Development > Artwork

Herakles-class Heavy Lifter Redesign

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Noordung:

--- Quote from: aa_ on August 20, 2016, 06:08:02 pm --- I think that there is absolutely no need to include space for seats in the hold. First of all, the current Hercules seats are totally oversized, resembling thrones. Also, Firebird contains no evidence of seats. Here is an image of paratroopers housed inside a C-17 cargo hold. You can see them simply sitting on the floor, with basic backs near the floor level used for support.


 I am sure that Phalanx troops can easily survive a journey in similar conditions. So i think that the last picture presented shows the optional layout, with the 12 semi-seats mounted into the walls, and not being an actual part of the internal space. The two UGV's would be attacked to the floor in between the laterally-opposite pairs of doors.

--- End quote ---
i think this is good suggestion. if somebody really need seats it could be something looking like a seat near wall sharing the same square with wall. because after all herakles is some sort of multi purpose aircraft just recently turned in military aircraft with minimal modification. or so does game tell us.

aa_:
 Here i made a top view with the grid visible and a draft for the ship.

Noordung:
i think this shape is good. there is enough room inside, enough cover and fast exits. also its compact enough so it can fit any map.

Rodmar:
This shape is better imo than the more futuristic one on previous page.
You achieved a more compact frame with 30% less free inner space at max payload (12 soldiers and 2 UGVs), with only 20% less total walkable squares.
And yes, seats may be only textured, as could be done for the back supports visible against the C-17 walls.

Only questions for me are:

- the thickness of the walls. There are perfect for a container. Shall we have thicker walls? (given one square of pathgrid seems to be wasted anyways?) Double the thickness? Do we want a "bunkerized" container (with some explosive reactive plating)?

- the total height of the pod and the floor level above the ground. I don't know how many map height levels the pod should or shouldn't take. Given the actors' height, you should already take 3 level (or only 2?). In either case, do we want a slightly rised pod floor (perhaps not as much as with the current model), or go on with your horizontal ramps?

- the pathgrid around the exits. I believe it's related to the two preceding points. Can we leave the ramps laterally from the first two squares, or do we have to step once more if we want to leave them laterally? Indeed, what is the shortest path to turn around the pod?

aa_:
The wall thickness is preliminary. I will make it more solid and add details if the design is given go ahead. I guess it will be similar to current Heracles thickness in places. I don't think there is any use in reactive armour.

 The height is similar to the firebird, takes 2 gave levels. I think the actor's scale is a bit off, that's why it appears to be higher. What is the point of raising it above ground? It will only make it take more vertical space and make it more difficult to match levels.

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