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    posted a message on Asikar's Airships
    Quote from EL_Kurto_15

    I am quite sure steampunk still has gravity and basic physics so capsizing should still have to be taken into consideration when designing one of these. Hydrogen and helium have no actual lifting power then air inside a submarine has and there is nothing lighter then hydrogen, but let us assume in your fictional steampunk universe that there is. A substance with enough buoyancy would be extremely problematic for many reasons. Though I am okay with steampunk stretching physics and stuff to make things possible in their fictional universe I believe the stretching of physics in yours has gone way too far.

    Though I do not think these work well as airships they could work okay as ironclad water warships.

    Also these ships have many large TNT cannons, do you have a way counteracting the knockback from them? I feel a broadside from all the TNT cannons would be likely to capsize the ships.


    What makes up for the physics of the floating islands? Or the fact that cubes are the primary shape as opposed to spheres? You're thinking WAY too much into this. A major point of steampunk is that its part of an ALTERNATE universe, which could differ in only tiny ways or in large ways such as their laws of physics.
    Posted in: Screenshots
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    posted a message on Asikar's Airships
    I'm back home now, Asikar, and I've got the rundown I promised.

    You never fail to disappoint!


    1. Inside the turbines (Exterior Engines)
    - Looks good as is, but I just feel like there should be "Energy" flowing in it. Maybe light up Redstone not attached to anything? Or maybe Lava in glass cases? IDK, as I said, it still looks good as is.

    2. Deck Cannons
    - I love the look on the cannons. I was thinking, maybe on your next ship, you could try making one of the cannons bigger. The functional part of it would probably still be the same size, but you could add some "bulk" to it to make it look like an even bigger gun.

    3. Crows Nest
    - For some reason, I just feel like it should have a balcony/ not have the corners blocked. Maybe something similar to what the bridge has. I tried fiddling with it, but I couldn't come up with a result that I liked, so I guess what you have is good as is.

    4. Ladder going down from the bridge
    - It seems like you have everthing else symmetrical, so it just seems like a second ladder going down is currently missing.

    5. The empty room at the front of the ship.
    - I'm not sure what's supposed to be there, but it looks terribly lonely. Maybe try a viewing area (underbelly/front of the hull)?

    6. Pump Station/ Ballast Room
    - I'll be honest, the room scared me a little at first (it reminded me of the maps from the old N64 Goldeneye). Then I found the engines and fell in love with the wiring work. I've never really tried doing the whole logic repeater thing, but now it seems like a logical necessity for any self-respecting airship builder.

    7. Engineering
    - It looks cool, but if it was supposed to do something, I couldn't get it to work... <_<

    and finally

    8. Armory
    - I was thinking you could add some decorative work here, like maybe a blacksmith's forge or to make it look like more than storage. There might not be enough room for a decent one, though...

    In summary, your work rocks, and I'm looking forward to the completion of your carrier project! I'm starting to fall behind on my projects at the moment (darn you, ADD!), but I'm designing a destroyer at the moment. I need to catch up so I can strut some, too!
    Posted in: Screenshots
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    posted a message on Asikar's Airships
    I'm outta town at the moment, so i haven't got a chance to examine the Undaunted, but i will. It's like I'm like a kid in a candy store!
    Posted in: Screenshots
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from SayainZeus

    Is there anyway to raise the number of blocks that can fly? I know it says 1024 is the max but is there anyway to raise it?


    Go into the config file and change the max from 1024 to a higher level.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from GNS

    Nice start! Too bad water is super crazy in minecraft, otherwise I'd suggest making a set of doors to open and close so that you can flood your drydock with water whenever you want to sail the ship. Do you have monsters turned on in your world? I would also suggest making the dock longer, then building a longer sandstone platform (starting from the doors out to the water) so that you'll have more room for a workshop, more room for chests to store raw materials, maybe even a second level so that you can climb up there and look at your ship from a higher perspective.

    I've got an "office" just under the roof with an "observation area", but for now I have no plans for making it bigger (not to say that it won't happen in the future). Monsters are on, but the torches helped keep them out of my screenshots (they're just enough to keep them from spawning in the building. Making it longer would not be too much of a problem, and I will lengthen it if it comes to that. Widening it would be a bit harder, because there are buildings on both sides (really just shacks, but whose complaining *twitch*), and the height.... we will see.

    As for a workshop, I'm set on building dual workshops on the ends of the shipyard, I just haven't started it yet.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from GNS

    Nice! This gives me an idea...I'm going to build a weapons research facility, then test out designs like these before putting them on airships. I'll continue to use DJoslin's turret mod for relatively short range attacks (turrets also fire piercing cannonballs that can knock holes through obsidian plating, and napalm cannonballs for setting wooden ships on fire), and maybe install one of these as a main cannon.

    I've got an island that serves a similar purpose, but I agree, a facility devoted towards this would be a sweet addition. I'm working on another shipyard at the moment. This one is a bit more down to earth, but its a step up from the simple platform from before and a first step towards another airshipyard.

    Here's some pics of my current project, as well as the design for my next ship.


    Yes, I am a Zelda fan and geeked out on the name. Its in a desert, so sue me.






    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from XXCoder

    Please don't quote very long posts without either adding spoiler tags.. :P


    Sorry about that, I didn't realize that the Spoiler code was under the Special BBCodes. I've hunted down its location now, so it shouldn't happen again.
    :( :( :(
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from asikar

    As promised here is pictures of my older ships. all the cannons you see except my TNT cannon are just dispensers attached to the end of the turrets, all of the turrets can rotate by the way. all my ships are attached to my central mooring mast. got the idea out of a book. Kenneth Oppel's Airborn.



    here one of the dreadnoughts. The other is the exact same. i had a render glitch while flying and wound up with 2 of them. exact copies, even what was in the chests.










    boiler room


    this is the belly turret. i mean come on, all these pictures of steampunk flying battleships only have turrets on the top. last time i checked air battle was fought in 3-D not 2-D like on the water.



    view form the front








    and the carrier there is not much living space because i wasn't planning to use it for anything other than just having A FREAKING FLYING AIRCRAFT CARRIER. :D the reason why it has so many turrets is that if you have a flying carrier it needs to be able to hold its own in a fight with other ships and fighters if it were ever to be separated from the fleet.








    all the planes on the deck



    here is the bomber on the back. it can drop TNT, but only if aligned to the world-grid. otherwise the TNT align themselves when activated and end up staying on the plane.



    now inside the carrier.




    this is behind one side of the carrier where all the AA turrets can be fired.

    one of the turrets


    on the deck looking at the planes. each one has a controller block and can fly on it's own.

    the deck as seen from the tower




    these took me untold hours of work. i was beside myself when my computer crashed and i thought that i lost them.

    hope you enjoyed

    Very nice, Glad you didn't lose them. Out of curiosity, what is the range on those dispenser cannons?
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from asikar

    I just tested my new ship on minecraft 1.2.5. i am being completely serious when i say that my ship's block level...IS OVER 9000!!!!




    In all seriousness, though... Let's see it then!
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Dodge34

    I just hope people here realize they might never be able to flight their creations here, either they are way to big, or the bugs affecting the current 1.2.5 version won't be solved and you will still fall through the ship regularly, I really love the Zeppelin Mod, but I had to switch to Ships and Boats since I'm not in creative and dying is really a pain when flying an airship, especially since you can loose it if you're far away from your house and had a crap load of stuff in your chests in your airship. I'm not saying that Ships and Boats is 100% better here, but at least its stable enough and I don't fall through it while flying. The best results would always be for both of the mod creators to work together, this could be amazing, but I think it won't happen for now at least.


    My plan is to have an Industrialcraft Jetpack equipped while flying as a "Parachute" of sorts (Actually, a parachute would be an interesting addition). That should keep me alive and allow me to catch up to my ship...

    ... Probably....

    In any case, I appreciate the warning.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from asikar

    @ cambam
    here is a cannon i remade like the one in my ship in creative mode




    and loaded


    it takes 13 TNT to properly fire


    With these photos, you sir, have started my transformation into an air pirate. Well done.

    Also, still love the cannon design!
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from asikar

    i can't test flight. i have minecraft 1.3.2. i upgraded too soon.

    here is one of my older ships i had no problems flying it though. too bad i lost it when my computer crashed. :(














    The cannons are awesome on the decks, and the bow on the first one is really nice. Out of curiosity, what is the redstone powering? Just the lamps, or something else?
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from asikar

    how do you guys get pictures posted on here? not to sound stupid or anything.


    There is an icon on the post toolbar that lets you add links to photos from places like photobucket. That's how I do it, but the My Media thing (which I haven't explored, yet), also seems to be a viable option.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from GNS

    I just feel that the wings look out of place on something with huge turbine engines on the back. The back turbines provide lift and thrust, the the front turbines (mini-props) provide lift and direction (which would be consistent with the way airships in this mod can stop, hover in place and turn left/right).


    I finally ditched the wings for more props, and while they don't entirely match each other, imo it looks much better than the wings. My next airship design won't have the IC2 machines in the prop rooms, so that will free up space. The torches just give me the illusion of movement in the blades. That, and lowers the likelihood of an unexpected from everyone's favorite Mr. Creeper.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from GNS

    I just feel that the wings look out of place on something with huge turbine engines on the back. The back turbines provide lift and thrust, the the front turbines (mini-props) provide lift and direction (which would be consistent with the way airships in this mod can stop, hover in place and turn left/right).

    Is that your docking station for the airship, or is it the factory?



    What I did was to lay the stone foundation during the day, then add lights and fence it off the next day so that any wandering monsters wouldn't be able to make their way in (the fences have an overhang to keep spiders out). I'll be putting up a big hangar here, complete with a hangar door. Newly completed airships will be able to fly directly out of the hangar and over the ocean.


    I like the lighting for the pad your airship is on. Mine is just scattered everywhere. I placed my shipyard 3 blocks above the surrounding mountain so mobs couldn't wander onto it.

    The platform that my airship is on right now is the shipyard/factory, and the brick tower in the photo is my first docking station. I put it there and made it that way because it is near the houses for me and my brothers on this world (mine on the mountain below the factory, theirs down at the base of the tower)



    I've been collecting resources for my next tower/factory, but I'm not even planning on looking for the next place until my airship can take me there. The IndustrialCraft Jetpacks are great, but I can't very well explore far out if I have to return to my charging station when my fuel is half gone, can I?
    Posted in: WIP Mods
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