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BorgMan's Alcove So... Welcome to the Alcove! I'll throw in my images I make, some are sketched and others are models, but I hope you have a nice time viewing them :) For reference purposes I'll start off with my Starfleet Centre for Stellar Cartagrophy, a set of drawings I made for a competetion which directly influenced the creation of my Hayden Class scouts. Starfleet's Centre for Stellar Cartagrophy (often shortened to SCē) is the leading institute responsible for litteraly mapping the stars. It's campus houses the biggest observation dome in Federation history, including four accompanying towers that house the immense computer cores that enable this facility to function. What started out as an ordinary mapping station during the early days of warp flight in 2160, now is a state of the art research centre anno 2385. It uses a combination of holodeck technology and physical means to create a 360 degrees, 3D map of all quadrants. Every section of each quadrant can be magnified locally and inspected closer by means of an inspection cart, while a general overview can be maintained and viewed from a central platform. Please hold into consideration that the South Tower is not shown, but is there! http://img142.imageshack.us/img142/2...rioris8.th.jpg What people see above is just a tip of the iceberg, literally, as the majority of the facility is subterrainean. Undergrounds it's safer to let the computercores operate at subspace speeds. This is necesary as every quad of data is routed directly to SC2. The giant, 24/7 active hologram therefore represents the most acurate map known to Federation scientists. Every spaceship with a mission profile of 5 years and longer is required to synchronize it's maps with the one availlable at SC2, and ships with a shorter profile and civilian ships are adviced to do so. It's easy to access the outer ring of the facility, but to enter the dome you will need to make an appointment as it's always crawling with people. The system of carts has proven highly effective in that multiple observation sessions can be executed without anyone hindering someone else working in the dome. It has a solid reputation, with only two accidents in the past five years. Both accidents involved a disabled safety system of the carts, and apart from some bruises the victims did not have serious injuries. An emergency forcefield is present, which activates if an object in the dome reaches speeds of over 15km/h, such as a falling person or cart, after which the person in question can be transported to the sickbay present in the facility, or a cart can be transported to the garage under the dome. http://img142.imageshack.us/img142/2...ior1kb8.th.jpg Those who step in for the first time are always amazed! The dome measures 1 kilometer in diamater, but the entrance to said dome is done via the entrance hall. There the most important interfaces towards the dome are present, and during crisis times this room and it's adjecent rooms are the most crowded spaces in the entire complex. Starfleet Command uses the dome to view both friendly as enemy movements in said periods, and several wars were won because of the fact that several simulations could be played at once, including the effect a said movement would have on the rest of the fleet http://img84.imageshack.us/img84/624...ancevh7.th.jpg Before you go anywhere in the complex, you need to go to the reception, where you are given the clearances needed and appointments are confirmed. The way in is guided by a pond on both sides of the entrance, even flowing inside the Hall. Then, visitors are identified by the computer by means of biosignal and communicator ID. Those who work in the facility are also identified by this means and can thus enter the inner circle without passing the reception. Also present in the reception are two large screens which both give a different view on the Dome, making it possible for visitors to get a glimpse of the working Dome without the need to register. http://img142.imageshack.us/img142/9...ior2ky0.th.jpg And we go up and up, towards the walkways connecting the four towers which house the visible parts of the immense mainframe which SC2 uses to process it's data. Some swear by the tubes, as they are known, as they love the view and can come to rest. Others hate it, as they can't stand the height at which they are and become terrified when a gush of wind moves them a little bit. Point remains that the towers, in combination with the walkways, mark the most recognisable parts of the Starfleet Centre for Stellar Cartagrophy! http://img84.imageshack.us/img84/240...ior3xy0.th.jpg Above drawings are pretty old by now and, unfortunately, out of scale. Here's a peek inside the model that's still in the works, though I have NO idea when it will be done (it's kind of... huge... >_<). Everything you see is done is SketchUp Pro 7: http://img241.imageshack.us/img241/6403/queio2.th.jpg http://img389.imageshack.us/img389/5...ior1ws1.th.jpg http://img87.imageshack.us/img87/721...idorqh8.th.jpg |
Re: BorgMan's Alcove Damn, you weren't kidding about Star Trek fandom, and you're drawing. Both are underrated. Very, very good idea with some architect-quality drawings. Very nice. |
Re: BorgMan's Alcove This ship is an oldie; I stumbled upon her while searching for another design (there's like 100's of drawings scattered around two drawers), but when my eye fell upon her I just had the urge to do something with it. I could use some ideas in how to model the deflector housing, though. My vision for this prototype is that it's made from a Starfleet perspective, not Arturis' race: the energy for the slipstreamtunnel is channeled through four emitters on the nacelles, because afterall, Starfleet uses nacelles for their propulsion, not deflectors. That results in a fairly normal deflector, perhaps with a fallback system so that the deflector can aid in the stabilisation of the slipstreamtunnel, but it will most definitely not be the main source. http://img269.imageshack.us/img269/2...rorazkx.th.jpg http://img38.imageshack.us/img38/8463/aurora1q.th.jpg http://img232.imageshack.us/img232/3667/aurora2c.th.jpg http://img196.imageshack.us/img196/1005/aurora3.th.jpg http://img196.imageshack.us/img196/4056/aurora4.th.jpg And lastly a render of the deflector area http://img43.imageshack.us/img43/3933/aurora5.th.jpg I'm kind of wondering if this is the best way to go, but I really want to stay away from a Dauntless deflector as hard as possible. Suggestions, anyone? |
Re: BorgMan's Alcove Simply stunning additions, youve got props mate. *bows* As for the deflector issue, have you tried making it a bit more curved and streamlined, say like the Sovereign's? |
Re: BorgMan's Alcove ^ I have looked at that option, but have decided not to. As a matter of fact, I came by some other drawings I made that could be used as slipstream nacelles. I'm not exactly sure where this all will take me but I'll let you know ASAP :) In the meantime, here's two shots from the cargo bay situated behind the shuttlebay: http://img30.imageshack.us/img30/416...rgobay2.th.jpg http://img34.imageshack.us/img34/932...rgobay1.th.jpg |
Re: BorgMan's Alcove Here's the work in progress sketch of the Spine: the first generation slipstream core that the Aurora uses: http://img11.imageshack.us/img11/582/slipcore.th.jpg As you can see, there are several pipes leading off of the main core. They do... something, my Treknobabbler came up with a use for them: Quote:
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Re: BorgMan's Alcove I can see the potential of this a next gen FTL drive for the Feds. This'd make a good power source for the Ent-J ;) |
Re: BorgMan's Alcove Allrighty... I have worked pretty hard the last couple of days to give you this: The Spine. http://img297.imageshack.us/img297/582/slipcore.th.jpg http://img181.imageshack.us/img181/5...ipcore2.th.jpg This core is a combination between a normal warp core and the slipstream core seen in Hope and Fear; litteraly. As said, this is the first generation, meaning that with the switching of the crystals (detailed in a former post) the energy output changes as well, necitating in two seperate PTC's: one for regular plasma, two (above and below the original PTC) for the transport of the Benimite focused stream. I am not sure yet how to show the plasma globe-like discharges in the core but I'll get there eventually. The entrance is 3,5 meters high, though I'm not sure yet how it translates to the deck layout once I install it (very bad: I haven't checked it just yet) so perhaps I'll have to make a risen platform in the beginning to let them allign properly. Anyway, enjoy, and please give me C&C on this one. If I'm correct, this will be the first modelled Federation slipstream core so I could use all the help I can get :) |
Re: BorgMan's Alcove http://img199.imageshack.us/img199/7...emodule.th.jpg http://img403.imageshack.us/img403/39/img004zb.th.jpg http://img42.imageshack.us/img42/314/readyroom.th.jpg Allright, a small step away from the core until I know a little bit better what to do with it. I've started work on the bridge, including the conference room and the captain's ready room. Due to the somewhat unique shape of the hull the last two can't be placed next to the bridge as is common with a lot of starships, so instead they are moved to the back and the front, respectively. As always, C&C is appreciated, it's been a longtime since I've designed a bridge so I might be a little rusty :) |
Re: BorgMan's Alcove Cool, I really like the new vector work. Will it be using TCARS touch screens? |
Re: BorgMan's Alcove Actually... That vector work is the actual model itself. I just didn't render it. The ship will not use TCARS but I'm looking into the possibility of using an enhanced LCARS UI. Not really sure just yet but when the time is there, you'll see ;) |
Re: BorgMan's Alcove http://img34.imageshack.us/img34/7259/bridge2i.th.jpg http://img197.imageshack.us/img197/6...abridge.th.jpg Here's the firstrenderof the bridge itself. I'm really in a hurry so this is all you'll get from me for the weekend ;) |
Re: BorgMan's Alcove The bridge is now filled a lot more: bulkheads have been placed, extra consoles (including XI inspired window consoles) and the helm and XO (I think) console is in place as well. Also, I broke up the shape that was the pit with a platform in which the underside of the holographic projector rests, and deepened the pit itself a bit more: makes for a much more interesting view. Ideas about how (and IF) to place wall mounted consoles would be appreciated ^_^ http://img132.imageshack.us/img132/7...module3.th.jpg http://img62.imageshack.us/img62/865...module2.th.jpg I forgot to close the entrance to the bridge, so that light that's coming from the outside won't bethere on the final version. Just saying ;) |
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