Update 2016-12-19 Designer Alpha

Details about updates to Shores of Hazeron

Re: Update 2016-12-19 Designer Alpha

Postby Phenoix12 » Wed Dec 21, 2016 12:41 am

Zoyd wrote:so is it best to build the hull as a solid object and then install the rooms or build the hull hollow and then build the inside to fit?


Hulls are already kinda hollow... You can just put rooms in halls already you don't have to make them hollow. I'll let someone else explain because I can't think of how to better.
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Re: Update 2016-12-19 Designer Alpha

Postby fugue2005 » Wed Dec 21, 2016 2:18 am

i seem to be having quite a bit of difficulty trying to work with this, it would be good to include some kind of sample ship file later, there's no sense of scale when you start working, i started making a ship, made a room for the bridge in what i thought would be a good size, but when i went to place a command chair it took up the entire bridge.

also a way to flip the grid orientation by a hotkey like you can when you are moving something would be good.
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Re: Update 2016-12-19 Designer Alpha

Postby Phenoix12 » Wed Dec 21, 2016 2:41 am

fugue2005 wrote:there's no sense of scale when you start working


Yah... you gotta concensly think of your scale at all times right now... Just do what I do; The scale of the designer is in meters, a meter is about a yard, a yard is 3 feet which is little over half my height, ergo if I lay down I would could fit in a 1x2 meter cube, if I was standing the same thing. So I'd want my halls to be able to accomadate 2 of me walking so a 3m hall is a good size, with celing at also 3 meters so no risk of bumping head and allows to have some details of piping.

Though the problem with scaling will probably be fixed when we can actually walk about... REALLY it be nice if we could download our empires standard race and import them into the design to walk around to see if they can fit nicely in the ships even when we're designing offline.
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Re: Update 2016-12-19 Designer Alpha

Postby Deantwo » Wed Dec 21, 2016 2:55 am

To make it all a tiny bit easier to work with for new players, and my sanity. It would be nice if hulls were created 0.01 bigger in all directions then defined, and all rooms be 0.01 smaller in all directions. This would mean that placing rooms to fill the total inside of a hull, the walls would not be 0 wide, same with placing two rooms next to each other. Think of it as a newbie/quick helper option.
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Re: Update 2016-12-19 Designer Alpha

Postby fugue2005 » Wed Dec 21, 2016 4:31 am

do i have to make rooms for stuff like engines, powerplants, sensors etc.
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Re: Update 2016-12-19 Designer Alpha

Postby Deantwo » Wed Dec 21, 2016 5:05 am

fugue2005 wrote:do i have to make rooms for stuff like engines, powerplants, sensors etc.

As far as the original design ideas, no you will not need to.
The idea was to have you simply be able to allocate remaining hull to subsystems as desired. So just designing a ship where there is hull space without rooms is all that is needed.

It does however not seem to be fully implemented yet.
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Re: Update 2016-12-19 Designer Alpha

Postby fugue2005 » Wed Dec 21, 2016 8:00 am

http://i.imgur.com/fTsLBTf.png

i could get used to this eventually
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Re: Update 2016-12-19 Designer Alpha

Postby Haxus » Wed Dec 21, 2016 8:46 am

Do not bother fleshing out the interior except where people can go. It's too much work and too much detail.

You do not need rooms for sensors and engines and stuff. You can make an engine room if you want. The key things you might want are service panels for the various systems, and control stations. They might go in a space that looks like an engine room.
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Re: Update 2016-12-19 Designer Alpha

Postby Haxus » Wed Dec 21, 2016 8:47 am

That space ship looks cool. Some of the hull pieces appear to be inside out.
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Re: Update 2016-12-19 Designer Alpha

Postby Haxus » Wed Dec 21, 2016 8:51 am

To make a room closely fit a hull, copy and paste the hull in place. Then shrink one of them slightly and turn it into a room. You will have to reverse and flatten its faces.
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