail culling has been going on again 2024-10-20 (2)

The Disco boat has hardpoint bases for the K4 deck guns and extra points on the blade bosses, do we want or need something similar? (but slightly better fitted, coughcough*) disco_boat

In the original artwork the blades rotated dowm as the bay opens, although its the whole subsection of the hull which rotates downwards (not doing that, substantial redesign etc) k_gunboat (2022_03_03 12_20_44 UTC) Making the blades rotate is easy, do we want that, infact I thought I had put that on rev01 already, where they rotated upwards... but no matter

Please submit grips and growns about your gunboat short comings here for further debate, or not.

erikroe commented 2 weeks ago

Any rotating blades is afaik not useful at all. We cannot properly play animations other than baydoors. And I see little usage in doing so.

The extra HPs on the blade sides, not sure really.

For the insignia, the plate at the sides near the wings you suggested is my favourite spot, too.

erikroe commented 1 week ago

About the rotating spikes: I think the best looking (and least annoying) position for them would be 8° turned downwards to what they have by default (meaning, by current offsets, 36.5 instead of 44.5)

The baydoor anim goes far too much inside the ship I'd say. 2 or 2.5 translation inside is far enough instead of full 6.1