project-navigation
Personal tools

Author Topic: UGV pod  (Read 12995 times)

Offline Zorlen

  • Squad Leader
  • ****
  • Posts: 134
    • View Profile
UGV pod
« on: March 02, 2008, 04:20:49 pm »
Here's a dedicated thread for UGV pod discussion, in order not to clutter Models thread.

My next variant is an externally-mounted pod, streamlined and equipped with bottom hinges, as Winter said. It shows open hinges and sort of protruding antenna, otherwise it is quite similar to fuel pod.


[attachment deleted by admin]

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: UGV pod
« Reply #1 on: March 02, 2008, 05:00:30 pm »
I quite like that design, no objections from me. I'd like to see it textured.

Regards,
Winter

Offline Zorlen

  • Squad Leader
  • ****
  • Posts: 134
    • View Profile
Re: UGV pod
« Reply #2 on: March 02, 2008, 05:09:42 pm »
On second thought, this schematic assumes that dropped vehicle goes straight down, which is unlikely if it is dropped by an aircraft in motion. Should the rear part also open to allow non-hovering airdrop or LAPES deployment?

Offline Psawhn

  • Squad Leader
  • ****
  • Posts: 210
    • View Profile
Re: UGV pod
« Reply #3 on: March 07, 2008, 07:49:37 pm »
I like it as it is, myself. I don't think dropping vehicles straight down is a problem, considering that in PHALANX use it's probably only ever attached to a STOVL aircraft - and the mission commander elects to only deploy it as the craft is landing or after landing. (As seen by game mechanics: The UGV starts with the rest of the squad at the start - you can't elect to drop it on a building or in another location before the mission begins.)

An alternate idea is to deploy the UGV on a platform with rails to ensure a clean separation from the pod at any speed. Throw on something like a drag chute to ensure it lands vertically and an airbag on the bottom of the platform to cushion landings, and you've got a delivery system that quickly and easily deploys the UGV at low altitudes at a wide range of speeds. (This also eliminates need for extra modelling, as all mechanisms are internal.)

I also realized that the communications gear is probably a relay between the smaller wireless comms on the UGV within battlefield ranges, and the much more powerful satellite systems on the dropship.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: UGV pod
« Reply #4 on: March 09, 2008, 09:30:46 pm »
looks nice - would like to see it textured, too

what would be the license you release your work under? GPL? Also could you please upload the model source files?

Offline Zorlen

  • Squad Leader
  • ****
  • Posts: 134
    • View Profile
Re: UGV pod
« Reply #5 on: March 11, 2008, 08:46:55 am »
Thanks!
Its GPL. I always forget to mention that, perhaps I should add it to my signature :)
UGV pod models are uploaded there:
http://sourceforge.net/tracker/index.php?func=detail&aid=1904238&group_id=157793&atid=805244

Offline Zorlen

  • Squad Leader
  • ****
  • Posts: 134
    • View Profile
Re: UGV pod
« Reply #6 on: March 11, 2008, 01:48:25 pm »
Now I am starting to understand how UW-mapping and texturing work :-)
I made a partial texture for UGV pod model.
http://sourceforge.net/tracker/download.php?group_id=157793&atid=805244&file_id=269953&aid=1904238

I am not sure if several texture maps for different model parts work or if there any way to converge them to a single one. Its a bit hard to properly arrange all details of the complex model on one sheet

[attachment deleted by admin]

Kamuflaro

  • Guest
Re: UGV pod
« Reply #7 on: March 11, 2008, 04:13:20 pm »
Detailed, yet simple, I love how it looks.

Offline Zorlen

  • Squad Leader
  • ****
  • Posts: 134
    • View Profile
Re: UGV pod
« Reply #8 on: March 23, 2008, 09:34:32 pm »
Done texturing, model and textures are available here.
Feedback is welcome!


[attachment deleted by admin]

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: UGV pod
« Reply #9 on: December 15, 2008, 03:09:24 pm »
Wow, I didn't realise this topic had been left so long!

I'm all for seeing this pod committed. However, we'll also (most likely) need a 'closed' version. Would you be able to take care of that, Zorlen?

Regards,
Winter

Offline Zorlen

  • Squad Leader
  • ****
  • Posts: 134
    • View Profile
Re: UGV pod
« Reply #10 on: December 15, 2008, 03:21:07 pm »
Okay, once I remember where I put that model :-)
Would stand-alone closed pod model be enough? I don't think that Wings supports animation.

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: UGV pod
« Reply #11 on: December 15, 2008, 05:56:04 pm »
Okay, once I remember where I put that model :-)
Would stand-alone closed pod model be enough? I don't think that Wings supports animation.

It doesn't, I've been using Wings for a good few years. ;)

A simple closed pod model is exactly what we need. I don't think there will be any animation for aircraft equipment, especially the UGV pod, which has no function in air combat.

Regards,
Winter

Offline Zorlen

  • Squad Leader
  • ****
  • Posts: 134
    • View Profile
Re: UGV pod
« Reply #12 on: December 21, 2008, 04:35:27 pm »
Here's it, texture included:
https://sourceforge.net/tracker/index.php?func=detail&aid=1904238&group_id=157793&atid=805244

For texture I didn't bother to remove unused parts, only added hatch contour.

[attachment deleted by admin]

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: UGV pod
« Reply #13 on: December 22, 2008, 03:40:31 pm »
Excellent. Can someone commit this please?

Regards,
Winter

Offline DuKe2112

  • Squad Leader
  • ****
  • Posts: 102
    • View Profile
Re: UGV pod
« Reply #14 on: December 22, 2008, 05:29:02 pm »
Something regarding the attachment of these pods:
If I'm not mistaken the different sized pods currently go on a weapon hardpoint of the same size, but aren't those pods quite a bit larger then the average weapon?
I suppose even a the small pod would look ridiculus when attached to the nose of the firebird.

In my oppinion the same goes for the fuel pod, which I consider quite larger then most electronics.

So my suggestion is to create a third type of hardpoint.
one for the weapons in light, medium and heavy.
one for electronics, which might also be devided in internal/small (targetting computer?) and external/large (ECM generator?)
and one for pods in small, medium and large, while the fuel pod could be the small one.

You did that for the pilots, so I suppose it wouldn't be difficult to implement?