Author Topic: Sovereign Class Enterprise E Now Available at BCFiles  (Read 45185 times)

Offline Lord Tribble

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Re: Sovereign Class Enterprise E
« Reply #300 on: March 01, 2011, 04:52:17 AM »
Where the side edge of the saucer is inset, that area of the hull is at a slightly sharper angle than the rest of it, creating a slight step in the hull. Have you modelled this? It?s really hard to tell by the images in thread so far. :)

Offline starship

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Re: Sovereign Class Enterprise E
« Reply #301 on: March 01, 2011, 06:09:09 AM »
She?s coming along very nice! Can almost pass as a higher polly mesh.  :bow:

Offline DJ Curtis

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Re: Sovereign Class Enterprise E
« Reply #302 on: March 02, 2011, 08:12:49 PM »
I've PM'd a couple people for more detailed information, but consider this an open beta call.

A link to the ship is below.  Please, if you download it, review it, make suggestions and comment on it below, otherwise wait for the main release on BCFiles.  This is not the final version.

EDIT--> BETA OVER

Offline CptBenSisko

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Re: Sovereign Class Enterprise E
« Reply #303 on: March 02, 2011, 08:39:23 PM »
Excellent! Cant wait to give it a whirl!!

Offline eclipse74569

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Re: Sovereign Class Enterprise E
« Reply #304 on: March 02, 2011, 10:03:35 PM »
Not seeing any problems so far on my end, I have yet to play an unfair match though (2 verses me) I'm trying every scenario possible LOL
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline CptBenSisko

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Re: Sovereign Class Enterprise E
« Reply #305 on: March 02, 2011, 10:10:39 PM »
hardpoints and arcs seem pretty accurate....are there any model or texture changes coming for the final release? or is the model and textures finalized?

Offline Morgan

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Re: Sovereign Class Enterprise E
« Reply #306 on: March 02, 2011, 10:17:39 PM »
I decided to give it a test run.  Visually this ship is stunning, as always with your work, DJ.  The hardpointing still has some work to be done though.

The first thing I noticed before installing was that the quantum torpedo launcher uses the "SovQuantum.py" torpedo, but no such projectile was included in the download.  I used "Dur_QuantumPulse.py" as a substitute for testing purposes, since it's a fairly standard script.  Regarding the quantum's, I noticed you're using one pulse launcher instead of four like how CG had his.  I admit I used this set up myself for sometime but abandoned it when I realized Advanced Power Control can make the single launcher start unloading quantum's at an almost God-like rate in some circumstances.  Going to a system similar to how CG has it set up will avoid this completely, but in the end however you want to do the quantum set up is ultimately your call.  :)

I would definitely bump up the torpedo reload time for the photons, I was able to keep a stream of constant torpedo fire on an enemy.  Balance wise this presents some problems because with weaker ships like the Cardassian's you can just keep the Galor or Keldon in front of you and blast torpedoes at it until it explodes, since the Sovereign's shield's can take the punishment.  Against larger ships like a Warbird or Negh'var the balance is better, but the Sovereign can still get a lot of torpedoes out before having to rotate shields.

Phaser arcs seems fine, but the strength seemed a tad too weak, but only a minor adjustment upwards seems necessary - I'd say no more than 200-300 max should do it.  Shields feel okay for my install.

My last gripe is with the nav lights on the top of the nacelles, they look a little too big in proportion to the nacelles.  Might I suggest making them a hair or two smaller?

I'm sorry if it seems I just dumped a lot on you at once  :doh: , but despite all that's above, these are pretty much just minor touch-ups that could be done before final release.  Overall in its current condition it's still a great ship to have, and I'm glad I got to try it out.  :yay:

Offline DJ Curtis

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Re: Sovereign Class Enterprise E
« Reply #307 on: March 02, 2011, 10:26:26 PM »
Thanks Nero.

Nav light are on my to do.  Let's see what others think about the phaser strength and photon reload.  As for the quantums, I'll play with it.

Offline captblack

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Re: Sovereign Class Enterprise E
« Reply #308 on: March 02, 2011, 10:30:37 PM »
  From my run with the ship:
-Hardpoint is good BUT no quantum torpedoes (is there supposed to be??)
  -Phasers run fine
-the model looks a too light to me and some textures look blurred (It could be just me)- I understand its a beta and not fully done though
-Overall good ship from the beta id give it a 7/10
now you see me...now you dont

Offline eclipse74569

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Re: Sovereign Class Enterprise E
« Reply #309 on: March 02, 2011, 10:39:26 PM »
  From my run with the ship:
-Hardpoint is good BUT no quantum torpedoes (is there supposed to be??)
  -Phasers run fine
-the model looks a too light to me and some textures look blurred (It could be just me)- I understand its a beta and not fully done though
-Overall good ship from the beta id give it a 7/10

The ship is too light on purpose.  It was DJ's attempt at making it a Hybrid sov.

Yeah I didn't think about the quantums though...however I know how to change this myself...my only grip about it is the fact there aren't blanks :P but that's just me :D
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline Nebula

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Re: Sovereign Class Enterprise E
« Reply #310 on: March 02, 2011, 10:44:52 PM »
Quote
-Hardpoint is good BUT no quantum torpedoes (is there supposed to be??)

haven't Dled it yet... but have you tried using G?
Canon is what people argue exists on ships that don't exist.

Offline shade_30

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Re: Sovereign Class Enterprise E
« Reply #311 on: March 02, 2011, 10:51:17 PM »
haven't Dled it yet... but have you tried using G?

From what I noticed, there were no quantums included in the DL, but the ship definitely has them. =)

As for me, I can only say "awesome!"  :bow: :thumbsup:

Offline ACES_HIGH

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Re: Sovereign Class Enterprise E
« Reply #312 on: March 02, 2011, 11:00:49 PM »
aside from the missing quantums, this ship is awesome! it blows the ol' CG Sov out of the water, graphics wise.

I have to give kudos to the KM team too.  I haven't had a chance to play with the newest build until now, and it rocks.

Next up, I'll load DJ's Sov up with some proper quantums and go bug(ship) huntin'

Offline metalnick

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Re: Sovereign Class Enterprise E
« Reply #313 on: March 03, 2011, 12:06:28 AM »
Everything looks great on my end. I'd add a wee bit to the phaser charge so they fire like half a second longer. As far as textures everything is amazing as always. Plus this thing runs great on my old P4 2.4Ghz with the Doom 3 Nvidia 6600GT 128MB. Now if that's not worth a cookie or two I don't know what is.  :bow:
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Offline moed

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Re: Sovereign Class Enterprise E
« Reply #314 on: March 03, 2011, 12:42:04 AM »
Just sent you a PM DJ.

Offline Nihilus

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Re: Sovereign Class Enterprise E
« Reply #315 on: March 03, 2011, 01:01:17 AM »
I would say Nero pretty much nailed everything in his post.  The textures and mesh are solid and she's more than a match for your Galaxy Class, (USS Venture to be specific).  I also sent her up against the USS Pegasus which managed to dish out some damage against the Sovereign, but in the end the Pegasus was defeated.

IMO, I think she could benefit from a Quantum Torpedo setup like the JLS Sovereign.  Rapid fire 4 Quantums back to back before reloading, which is pretty close to Canon I believe, as seen in First Contact and Nemesis.

Offline DJ Curtis

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Re: Sovereign Class Enterprise E
« Reply #316 on: March 03, 2011, 01:13:00 AM »
Okay, so beta catches that I forgot to include quantum scripts.  I'll fix that up.

Offline Darkthorne

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Re: Sovereign Class Enterprise E
« Reply #317 on: March 03, 2011, 02:05:42 AM »
Damages nicely hp seems great ..save for missing quantums of course. it manuvers very smoothly too. I really am enjoing seeing it run all in all a superior ship I would say... even would call it a masterpiece
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Offline Nihilus

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Re: Sovereign Class Enterprise E
« Reply #318 on: March 03, 2011, 02:56:07 AM »
Possible error.  I'm not sure if it's the model or something else but sometimes the Ship's running lights will disappear.  You can see in these pics that from this angle the lights on the Nacelles are gone, but when I tilt the ship, they begin to reappear.  The same goes for the flashing lights, although you can't tell that from still photos.

Offline flarespire

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Re: Sovereign Class Enterprise E
« Reply #319 on: March 03, 2011, 03:58:05 AM »
overall this model is beautiful, well executed and has the complete OMGness to it, i do have 2 nitpicks, one of them being a suggestion, the suggestion is animating the bussards, not having them animated kinda takes away from the whole look of the ship, and my main nitpick is that the models doesnt look crisp enough, now this may just be my graphics card but something looks off, maybe the model is too smooth?

but other than these its a great ship, now i have to convince my graphics to use the specular highlights, because everytime i turn em on, they trun right back off again.... :banghead:

and SERIOUSLY!!!, you really forgot the QUANTUM TORPS? how can you have the enterprise E withought those!!.....