Vessel Finishing what stevecast Started

There also seems to be multiple Centauri shuttle mods with the same mesh? I've edited as above, have not checked. They all need a rework, another job, another day.

As discussed above officially they come in "various sizes", I was going by window size but having recently seen some star trek clips I don't think scale is part of the design plan. The screenshot is not reliable, one needs to see the vessels next to each other, which is where the scaling details become obvious, 2km is probably max (4m+high windows?). But I thought it best anyway to avoid parking it next to the cruiser, and I like triplets, any ideas? (haven't seen any good models) then I can get them released.
Yeah, 2 KM seems reasonable, considering that the Centauri base station, which has a similar layout, has a length of four times that much.

By the way, here's a rough draft of the SC4 config files for the Psi Corps Mothership. I could definitely use some help regarding the engine and docking port placements, as well as the animations (namely the centrifuge and possibly the hangar doors, in a manner similar to decpau's Asimov-class starliner).
 

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SC4 config files for the Psi Corps Mothership
So 600m long? I will update PMI, CS etc. What kind of engine exhaust does it have?
I could definitely use some help regarding the engine and docking port placements, as well as the animations
You can get these from the VB .cfg (if I don't update the SC4 file).
The hangar doors are just a simple panel- nothing much to animate, and placed at the end of a tunnel over half the ships length? I would move the doors to the front of the ship and make the tunnel a hangar, but that's probably not canon. Will add a docking point at the wall/door.

I've redone the Outpost, has ~2100m dia. 3 mooring points. Decided to release the Bintak, Outpost, and Jumpgate together.
@Urwumpe pls take a look, if your still interested I'll do the other Jumpgate/anything else you need.
hyper.jpg
Think I might add lights to the Outpost? Any other additions and I'll update.
 
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What kind of engine exhaust does it have?
I'm pretty sure the Psi Corps Mothership would use the standard Orbiter exhaust texture.
The hangar doors are just a simple panel- nothing much to animate
That's kind of what I figured.

On another note, linked below are the SC4 config files for the Technomage ship, Soul Hunter scout, and Thirdspace fighter and cruiser. Regarding the former vessel, I could definitely use some help with regards to the engine placements.

And one more thing - great job on the Narn vessels! All you need to do is the Narn military base and then I can send you the .pdf file for the Narn fleet. That being said, you forgot to include the main and retro thrust parameters for the Bin'Tak, while the altitude thrusters are ridiculously under-powered. (Some parameters that work fine in .cfg files don't translate well in spacecraft4, for some reason.) Personally, I recommend making the following changes to the .ini file for the Bin'Tak:

EMPTY_MASS=10e6
FUEL_MASS=8e6
MAIN_THRUST=60e8
RETRO_THRUST = 60e8
ATTITUDE_THRUST=60e10
HOVER_THRUST=60e8
ISP=40.5e7
 

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I'm pretty sure the Psi Corps Mothership would use the standard Orbiter exhaust texture.
The other Orbiter version yes, but I was looking for actual footage to emulate, the engine bells are annoyingly not circular, I'll just add the default tex.
Regarding the former vessel, I could definitely use some help with regards to the engine placements.
Still not sure what you mean? The positions are set in the .cfg, .ini.
great job on the Narn vessels!
Thanks, I don't fully test the SC4 versions so rely on your feedback, was also worried the docks were wrong.
I've done some tests in SC4 and found several errors, will update, testing everything again in SC4 simply takes too much time.
All you need to do is the Narn military base
This is a big mess, that's why I skipped it.
main and retro thrust parameters for the Bin'Tak
I generally omit these unless I can see actual engines, maybe mute on fantasy vessels, but it has engine bells at the back, therefore no retro, hover. But it looks like I missed the Main too! Thanks for checking, will update, the VB v. has 7.2e+011 (30g!?), and att..
Some parameters that work fine in .cfg files don't translate well in spacecraft4, for some reason
Some things are reversed, and I think att. if not individually set is auto calculated in SC4 (which is very inaccurate in connection with ISP)? Making both files is a pain, it might be better if you do all the SC4 stuff.

Finally found some "useful" information:
Avatar 3
"The gravimetric feld is generated by the "floating scales" on the backside of the ship, propelling it at a rate of 7-8 Gs in normal space and 10-12 Gs in hyperspace."
-Babylon 5 Fanon Wiki _ Fandom
(Hyperspace doesn't seem to be that much faster? Are these figures "correct"?). So this is one of/the fastest ships, one could calibrate the rest from that? Mass is still total guess work though, but at least I can set the speed (also info on length on this site). And been having fun with the "truly" alien models, don't have to worry about technical blamages, and interesting animation/visual possibilities. Got 3 layers of transparency working, lighting.
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Oh and what does the asteroid Kleopatra have to do with Third Spacers?
 
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Oh and what does the asteroid Kleopatra have to do with Third Spacers?
I think bcelestia intended it to stand in for the Thirdspace artifact. Unfortunately, no 3D model currently exists of it as far as I know.

This is a big mess, that's why I skipped it.
That's understandable. At some point, though, you will need to start making an effort to debug the mesh so said vessel can get an Orbiter release as a separate add-on, once you're finished with the various meshes you're working on at the moment (i.e. the First Ones, Thirdspace vessels, Soul Hunter scout, Technomage ship, and Psi Corps mothership).
 
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Sorry, I didn't realize you'd already figured it out on your own.
? The coordinates are dependant on mesh size.
I think bcelestia intended it to stand in for the Thirdspace artifact. Unfortunately, no 3D model currently exists of it as far as I know.
Ah ok, thanks for the link. It came with the others, have already imported and reskinned. But it's a "normal" asteroid and doesn't look anything like in the picture?
It's a Jumpgate, might be interesting for that, details are a little abstract?
An Asteroid destroyed the Sigma homeworld, maybe it could be used for that?
That's understandable. At some point, though, you will need to start making an effort to debug the mesh so said vessel can get an Orbiter release as a separate add-on, once you're finished with the various meshes you're working on at the moment (i.e. the First Ones, Thirdspace vessels, Soul Hunter scout, Technomage ship, and Psi Corps mothership).
It's composed of 5 ajoined vessels, this would need to be done first and then reassembled. I can't see this happening anytime in the near future. It's not a question of making more effort, it's not my bag.
propelling it at a rate of 7-8 Gs in normal space and 10-12 Gs in hyperspace
I'm setting the ships at ~8-10 Gs (with fuel) (would be nice to have set ISP etc. at least for races), if someone in the know could confirm this makes sense?
 
It's composed of 5 ajoined vessels, this would need to be done first and then reassembled. I can't see this happening anytime in the near future. It's not a question of making more effort, it's not my bag.
At the very least, you could do just the central section. According to the screenshot on Celestia Motherlode, said vessel is 200 meters long.
 
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Have finally managed to get the First Ones done.
Textures, effects, animation, cfgs, compatable and tested* with Orbiter2024/2016/2010
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0647.jpg
 
Did you consider my suggestion of at least doing the central section of the Narn military base (which is available as a separate 3D model)?
This could be doable, mesh looks ok, 60+ objects to go through. But the biggest problem: the tex mapping guessing game. I need detailed pictures (or at least one- the thumbnail resolution pic I found is no real help).
 
Did look at those, could all do with a complete overhaul, Excalibur needs new textures for the windows, maybe why it was made to glow? Something else I'll have to pass.
Did make some progress with this:
0649.jpg
0650.jpg
Have also redone the bad UV maps. Made the mistake of checking the docks last, to squeeze in a little fighter it is now ~2km tall.
Still have to figure out the other 8 docks.

And forgot that I'd started on this:
0652.jpg
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This has also grown for the same reason, ~1.9km. It's not "game ready", ~60mb! needs a complete rework to optimise it but I've already spent enough time and am not interested in making a big project out of it. It is what it is, kills my fps.
 
Did look at those, could all do with a complete overhaul, Excalibur needs new textures for the windows, maybe why it was made to glow? Something else I'll have to pass.
Did make some progress with this:
View attachment 42534
View attachment 42535
Have also redone the bad UV maps. Made the mistake of checking the docks last, to squeeze in a little fighter it is now ~2km tall.
Still have to figure out the other 8 docks.

And forgot that I'd started on this:
View attachment 42536
View attachment 42538
This has also grown for the same reason, ~1.9km. It's not "game ready", ~60mb! needs a complete rework to optimise it but I've already spent enough time and am not interested in making a big project out of it. It is what it is, kills my fps.
Looking good so far! By the way, could you provide me with a download link for the meshes you've had time to update?
 
Quit making me want to play X4.
Hmmm, you may not need to:)
There's an old addon(wip) for trade mechanics.
UACS for cargo.
Had the idea with LUA to make the jump gates as solar teleports, still hoping interstellar flight comes back to Orbiter (works in Orb2010!).
Put this together and what's missing is made up for with the serenity of Orbiter and true orbital mechanics.
 
Little time and other distractions, will post when I have an update.
Also unsure how to release, probably best bundled with another addon like the Bintak, probably still has bugs and I wanted to have a go at programming the jump gate.
 
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