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March 1st, 2011, 03:20 AM
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#31
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Major
Join Date: Mar 2004
Location: Ireland
Posts: 5,115
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Re: Colonial Fleets Battlestar Stats
that looks good mate..... I have no problem with that layout at all
in a short while I will build some rough areas and add that idea so I can
see the over all aspect..
everyday that passes this project gets better and better ... most of the work and idea have been done....
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March 1st, 2011, 03:28 AM
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#32
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Warrior Ace
Join Date: Mar 2009
Location: Salem Oregon
Posts: 528
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Re: Colonial Fleets Battlestar Stats
I think there may be enough room between the groups of launchtubes (4 each) for the some of the laser turrets. Depending on how big you want them to be.
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March 1st, 2011, 03:32 AM
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#33
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Major
Join Date: Mar 2004
Location: Ireland
Posts: 5,115
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Re: Colonial Fleets Battlestar Stats
Quote:
Originally Posted by Punisher454
I think there may be enough room between the groups of launchtubes (4 each) for the some of the laser turrets. Depending on how big you want them to be.
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I am going to work out the scale of the turrets soon ...
I posted a image that shows a human figure in the frame
so I will see if I can duplicate that as see if I can work it
in.
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March 1st, 2011, 04:35 AM
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#34
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Strike Leader
| Co-Founder | | Colonial Fan Force | | Co-Owner | | TombsofKobol.com |
Join Date: Feb 2002
Location: Derby, England
Posts: 2,560
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Re: Colonial Fleets Battlestar Stats
This is great.
The reasoning behind it seems to make sense and starting with the bays and making sense of them might be the hardest part, because apart from them and the other (few) sets we've seen the rest is undefined and leaves more for your imagination.
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March 1st, 2011, 08:36 AM
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#35
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Warrior Ace
Join Date: Apr 2006
Location: In My Battlestar over San Diego waiting for everyone else...
Posts: 851
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Re: Colonial Fleets Battlestar Stats
Quote:
Originally Posted by Punisher454
Its a really large change in elevation. The solution is already hinted at by the original film set. Behind each viper is an elevator, you can see the rollup doors behind each viper.
My version of the layout has the elevator shaft going down to the landing deck, and also up to the hanger level. The elevator has three stops, landing bay, launching bay and hanger deck.
And the studio set didnt have the launching bays "head on" they are all inclined towards the bow. The blueprints show this as does my launching bay model, which I'll do some CRUDE renderings of very soon.
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Thanks for the input on this Punisher454.
I kinda thought the incline might be too much. I am aware of the angled launch tubes. Wasn't necessarily suggesting a "head-on" launch procedure. Like I said, it was a screwy idea I had with regards to the height difference for the landing phase. I have seen other renditions of the elevators being used to get vipers to the tubes. I do like the idea of that.
Thanks for the feedback and response.
BTW, I just viewed your landing bay/launch tube layouts. I like them a lot. Very functional and clean. They seem to fit together quite nicely.
Hadn't thought of the hanger deck above the landing deck. I always envisioned it below the landing deck, for some strange reason. Upon reflection, there doesn't seem to be a whole lot of room below it for a hanger deck. I like where you have it. Great work, Sir.
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Last edited by CBSG4ever; March 1st, 2011 at 09:14 AM..
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March 1st, 2011, 09:02 AM
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#36
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Warrior Ace
Join Date: Mar 2009
Location: Salem Oregon
Posts: 528
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Re: Colonial Fleets Battlestar Stats
The whole thing is hard to get your head around until you start to actually try fitting it all together.
With BSG there is always going to be a conflict between the miniatures and the live action sets. In fact, the miniatures dont agree with one another nor do the full size sets. The best we can do it try to minimize the conflicts.
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March 1st, 2011, 09:38 AM
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#37
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Major
Join Date: Mar 2004
Location: Ireland
Posts: 5,115
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Re: Colonial Fleets Battlestar Stats
Quote:
Originally Posted by Punisher454
With BSG there is always going to be a conflict between the miniatures and the live action sets. In fact, the miniatures dont agree with one another nor do the full size sets. The best we can do it try to minimize the conflicts.
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Yes I think that is the best we can do.... we will try to keep things as close as we can and when it just won´t work we can all as a group team find a way.
if no way can be found
we can Vote on it... most votes win, the community decides
and we go with that as best we can
how is that..??
get others to look in here and share their ideas .....
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March 1st, 2011, 10:12 AM
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#38
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Strike Leader
| Co-Founder | | Colonial Fan Force | | Co-Owner | | TombsofKobol.com |
Join Date: Feb 2002
Location: Derby, England
Posts: 2,560
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Re: Colonial Fleets Battlestar Stats
So what's the purpose of this bit?
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March 1st, 2011, 11:53 AM
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#39
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Major
Join Date: Mar 2004
Location: Ireland
Posts: 5,115
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Re: Colonial Fleets Battlestar Stats
Quote:
Originally Posted by peter noble
So what's the purpose of this bit?
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I always thought some control room for landing craft.. but if I was going to put some laser cannons that where I would put them too....
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March 1st, 2011, 11:59 AM
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#40
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Strike Leader
| Co-Founder | | Colonial Fan Force | | Co-Owner | | TombsofKobol.com |
Join Date: Feb 2002
Location: Derby, England
Posts: 2,560
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Re: Colonial Fleets Battlestar Stats
I though it miggtt be some sort of landing control room too.
Each pod has one, so the day-to-day running of the bays go on in these areas I think.
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March 1st, 2011, 12:17 PM
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#41
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Warrior Ace
Join Date: Mar 2009
Location: Salem Oregon
Posts: 528
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Re: Colonial Fleets Battlestar Stats
I've always thought it was related to landing bay flight operations. Like an air traffic control tower, or a better analogy could be the LSO on an aircraft carrier.
The landing bay interior model by Taranis has the overhead control room also, but I kinda think that one may be where the people that co-ordinate activities inside the landing bay work.
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March 1st, 2011, 12:51 PM
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#42
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Major
Join Date: Mar 2004
Location: Ireland
Posts: 5,115
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Re: Colonial Fleets Battlestar Stats
Quote:
Originally Posted by Punisher454
I've always thought it was related to landing bay flight operations. Like an air traffic control tower, or a better analogy could be the LSO on an aircraft carrier.
The landing bay interior model by Taranis has the overhead control room also, but I kinda think that one may be where the people that co-ordinate activities inside the landing bay work.
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that's true on my old bay..... I will be working on a new one
and I will run a few design ideas for that to be relocated .. but not now...
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March 1st, 2011, 07:33 PM
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#43
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Warrior ACE!
Join Date: Nov 2007
Location: North NJ
Posts: 522
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Re: Colonial Fleets Battlestar Stats
I'd say that's the LSO area, where you wold call the ball or be waved of if you're coming in wrong. I wouldn't put a aser there just cause we've seen too many raiders enter the bay and explode. A laser there would usually eliminate that.
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March 2nd, 2011, 02:22 AM
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#44
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Major
Join Date: Mar 2004
Location: Ireland
Posts: 5,115
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Re: Colonial Fleets Battlestar Stats
Quote:
Originally Posted by Reaper
I'd say that's the LSO area, where you wold call the ball or be waved of if you're coming in wrong. I wouldn't put a aser there just cause we've seen too many raiders enter the bay and explode. A laser there would usually eliminate that.
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LSO area works then
but its where I would put a laser
this is one of the areas I would like to look at. laser placement.
we could say if you will " that the lasers are there but when the Raider attacked Atlantia or the Galactica they had been
knocked out or firing at another attacking ship" ..
We can (the animators) film some action to that effect later.
I am starting on the smaller laser cannon today. I would see that version spread around the surface of a Battlestar.
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March 2nd, 2011, 03:26 AM
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#45
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Warrior Ace
Join Date: Mar 2009
Location: Salem Oregon
Posts: 528
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Re: Colonial Fleets Battlestar Stats
If all the lasers were always successful then the battle of Cimitar would not have been lost.
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March 2nd, 2011, 04:49 AM
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#46
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Retired or am I?
| Special Effects Artist | | Battlestar Galactica 2003 | | CoFounder | | Colonial Fleets |
Join Date: Dec 2000
Location: Minnesota
Posts: 2,527
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Re: Colonial Fleets Battlestar Stats
Quote:
Each pod has one, so the day-to-day running of the bays go on in these areas I think
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You said......POD!
Oh the freakin horror!
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March 2nd, 2011, 05:22 AM
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#47
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Major
Join Date: Mar 2004
Location: Ireland
Posts: 5,115
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Re: Colonial Fleets Battlestar Stats
Quote:
Originally Posted by Titon
You said......POD!
Oh the freakin horror!
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I was waiting for someone to say something
I remember this from some years ago
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