Praetorian Fleet Yard

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Re: Praetorian Fleet Yard

Postby dilanski » Fri Sep 04, 2015 10:54 am

Duerer wrote:I like the flat design of that one. Where do you get all these space backgrounds, tho?


Just google image searching. "Space Backgrounds" "Space Wallpapers" "Space Desktops" "Planet Backdrops" "Starfields" You get the picture. Remember to set the buttplugs to get rid of low res ones.
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Re: Praetorian Fleet Yard

Postby Vami IV » Fri Sep 04, 2015 11:32 am

.
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Re: Praetorian Fleet Yard

Postby dilanski » Fri Sep 04, 2015 8:46 pm

:mystery:
Vami IV wrote:
dilanski wrote:
Duerer wrote:I like the flat design of that one. Where do you get all these space backgrounds, tho?


Just google image searching. "Space Backgrounds" "Space Wallpapers" "Space Desktops" "Planet Backdrops" "Starfields" You get the picture. Remember to set the buttplugs to get rid of low res ones.

I would fucking LOVE to learn how you put your ships against them backgrounds. Photoshop?


I use GIMP2 as it's freeware, but yeah. It's a simple procedure, can be done in all of a minute. When taking screenshots with the built in LDD tool, if the render settings are maxed, for some reason LDD will save the background image as alpha. No idea why, could be a feature, or the best bug ever. Simply load the ship as a layer in GIMP, your background as another. Assuming your background is the same size as the picture taken from LDD (I use a 1080p monitor ATM, so LDD takes a picture just slightly smaller than that, so I use backgrounds of 1080p or higher mostly), you can just export it straight away. If your image is the wrong size, you can move and resize it as necessary.

If I had the time, I'd mess about with POVRay and match the lighting in the scene to the lighting in a background. It could make for awesome 'atmospheric' images. Unfortunately POVRay takes hours to run (also it is/was crash happy for me).

The crappy info-graphs are another thing done in GIMP. I'd love to make some standardised templates, get a background more interesting than grey, and do a whole series for every active vessel in the fleet. The newest carrier was kind of sitting as a 90% done cherry on my backlog of half done ships, so I kind of just finished it so that I'm not considered entirely inactive/irrelevant, not enough of a cool ship to warrant spending potentially hours making all that.
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Re: Praetorian Fleet Yard

Postby Whiteagle » Sat Sep 05, 2015 6:08 pm

dilanski wrote:I use GIMP2 as it's freeware, but yeah. It's a simple procedure, can be done in all of a minute. When taking screenshots with the built in LDD tool, if the render settings are maxed, for some reason LDD will save the background image as alpha. No idea why, could be a feature, or the best bug ever.

Actually I think that's just how it renders models, the 'Backgroud' is just something it replaces the alpha channel with when you take a picture in that mode.
If you use Ctrl + K to take pics in build mode, it will give you a .png file with a clear alpha background.
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Re: Praetorian Fleet Yard

Postby dilanski » Sat Sep 05, 2015 8:27 pm

Whiteagle wrote:
dilanski wrote:I use GIMP2 as it's freeware, but yeah. It's a simple procedure, can be done in all of a minute. When taking screenshots with the built in LDD tool, if the render settings are maxed, for some reason LDD will save the background image as alpha. No idea why, could be a feature, or the best bug ever.

Actually I think that's just how it renders models, the 'Backgroud' is just something it replaces the alpha channel with when you take a picture in that mode.
If you use Ctrl + K to take pics in build mode, it will give you a .png file with a clear alpha background.


Still doesn't explain why altering the quality settings will remove the background, but it gives us easy awesome backgrounds anyway, so as long as it isn't patched, I'm happy.
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Re: Praetorian Fleet Yard

Postby dilanski » Tue Sep 08, 2015 11:04 am

The cultural worth of Nehellenium has long been a goal of many industrious Omegalon based companies. A whole new Galaxy of art, music, literature, entertainment to send Praetorian tourists on expensive package holidays to. However with the AN being out of commission over the course of the AN-TA conflicts, the Praetorian foreign office had issued restrictions on travel to Nehellenium. With the AN now operational, and embassies cropping up all over Nehellenium, able to shelter drunken holiday goers who end up breaking local laws, the race to provide trips to Nehellenium for the masses was back on.

Transporting billions across the galactic void would require serious infrastructure, with the stargate into Nehellenium a bottleneck, with wait timmes of up to two weeks for non-essential transport. Hypermarine Astronautics had for some time been toying with a concept for a large civilian transport craft with Inter-galactic capability, and decided now was the time to bring the concept to market.

Capacity and luxury were key, demanding a vessel of unprecedented size for its class. Efficiency and reliability would also be necessary, so it could be operated on an austere budget. Lastly, this craft possessed a unique technical challenge in that it required to regularly be able to make atmospheric re-entry, and hover indefinitely in low atmosphere.

All this added up to needing one mother of an engine. PAE Systems delivered on this. Originally planned for a scrapped LDC, the Outbound X633 Plasma-Ram Hybrid was designed to provide incredible thrust during atmospheric flight, and remarkable efficiency during space travel. It does this by combing a plasma motor with a by-passable compressor, allowing RAM jet performance in upper atmosphere, with assisted turbofan performance in lower atmosphere. But even with such an engine propelling it, a classic dual-engine solution was unworkable, with Hypermarine opting for sixty-nine engines.

The final result of all their hard work was unveiled as the Eterne G750. The maiden voyage of the first vessel, the Emperor Of The Clouds, a trip from New Praetoria to New York, being completed in 8 days. Carrying all 11,000 passengers in executive comfort.

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The Eterne is over 1500 metres long, larger than a Heathen A330 battleship. Its Kilometer wide wingspan indicative of the sheer mass of this craft.

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During atmospheric re-entry, the crafts heavy shields take most of the brunt, and are necessary for repeated flights without servicing. The craft is however designed to safely complete a re-entry cycle without shields, however a complete servicing would be recommended afterwards. The vessel relies entirely on its shielding for defense as well, buying it enough time against terrorist attackers to make it into warp, or to summon defenders to its aid.

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Velocity from the initial stages of re-entry is quickly lost, the craft settling into a shallow approach, giving passengers panoramic views from the full height windows. On final approach, the craft settles into level flight, allowing its maneuvering thrusters to gracefully bring the craft into dock.

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On some rare occasions, a G750 may need to make a landing on solid ground. This is normally only done during emergencies, in some maintenance situations, and when no other suitable dock is available and the landing surface is suitably reinforced. It should be noted that in an emergency when landing isn't viable, the G750 has two longboats docked flush on the underside. While not capable of holding all passengers, they allow for several at a time to be ferried off the vessel, and are also used when the craft is configured in the style of a cruise liner, allowing passengers shore time at almost any location, regardless of whether they have the technology to support an Eterne.

While built primarily as a civilian craft, the vessels massive size, and inter-galactic travel speed has raised interest from the freight market, where a stripped down hauler variant is expected to debut soon. This speed and carrying capacity has also meant a number have been acquired by Praetorian FleetCom, to serve as niche executive transports. This same use scenario has a number of nations interested in purchasing vessels to function as transports for their leaders.
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Re: Praetorian Fleet Yard

Postby dilanski » Wed Sep 09, 2015 12:57 pm

The hundreds of obsolete Vendetta Class hulls that had been sitting mothballed since the early AN-TA war have been put through many uses. The three biggest being customs, border patrol and anti-piracy. With the Vendetta's aging, and no sign of a refit, a specialized vessel  was sought as replacement.

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The Nomos P110 is built as a patrol craft, prioritizing cargo scanners, and long range capability. Perfect for determining the legality of a transports cargo, and launching marines if necessary. It comes equipped an Inertial Polarization device, capable of exciting haggis bosons, and putting the brakes on any craft that tries to outrun it. 4 Fire-Tempest turrets, and 12 missile launch hatches, loaded with normally EM missiles for disabling vessels, provide an armament capable of swiftly dispatching pirate vessels.

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The hangar bay holds boarding shuttles, and a marine contingent is stationed on every Nomos, even those in anti-piracy roles. Ensuring officials may board any suspect vessel, using force if needed. The Nomos is no front line vessel though, and military planners have been reminded to rely on existing platforms for planetary landings.
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Re: Praetorian Fleet Yard

Postby dilanski » Wed Sep 09, 2015 1:18 pm

For some time Praetoria's lower end vessels have proved ineffective in their role, the Vanguard Class too old and diminutive in stature provide any use in fleets, and the Deathstalker Class, originally built for MoI, proving not as effective in the fleet role, but used regardless as a stop-gap. With all attention provided to high-end platforms, the role of dedicated fleet escort was left untouched, until now.

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Stalker Dynamics was working on a successor to the Deathstalker, originally pitching it to MoI, but with them entirely satisfied with the performance of the Apex H110, the design was redone specifically to serve as an escort to the new Carrier groups of Fleetcom. The Deathstalker E220.

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Larger and more armoured than its predecessor, the new Deathstalker loses its speed and agility, but keeps the extensive electronic capability, which is put to use tracking targets, and co-coordinating its point defense batteries. Anti-ship armament is two fire tempests, and a set of 8 missile launch hatches, equipped with EM missiles, to disable targets, and allow other ships in the fleet to apply damage unopposed.
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Re: Praetorian Fleet Yard

Postby dilanski » Tue Mar 08, 2016 6:51 pm

Image

The Bismuth MkI & II Fighters have served the Praetorian Fleet since G.R 2011, and have until recently proven adequate in their role. However with the rapid expansion of Praetoria's carrier groups, the need for a new, space optimised fighter have grown. And lead to the production of the Bismuth Mk III

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Designed primarily as a space superiority fighter, the new Bismuth boasts increased engine power, polymer-lighter alloy construction, and a weapon loadout focused on flexible missile and torpedo capability. The fighter still retains its VTOL capabilities, which along with the Citadel F110's catapult tubes, allow for quick launch and recovery.

Spoiler: show
So, a quick callback to a model I built one freaking quarter of my life ago. I hope to use this in a "Upcoming" soap. I had other fighter designs in my head but with the imminent end of Praetoria as a faction, It seemed fitting to base the fighter off of one of the few good things to come out of the faction, T-Mex not excluded.
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Re: Praetorian Fleet Yard

Postby dilanski » Fri Jun 03, 2016 6:44 pm

Image

Built on the coast of the Basing Desert on New Praetoria's equatorial belt, Fleet Command Headquarters is a fortified bastion. Designed to be as self sufficient as possible, FleetCom HQ produces its own power, grows a large portion of its required food, and water is pumped from the nearby sea, being desalinated on site. Standing 700 metres tall, the main tower contains all of the administration needs of FleetCom and a sizable port for small atmospheric and spacecraft, while the outer towers contain accommodation. Beyond them are the bases considerable Ground-to-Orbit defence, which while smaller than some super-capital weaponry, far exceeds them in energy output. On the outskirts of the base are the two 'keeps', each of which contains the bases shield generators, and extra space for non-essential functions, surrounding them are the ground defences, in the form of heavy artillery cannons. Further beyond the base are numerous NSWM (Near Star Warp Missile) launch sites, connected primarily through a network of tunnels, pillboxes and trenches that cover the area.

Below ground however is the real nerve centre of FleetCom. A 350 metre reinforced elevator shaft leads down to an equally reinforced command bunker. Containing galactic defence command, and pan-galactic communications, the bunkers main purpose is to provide commands to all 1,100 of FleetCom's warships and to co-ordinate ground defences during a potential galactic invasion. Also within the bunker are one of several archives of the RARCom library, and one of the primary Newton AI arrays. A sizable cache of weaponry and supply rations, as well as space for surface refugees is present. As such the command bunker can operate even if the above ground complex is compromised.

Spoiler: show
So, I am doing a soap thing and built this a while ago for it. As always we are working with dilanski time here (I'll pretend it'll get done, but never will), so I figured it was interesting enough to post on its own.
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Re: Praetorian Fleet Yard

Postby Vami IV » Sat Jun 04, 2016 4:16 am

is interesting
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Re: Praetorian Fleet Yard

Postby dilanski » Sat Jun 04, 2016 11:35 am

Vami IV wrote:is interesting


After the post deleting spree you went on to cleanse the forum of your low effort comments, I am not sure if you are being brilliantly sarcastic, or have regressed. So can I ask what is the interesting part in your opinion? Is it the design? the lore? the fact that I've built something that isn't a spaceship for once? Come on Vami, you've got a captive audience. I NEED to know what  is interesting.
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Re: Praetorian Fleet Yard

Postby RedRover » Sat Jun 04, 2016 2:44 pm

Read this whole thread. Very impressive
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Re: Praetorian Fleet Yard

Postby Vami IV » Sun Jun 05, 2016 2:39 pm

dilanski wrote:
Vami IV wrote:is interesting


After the post deleting spree you went on to cleanse the forum of your low effort comments, I am not sure if you are being brilliantly sarcastic, or have regressed. So can I ask what is the interesting part in your opinion? Is it the design? the lore? the fact that I've built something that isn't a spaceship for once? Come on Vami, you've got a captive audience. I NEED to know what  is interesting.

I like the design.
I also think it's interesting that you had all this time to throw into this model but not the soap (haha black pot and kettle there). But it's a solid design anyways.
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Re: Praetorian Fleet Yard

Postby dilanski » Sun Jun 05, 2016 3:09 pm

Vami IV wrote:I also think it's interesting that you had all this time to throw into this model but not the soap (haha black pot and kettle there). But it's a solid design anyways.


Believe it or not, but I've got the first issue/chapter/post of the soap fully written, even formatted with the BBCode. I decided some time ago though that I wanted to have the first three issue's fully written to post them concurrently though, so I am sticking to my guns on that. Besides, I've realised my skill is LDD, as opposed to writing, the more time I put into designing cool models for the soap, the better it will be in the end.
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