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Paladin Industries Gallery

Discussion in 'Released and WIP Mods' started by ThePaladin, Nov 27, 2013.

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  1. ThePaladin

    ThePaladin Trainee Engineer

    Messages:
    91
    Welcome to the Gallery of Paladin Industries! Here at Paladin, we strive to make the best ship systems and subsystems for your resources. At this time, we have 3 systems to show you, mostly dealing with what we here at Paladin like to call "preemptive defense." Oh sure, you can call it weapons and blowing others up, but what is the fun in that? All weapons are functional, but what you see are the parts before their system code is installed. These codes will be shipped soon with the blueprints.

    Starting off, we have a new small ship weapon! The Magnetic Rail Kinetic Projectile System, otherwise known as the MR-KPS, is a progressive weapons system that will allow small ships the precision and power to take on larger ships from greater distances. The downside of this system is the inability to load projectiles as fast as most current gatling systems.

    [​IMG]

    Here it is on our new "bumblebee" strike craft.

    [​IMG]

    Next off we have the most common and possibly the most loved starship in the known universe. We at Paladin Industries don't believe it was defensible enough, and therefore have made a few alterations to it.

    [​IMG]

    The changes are in two new missile systems. The first, known as the Heavy Anti-Ship Missile Swarm Launcher, otherwise known as the HAS-MSL or the "Staccato" Launcher, launches large amounts of small guided missiles and fills a niche role as an anti-fighter weapon platform. This is so larger ships can take down smaller ships that threaten them easier. However, it is not very effective against larger ships, as the charges in the rockets are small to fit as many in one salvo.

    Here it is up close

    [​IMG]

    And here it is mounted to the ship.

    [​IMG]

    The next weapon system we have to display is the newest in the line of our auto targeting projectile systems. It is known as the Long Range Anti-Hull Missile Priming System, otherwise known as LR-AHMPS or the "Nova" Launcher. This self-contained unit has the ability to arm and fire large, long range cruise missiles. It's niche is large-scale warfare, and the amount of damage each missile does is staggering. However, the time to reload as well as the small velocity of explosion make it less effective against smaller craft.

    Here it is up close:

    [​IMG]

    And here it is mounted to the ship.

    [​IMG]

    OOC:
    These are my first attempts at modding for SE. I tried to keep the theme as close to that of SE as I could. I would appreciate comments as well as criticism so I can make them better. I will continue to update this thread as my modding goes on, and once the ability is in these modules will be coded and working.

    Thank you for your time, hope you enjoy what I have so far!
     
  2. Andarne

    Andarne Apprentice Engineer

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    296
    The Evonium Logistics Corps would like to requisition several transports of these armaments! They would suit our purposes ideally.
     
  3. Gentry

    Gentry Senior Engineer

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    2,167
    awesome work
     
  4. Balmung

    Balmung Senior Engineer

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    1,947
    Good work, that Blocks matches really good with the existing one.

    Btw. we need really more Special Blocks for Small Ships.
     
  5. dominichello

    dominichello Apprentice Engineer

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    117
    Great work :) ,

    bleh..stuff small ships lol
     
  6. Comandersegz

    Comandersegz Trainee Engineer

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    94
    Dude add me on steam bro i think we got some similar interest love the Paladin Industries idea and well presented btw:thumb: pm if interested in steam invite
     
  7. ThePaladin

    ThePaladin Trainee Engineer

    Messages:
    91
    OOC: I enjoy role playing and creating a story behind everything I create. I will be in character unless specified. I currently have these 3 models in-game and have a few on the back burner, what do you want me to complete next? I'm working on the large scale version of the railgun (which is looking pretty epic so far), a warpdrive-like object (don't worry it will be based upon current theoretical physics and be as realistic as gravity generators), an oxygen factory, both small, large and capitol sizes (and by oxygen factory yes I do mean trees, however only the capitol class will have visible trees and that is looking really epic right now but can't collision mesh), and some hangar shielding (I love the offset tag).

    More models will come tomorrow.

    And nothing personal I just don't often add people I do not know on steam, it's just my policy and I can be contacted through the forums just as well, if not better.
     
  8. Comandersegz

    Comandersegz Trainee Engineer

    Messages:
    94
    I agree man stranger danger lol, but awesome i'm assuming i can find these models though on steam workshop right? and role playing is my style also if i'm in space there's a story even if there isn't supposed to be one lol.
     
  9. Leonhardt

    Leonhardt Senior Engineer

    Messages:
    1,930
    Big Railgun, please.

    Love all of your designs.

    Perhaps a partnership with Leonhardt Industries is in order?
    Granted we're more of a small company, but we have metric shiploads of cash to spend out here, from our earth based ventures.
     
  10. ThePaladin

    ThePaladin Trainee Engineer

    Messages:
    91
    Currently the only way to requisition any modules created by Paladin Industries is to hold a large amount of shares, like maybe 7, 8 share? Unfortunately, all our physical shares were located on a transport ship that was mistaken as a target by some of our munitions testers. It was taken to one of our live fire ranges, and shot to a radioactive pulp. All shares were destroyed. This is a minor inconvenience as Paladin Industries keeps electronic databases of all shares in the company. Unfortunately, we kept that database in the transport ship that was shot into a radioactive pulp. Tragic. All personnel involved in the taking and shooting of the ship were fired. No other assets were harmed in this incident as the transport ship was piloted by an AI. However, further examination of the wreckage has revealed trace particles of the Associate Director's cat, which had run away 3 days prior.

    [note to self: make more shares, find a number of shares considered to be "a lot", and find a new cat]

    OOC: models will be available on steam workshop when implemented, but I am thinking of releasing a package of all the codes to put it in now.
     
  11. Sims_doc

    Sims_doc Junior Engineer

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    876
    Oh, Good someone finally begun working on weapon models i thought i was alone then again i only started last night. but atlest you've made some progress and got your models into game i was planning on uploading and letting people convert them into useable weapons.
     
  12. JD.Horx

    JD.Horx Senior Engineer

    Messages:
    1,032
    Wow these Models look awesome! :)
    I really would like to see some big artillery for big ship to ship battles :)
     
  13. faceit77

    faceit77 Apprentice Engineer

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    346
    do they work ?
     
  14. Sims_doc

    Sims_doc Junior Engineer

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    876
    Well, No this weapon/tool is disable remember?
     
  15. TodesRitter

    TodesRitter Moderator

    Messages:
    2,127
    Looks nice
     
  16. ThePaladin

    ThePaladin Trainee Engineer

    Messages:
    91
    Currently the blueprints are shipped complete but without any coding to make the objects work. Only select testers and R&D personnel know any of the codes as they are closely guarded until we get patents.

    OOC: Thanks guys for the kind words. Once there is better modding support, I plan on making each of my models fully functional. I am working on finishing up the large railgun today as it got the most votes. If I can, I will put the warp drive in as well today. I will remove those from the poll and reset it if I can.

    Another thing I would like to say really quick to make discussion and fill the gaps between model updates, kinda a suggestion, is that from a modding standpoint blocks should get 3 textures. I usually work with 3 when rendering, as it provides the best flexibility in colors. Currently we have RGBE and normal/spec. My suggestion is to make the diffuse texture rgba for alpha transparency, the normal/spec unchanged, and a third map (colormask(so paint goes in certain parts)/emit/broken/unused) be added to make the most out of a smaller amount of textures (they are all currently seperate for armor, and this could save space). What are your thoughts?

    [note to self: figure out how to edit poll]
     
  17. pmcd124

    pmcd124 Trainee Engineer

    Messages:
    35
    Excellent work! Question: Will installation of these mods be like other modders? Such as Suge's WIP installation program? Pic related[​IMG]
     
  18. ThePaladin

    ThePaladin Trainee Engineer

    Messages:
    91
    OOC: apologies, I got a little bit (ok a lot) carried away with the large rail gun... The model is now completed (finally) but is not textured nor implemented... I will get it up first thing tomorrow. As for the mod package, I do not know. I may try to make it for that mod manager. All is uncertain as it will be many models before I release the pack.

    Order of models as it stands from the poll:
    Large rail
    Shield door
    Warp drive

    The rest is still up in the air. Happy thanksgiving to you all!
     
  19. ThePaladin

    ThePaladin Trainee Engineer

    Messages:
    91
    Here at Paladin Industries, we always believe that everything, small or large, can be improved by adding one ingredient. What is this ingredient may you ask? Well, if you look back at some of our more... Lucrative experiments - from the v8-powered lawnmower of '15 to the micro-thermonuclear batteries in some less mentioned experimental food growth factories - the prevailing theme of our design has been the doctrine of "more power." Also duct tape. Lots of duct tape.

    However, this doctrine has proved unstable at times and many products of ours had bad sales because critics said things like "explodes randomly" or "leaks radioactive contaminants." These statements are all unconfirmed, but Paladin Industries has grudgingly adopted a new policy of stability as well. This has led to more sales and more pleased shareholders (which technically don't exist still, shares are being reprinted as we speak).

    Throughout the years since the Second Space Race, Paladin Industries has been your friend in interstellar defense, both in stability and effectiveness. With great pride, Paladin Industries reveals a new weapon platform that binds our doctrines of stability, power, and of course... Duct tape.

    We proudly introduce the Kinetic Assault Rail Launcher, otherwise known as the KARL, or the "Firebrand" rail cannon.

    [​IMG]

    This weapon is sure to shape the way large ships fight. Able to fire almost any object or munition, it's versatility is undeniable. It is a very, very destructive weapon, and it looks nice too. Here is our already modified ship with added Firebrands.

    [​IMG]

    Then we came to testing. We outfitted a similar ship with the same fitting. We took one of the most destructive items that our cannon could theoretically fire (hypercompressed lead shell with depleated uranium interior all coated in a thin film of a very new alloy of steel that is very persuaded to magnetism) and we loaded all 3 cannons and prepared to fire. We aligned the ship and the hypercardioid magnetic field stabilizers toward a nearby large and barren asteroid. We hit the fire button. To our dismay, the ship's generators were not enough to fire the full sequence of magnets, causing each cannon to work at only 48% of their full power. Nonetheless, the asteroid was almost obliterated by the hits, with holes driven all the way through.

    We just have one problem with the system currently

    [​IMG]

    Our research base in the area was hit pretty hard. The engines were unable to compensate for the recoil of the cannons. This weapon platform, therefore, would be much better suited to capitol sized craft, or those craft specialized to deal with this weapon.

    No personell were harmed in this incident, and the physicist behind the calculations was fired. The sections of the station affected are being rebuilt. Traces of the Associate Director's cat were found on the walls of the impact sight.
     
  20. Hatter

    Hatter Apprentice Engineer

    Messages:
    290
    Rail gun looks good but I doesn't look how I expected it to.
    I imagined something with two thick rails and a space in the middle connected to something backing it.
    But that works too, I guess!
     
  21. ataaron

    ataaron Apprentice Engineer

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    293
    For a rail gun it is missing giant magnets and thick cabling at the back
    though the shape of the rail seems plausible.
     
  22. faceit77

    faceit77 Apprentice Engineer

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    346
    would be beautiful if it was mounted on a tripod type of thingy like an artillery piece
     
  23. The Leftenant

    The Leftenant Apprentice Engineer

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    152
    Beautiful. We really need the ability to mod collision meshes...
     
  24. DutchVictim

    DutchVictim Apprentice Engineer

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    284
    All these models looks awesome!

    But i gotta agree with the Hatter. A railgun looks more like a firing chamber with 2 to 4 rails guiding the projectile, rather than a normal gunbarrel
     
  25. Khan

    Khan Trainee Engineer

    Messages:
    1
    now please, pretty pretty please... where can I download them? ._. Are these beautiful pieces of space-age engineering on the Steam Workshop or its just for your eyes (and delight) only?

    Also:
    Also, railguns have very little recoil compared to normal, explosive-propellant based weapons. The power draw indeed is massive, but the recoil wouldn't be nearly as bad as these babies:

    [​IMG]

    Still looks absolutely awesome nonetheless
     
  26. ThePaladin

    ThePaladin Trainee Engineer

    Messages:
    91
    OOC: Remember, this is space. Magnets would still have recoil. Also, changing that model to a coilgun and I have a few new models on the way including a traditional "rail" gun. I will have 4 models up tonight. Stay tuned!
     
  27. Hatter

    Hatter Apprentice Engineer

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    290
    b-but I need to sleep.


    Guess I'll see in the morning.
     
  28. RSphil

    RSphil Trainee Engineer

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    76
    nice weapons. liking your work so far.
     
  29. RSphil

    RSphil Trainee Engineer

    Messages:
    76
    railguns are a great weapon but need a lot of power to use. the Us in partnership with the British BAE systems have one and are testing it. found this while researching stuff for a Planetside 2 video i am making.

    https://youtu.be/G8Uv1-CCY80

    interesting tech for the future of weapons.
     
  30. DutchVictim

    DutchVictim Apprentice Engineer

    Messages:
    284
    It's true that railguns use alot of power to operate, but then again this game is set in 2077. You can assume that we have by then either improved generators or railguns, or perhaps both? We'll see it when these models are released ingame.
     
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