Primary Weapon- Phased Array Laser Class A
---Damage: Medium-Heavy
---Range: Very Long
---Orientation: Anti-Aircraft, Anti-Airborne
---Recharge Rate: Around 3 seconds
---Firing Quantity- 2 round bursts, 4 when upgraded(elite)
--Comments: This weapon is highly lethal toward all airborne units, be it paratroopers or heavy bombers.
Secondary Weapon- Standard Low-Range Pulse Laser
---Damage: Light
---Range: Medium-Long
---Orientation: Anti-Infantry, Anti-Light-Armor
---Recharge Rate: Around 2 seconds
---Firing Quantity- 1 round burst, 2 when upgraded(elite)
--Comments: This weapon is designed to fend off harassing infantry or light vehicles such as HMVEEs and SS IFVs. Heavy armor and well equipped infantry are much resistant to this weapon.
--Armoring--
Avg Thickness- 5 inchs
Composition- Steel Composite, many unknown metal alloys make this resistant to kinetic rounds.
--Description--
The Alien Vulcan Tank earned its nickname from EDF/SS soldiers who survived to see the vehicle. The effective damage and lethal firing rate of the vehicle's primary weapon system makes it an incredible danger to anything that flies. This weapon has been known to down high-flying bombers, sturdy helicopters and clear the skies of paratroopers.
Our commanders have learned the aerial approach is the worst one to take toward this vehicle. The best way to approach this lethal unit is by the sea or ground. Its light anti-land and sea weapon, a pulse laser, does very little damage to ship plating and tank armor, especially of the composite variety. Ever-increasing contact with this unit has revealed that infantry weapons like light flak cannons, machine guns and low yield explosive devices do little damage to it.
Heavy anti-tank weapons, the Anti-Tank soldier's (formerly known as GGI) Javelin missile, the tank destroyer's cannon, and most heavy weapons systems mounted on artillery and assault tanks can damage this unit substantially more than standard issue weaponry.
SS Army battle experience with this unit brings the conclusion that most laser weapons can pierce the defenses of this unit and cause direct damage to it, unnegated by the armor.
Defining features of this unit include its large cockpit like structure at the front, suggesting a crew, backup hover jets to balance the front of the vehicle and the "neck" connecting the chassis with the command module.
INGAME PIC HAS VOXEL ON 90% SIZE, OLD NORMALS(SMOOTHED), AND IS THE FIRST FINISHED VERSION.
VulcanTank.PNG
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_________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) Last edited by EVA-251 on Tue Jul 01, 2008 11:38 am; edited 1 time in total QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Jun 28, 2006 7:38 pm Post subject:
Yes, thank you
Alex06, Lok is correct. The treads will never see use ingame, but should a ATGM or heavy kinetic hit the primary hover-unit, the treads initiate and the auxillary hover unit would come on to balance the front of the vehicle.
I plan to see what it looks like with the new normals, as the current version lacks them.
Ever since my parents set me up a "user" account on the computer I am using, I have had loads of difficulties with most of my CNC modding tools, including SHP Builder and VXLSE III 1.2C(?)
But, I have been testing this new unit, and the Aliens' issues with defense of critical areas from air attack has been solved to a good extent. Once the Aliens get their Proton Firewall(WIP) and Array Laser Defense, they should be able to protect against air assault just as well as the EDF and the SS. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
i think i see gaps. the distance between dots is too big i think. if it looks good in the voxel viewer it will look crap in the game and vice-versa. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Jun 28, 2006 11:56 pm Post subject:
Hmm, would you be referring to the cockpit? That is not a gap, that is texturing, but I may size the vehicle down 10% more. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
actually no i've been looking at your other voxels and it appears all of them have been ruined by incorrect bounds. the voxel dots are too spread out from each other causing gaps to appear between the voxel dots especially on the sloping surfaces of the vehicles. apparently nobody told you about the flaw in the voxel viewer. the distance between dots that looks good in the voxel viewer is 1 but in game it should be around .7 so if you use 1 then gaps will appear in the game but .7 in the voxel viewer makes the cubes overlap each other and it looks crap but you need it that way to look good for the game.
i told stucuk to fix this problem but he didn't apparently QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Jun 29, 2006 12:16 am Post subject:
...
Wow...That is quite useful, but to say the voxels are ruined seems quite extreme...
So you are saying vehicles have to look like micro-machines to avoid this? _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
if you made your VXLs really high resolution, then when you squeeze the voxel dots or cubes closer together, just enough to close all the gaps, then the vehicle could still be huge.
i should have maybe shown screenshots of VXLs from my program, it can output vxls with no gaps that take up about a quarter of the screen play area. QUICK_EDIT
That's what I was saying in my bug report post. They don't have to be micro machine size when you resize them, just a little bit. Like less than 10% I think.
@Vipr: Wouldn't that violate the size restrictions the voxel editors use(255-pixel cube)? _________________
Now on ModDB! QUICK_EDIT
actually i think maybe they need to be 30% smaller assuming the cubes in the voxel viewer meet each other perfectly. the bounds difference needs to be about 70% of the number of voxels along that axis i think.
yah there's a limit of 255x255x255 on the voxels for the game i believe and i'm not sure how much of the screen that took even when all the gaps were closed but i remember it was so ridiculously huge that there was no way anyone had to worry that closing the gaps was gonna make the vehicles too small. of course that means you have to make the voxels very high resolution in the first place and unfortunately if you used 3ds2vxl you wouldn't have to worry about this at all. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Jun 29, 2006 5:57 pm Post subject:
...
.....
I did not 3-d Model any of them...
...
I have seen some of my vehicles at that 30% smaller...They really look ass-ugly, and tiny small. It practically mandates that infantry be resized, cuz the little troops would be 30ft giants compared to them. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Jun 30, 2006 1:00 pm Post subject:
Well I dont think that is actually 100% true. My SS Tank used to have far far far worse problems with its holes and the voxels were of good design but no detail.
Yeah, my Sleipnir Stuff topic for SS still exists. Those show how much the mods voxels have improved since I started competently voxelling.
I am compiling a progress picture set, to show how many each unit that I have recorded images have improved...
And at this gap issue, can I not just thicken the internal layering of the vehicle? I have encountered mild success in some vehicles, like the SS tank, which has noticed a major decrease in the amount of visible gaps. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Jun 30, 2006 2:55 pm Post subject:
@Vipr-
It is, but it is the method I have used to fix the wholes on several of my problematic tanks.
@Chielscape-
Ok, I will try to get you to that ASAP.
BTW- The original SS tank was designed on the front view, so HVA rotation was used to fix this. Yurisarmy is the one who redesigned it to face the right angle. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Jun 30, 2006 4:50 pm Post subject:
^_^, I know...My cameo skills are much improved still..
For a note, I use a Quake I and II texture editor for all my cameos. (wally)
I may have to sharpen the picture and manually enhance it. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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