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 Forum index » Other Projects » Pre-Alpha Projects » Colony Wars » Soviets » Units
Soviet MCV
Moderators: Atomic_Noodles
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Feb 02, 2018 12:16 pm    Post subject:  Soviet MCV
Subject description: Hauling Materials.
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Mobile Construction Vehicle
Affiliation: Soviet Union
Role: Base Construction
Cost: 3000
Speed: Slow
Hitpoints: 1000
Armor: Heavy Plating
Strong: None
Weak: All
Movement: Amphibious
Requirements: Weapons Factory & Rig
Additional Info:
- Omnicrush Resistant
- Crusher
- Can Deploy into a Soviet Construction Yard
- Immune to Vehicle Snipers
- Immune to Mind Control
- Immune to Abduction
- Cannot be Hijacked
- Automatically Repairs

The MCV is the heart of every base. Equipped with all the necessary blueprints to build the structures of a Soviet Base. With the evolution of combat the MCVs no longer need transports to cross over bodies of water and instead are now outfitted with equipment to traverse them.

Key Words: #Soviets #ColonyWars #RedAlert2 #YurisRevenge 

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Cruiser
Vehicle Driver


Joined: 21 Mar 2018

PostPosted: Thu Mar 29, 2018 10:07 am    Post subject: Reply with quote

Not bad. But  i think the amphibious version is to easy.
What about chrono version?
Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 29, 2018 11:44 am    Post subject: Reply with quote

Amphibious should be half or 1/3rd submerged with those inflatable pontoons/buoyancy bodies appearing next to the main chassis.

To have the pontoons on the drive train is way too unrealistic.
-considering the units weight, the buoyancy bodies would have to be a lot bigger to have the unit completely above the water surface
-the unit would be extremely unstable on water and likely to flip over if the center of mass is that far above the water surface
-the drive train has too many moving/mechanical parts and thus not enough place for such big buoyancy bodies. the drive train is also too small to visually support the included pontoons.
-the unit has no way to move forward in water. Half submerged you could say a propeller or jet is in the rear of the unit (a hatch could open there).
-during the transition from water to land, those pontoons would block the tracks and vice versa, making it impossible for the unit to realistically change the terrain. The tracks need to be the lowest point for it to move on land, while undeploying those pontoons when the unit is far enough out of the water and they aren't needed anymore.
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Cruiser
Vehicle Driver


Joined: 21 Mar 2018

PostPosted: Thu Mar 29, 2018 1:57 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Amphibious should be half or 1/3rd submerged with those inflatable pontoons/buoyancy bodies appearing next to the main chassis.


In T.S. have a Amphibious APC. Don't remember, it have two animation for water and ground, or one?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Thu Mar 29, 2018 5:00 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Amphibious should be half or 1/3rd submerged with those inflatable pontoons/buoyancy bodies appearing next to the main chassis.

To have the pontoons on the drive train is way too unrealistic.
-considering the units weight, the buoyancy bodies would have to be a lot bigger to have the unit completely above the water surface
-the unit would be extremely unstable on water and likely to flip over if the center of mass is that far above the water surface
-the drive train has too many moving/mechanical parts and thus not enough place for such big buoyancy bodies. the drive train is also too small to visually support the included pontoons.
-the unit has no way to move forward in water. Half submerged you could say a propeller or jet is in the rear of the unit (a hatch could open there).
-during the transition from water to land, those pontoons would block the tracks and vice versa, making it impossible for the unit to realistically change the terrain. The tracks need to be the lowest point for it to move on land, while undeploying those pontoons when the unit is far enough out of the water and they aren't needed anymore.


You can't sink a voxel into the terrain and cutting the bottom is not an option due to rocker weapons (squid-grab, notoriously). All of the above doesn't worth it with such straightforward graphic issues during rocking.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 29, 2018 5:20 pm    Post subject: Reply with quote

Rocker (squid) never stopped people cutting off the bottom of every single ship including the official WW ones. <-Bad excuse to not have it done here as well

However, if you still think that this should be the first naval voxel to work with Rocker with a visible below water line part:
-You can move it in the hva a bit lower, so it is lower in the selection box.
The waves will then appear at the water line of the voxel, not the bottom of it.
-To make it look submerged, give the below water line voxel a dark water like color (blue, allied blue etc).
-the wide pontoons around the main chassis will cover most of the below water line part, so any bad looking submerged water colored voxel will be quite well hidden. Only when rocked you would see the below water line part more clearly.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Mar 29, 2018 8:20 pm    Post subject: Reply with quote

1) Which ones? All the Rocker Units didn't have extra voxels that clipped through lower. There were some that had holes in the bottom but they all were pobably due to importing of 3D Files into VXL Conversions.

2) They are affected by Rocker as much as the Normal Ships are.

3) Keeping all sections visible is to help keep its transition seamless.

4) Eh I can live with some bits of RL inaccuracies...

Also happy easter weekend guys!
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Cruiser
Vehicle Driver


Joined: 21 Mar 2018

PostPosted: Sun Apr 01, 2018 11:20 am    Post subject: Reply with quote

Yepp!
It have two voxel anim. for water and for ground.

apc_w.vxl and apc.vxl


apcw_000.jpg
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apcw_000.jpg



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