View Full Version : Galaxy design flaw
I haven't noticed that before:
http://i.imgur.com/CuFS5.jpg
Oh boy. Putting a gun inside the engine. You just don't do that, unless you want a colorful explosion once the engine is on.
Man, i'm glad it's JUST A GAME :)
Thunderhawk
2012-07-30, 05:17 AM
Of all the things you can worry about...... this ?
Piper
2012-07-30, 05:17 AM
Could be worse, they could put a giant penis decal on it somewhere, like they did with the tail of a Mossy in PS1.
No longer have a screenshot of one to post for those that have never seen it, let me check the ol' web'a'roo.
Oh hey TH. :) Long time no Teamspeak. How are you and SoT doing these days?
Of all the things you can worry about...... this ?
Yep. Because I'm bored of worrying about Beta.
Sledgecrushr
2012-07-30, 05:20 AM
Thats a very interesting find. What I like about the gun there is when the galaxy is depolyed that gun is still usable.
DOUBLEXBAUGH
2012-07-30, 05:37 AM
So when that moves at lift off and landing, does it effect the gunner?
Sledgecrushr
2012-07-30, 05:39 AM
Most likely the gunners view point will rotate down with the wing. Though it looks to me that the turret will still have 360 degree control it will just be pointing down in flight.
Fafnir
2012-07-30, 06:22 AM
Most likely the gunners view point will rotate down with the wing. Though it looks to me that the turret will still have 360 degree control it will just be pointing down in flight.
The gun is static when Galaxy shifts it's VTOL engines. I guess it's rotating axis is attached to the wing, not the engine.
Greenthy
2012-07-30, 06:26 AM
We might as well look at the airfoil design, wing loading, max lift, etc...
Something tells me 99% of it won't be realistic :D
The gun would idd be better off placed on the hull and have another turret(-dome) on the top for defense from above.
Death2All
2012-07-30, 06:33 AM
The biggest design flaw for the Galaxy is that it can't cloak when deployed acting as an AMS.
Cloaked AMSes, tucked away in obscure areas got spotted easily in PS1. You're telling me that no one is going to notice a gigantic landed Galaxy?
yaokay
Toppopia
2012-07-30, 06:53 AM
The biggest design flaw for the Galaxy is that it can't cloak when deployed acting as an AMS.
Cloaked AMSes, tucked away in obscure areas got spotted easily in PS1. You're telling me that no one is going to notice a gigantic landed Galaxy?
yaokay
Soldier 1: "Hey guys, does this tree seem odd to you?"
*Galaxy sitting behind a tree painted very poorly with green camo*
Soldier 2: "Hmm, now that you mention it, this tree does look different to everything else."
*Soldier 3 walks up to it and taps it, hearing a hollow sound and muffled voices*
Soldier 1: "Why does that tree sound hollow? And why does it sound like people are inside?"
Soldier 3: "Maybe its one of our new defenses disguised as a poorly painted tree so that no one pays attention to it"
Soldier 2: "Well, i guess we can't argue with High Commands infinite wisdom."
*Soldiers wander off*
BlueSkies
2012-07-30, 06:54 AM
Higby has talked about deployed galaxy cloaking as a possible certification they are looking at.
Bruttal
2012-07-30, 06:59 AM
really don't think these galaxies were given proper thought when making them respawn points. When i first heard about them making them respawn points i thought maybe while in fight you could spawn on them and jump out of the galaxies after grabbing your gear
Sledgecrushr
2012-07-30, 07:13 AM
A deployed galaxy will require manpower to defend it. I think that is an excellent idea.
Deadeye
2012-07-30, 07:29 AM
really don't think these galaxies were given proper thought when making them respawn points. When i first heard about them making them respawn points i thought maybe while in fight you could spawn on them and jump out of the galaxies after grabbing your gear
I was thinking about that scenario after watching the cgi trailer. It looked amazing with all those galaxies in the air but I was wondering why fully loaded galaxies would just circle all day. A flying respawn could be an answer and it wouldn't be too too OP, I think, because a slow moving target like that in the sky would be an easy target for AA and fighters.
Greenthy
2012-07-30, 07:36 AM
Flying spawnpoints, I like :D
That'd make a whole new dimension for ruling the skies.
DOUBLEXBAUGH
2012-07-30, 08:04 AM
With the current capture mechanic we have seen (I know they said there will be other types) most of the nodes have their own spawn tube, so Galaxies wont be as needed as AMSes were on base assaults.
Oh boy. Putting a gun inside the engine. You just don't do that, unless you want a colorful explosion once the engine is on.
Yeah, putting a gun so close to the engine sure is stupi-
http://i.imgur.com/NjsPp.jpg
oh.
Deadeye
2012-07-30, 08:50 AM
Now that you remind me, the ME-109 from ww2 had its 20mm cannon right in the propeller because back then the guns, if they weren't symmetrical, could unbalance the plane. So since there was only one 20mm (due to weight) it had to go in the nose.
So I guess if you shield and weave the ammo feed right, you can put the guns around the engine.
Tikuto
2012-07-30, 08:54 AM
Higby has talked about deployed galaxy cloaking as a possible certification they are looking at.Very ugly.:ugh:
ArmedZealot
2012-07-30, 09:12 AM
The biggest design flaw for the Galaxy is that it can't cloak when deployed acting as an AMS.
Cloaked AMSes, tucked away in obscure areas got spotted easily in PS1. You're telling me that no one is going to notice a gigantic landed Galaxy?
yaokay
I don't get it. If cloaked AMS's were so easy to find then why bother cloaking them at all?
AMS's weren't easy to spot because of the bad cloaking, but from the stream of dudes moving from the bubble.
Doesn't it make much more sense to forget the cloaking and focus on the defense and mobility of a spawnpoint? The galaxy makes much more sense from a team play standpoint and from a practical standpoint.
The role of the AMS in spec ops has been superseded by squad spawning anyways.
Thunderhawk
2012-07-30, 09:28 AM
The role of the AMS in spec ops has been superseded by squad spawning anyways.
That is if you are in a squad, but what if you pop in to have a few blasts, not join a squad, then you are basically tied down to spawning at predetermined spawn points, and if you lose them, you're done for in that area.
I still believe Spawn (AMS) type vehicles are needed, even if its a cert given to sunderers to do an AMS role, that would be acceptable.
Piper
2012-07-30, 09:32 AM
The role of the AMS in spec ops has been superseded by squad spawning anyways.
Perhaps, but if each squad member happens to be on different cooldowns that'll be a poor substitute for binding at the nose of a specific AMS (not to mention how well the old router/AMS combo could be used).
A "good" AMS hauler was always trying to be inventive about placement and placement of back up AMS's whenever/where ever they were used. From zergs to drains, it was a "skill" of sorts to plonk one that didn't get found/OS'ed till it was too late.
I'll still miss 'em, but there seem to be far more fixed spawn points (not destroyable though are tubes in PS2?).
ArmedZealot
2012-07-30, 09:33 AM
That is if you are in a squad, but what if you pop in to have a few blasts, not join a squad, then you are basically tied down to spawning at predetermined spawn points, and if you lose them, you're done for in that area.
Pretty much. I don't see the problem with this though. You could join an outfit, hop into a squad for that amount of time and still get the ball rolling on some behind the lines fun. You just can't do it alone, which makes me happy because solo back hacks in PS1 were a pain in everyone's ass.
Perhaps, but if each squad member happens to be on different cooldowns that'll be a poor substitute for binding at the nose of a specific AMS (not to mention how well the old router/AMS combo could be used).
And? Again I don't see the problem with this. The new mechanics limit how much specops can do to waste peoples time. If you want to lead a spec ops team, you require more people now, more of a team.
Routers would be just a relevant in PS2 as they were in PS1. But they aren't in the game and I am happy with this.
Piper
2012-07-30, 09:41 AM
And? Again I don't see the problem with this. The new mechanics limit how much specops can do to waste peoples time. If you want to lead a spec ops team, you require more people now, more of a team.
Ah well that depends on what you consider a waste of time. My recollection is that so called spec-op outfits (what I consider cont' securers and openers of old) usually just attracted each other into their own little semi private scraps away from the footzerg numpties. TH's and mine old outfit used to have our own private NC nemesis outfit, we went up against each other so often because we both played the similar ways as a collective.
No ones time was wasted as such? One (or a few) outfit(s) tried to open a cont/do a drain/break the interlink lattice and one (or a few) tried to stop it.
Which is exactly how it should be, AMS (and latterly routers) played key roles in all of this. They'll have to pack more medics I guess in PS2.
p0intman
2012-07-30, 09:45 AM
As long as there is a button that permits me to boot everyone out at the same time, there is no flaw. I require water for that to mean anything, however.
ArmedZealot
2012-07-30, 09:47 AM
They'll have to pack more medics I guess in PS2.
This. Outfits that focus on specops will adapt and things wont really change for them.
In the meantime squads of 2-3 people will be more limited to what they can do behind the lines, and the zerg have a better platform to spawn from.
Piper
2012-07-30, 09:48 AM
As long as there is a button that permits me to boot everyone out at the same time, there is no flaw.
Ah yes, comedian Gal pilots who like to test if there is a swimming animation coded. :p
Random and off topic but I want to know if the Blue cube'o'doom will be making a reappearance in PS2. Inquiring minds want to know. :confused:
Also wonder if they patched in the base black out bug, did that ever get fixed in PS1 by the way?
p0intman
2012-07-30, 09:50 AM
Ah yes, comedian Gal pilots who like to test if there is a swimming animation coded. :p
Random and off topic but I want to know if the Blue cube'o'doom will be making a reappearance in PS2. Inquiring minds want to know. :confused:
Also wonder if they patched in the base black out bug, did that ever get fixed in PS1 by the way?
You mean the terminal bug?
No. That's still there.
Piper
2012-07-30, 09:53 AM
You mean the terminal bug?
No. That's still there.
http://www.granolamom4god.com/wp-content/uploads/2012/07/ren-n-stimpy.gif
Putting a gun on an engine isn't impossible, and it was something they did in Planetside 1 so I'm not really surprised. Still, wasn't part of the original concept art: http://ukitakumuki.deviantart.com/gallery/#/d58wjda
It's pretty funny how an artist I've followed for years was hired for this. Not surprised though, his work is fantastic. Warning: he may have gone a little farther with the designs than people here may like, SOE actually had to tone down the changes, though they've used the majority of the work he's posted so far. Still, a lot of interesting designs that I would like to see in game. I can only hope for alternate skin packs!
vVRedOctoberVv
2012-07-30, 11:08 AM
Soldier 1: "Hey guys, does this tree seem odd to you?"
*Galaxy sitting behind a tree painted very poorly with green camo*
Soldier 2: "Hmm, now that you mention it, this tree does look different to everything else."
*Soldier 3 walks up to it and taps it, hearing a hollow sound and muffled voices*
Soldier 1: "Why does that tree sound hollow? And why does it sound like people are inside?"
Soldier 3: "Maybe its one of our new defenses disguised as a poorly painted tree so that no one pays attention to it"
Soldier 2: "Well, i guess we can't argue with High Commands infinite wisdom."
*Soldiers wander off*
This is right up there with "combing the desert" from SpaceBalls...
"We ain't found SHIT!"
Eyeklops
2012-07-30, 11:35 AM
As long as there is a button that permits me to boot everyone out at the same time, there is no flaw. I require water for that to mean anything, however.
Not I, Lava will work just fine. :evil:
feuerdog
2012-07-30, 01:57 PM
I haven't noticed that before:
http://i.imgur.com/CuFS5.jpg
Oh boy. Putting a gun inside the engine. You just don't do that, unless you want a colorful explosion once the engine is on.
In a conventional modern jet turbine engine you'd be correct....
However, the recently upgraded Galaxy class airframes uses the latest core-centric grid vortec cold stage compression channeling technology, mkIV design if I recall correctly. Instead of your typical large diameter compression section the intake section necks down into a rectangularly matrixed airflow section prior to the atomized fuel mixing stage. It has something to do with ionizing the matrix bilaterally, something that can't be done in a circumferential chamber. The post mixing ignition and thrust vectoring hot side mechanics are largely unchanged form the mkIII design, but the point is that the addtional space on the center section of the main wing propulslion units allows for defensive coverage of an otherwise blind spot.
The real problem is that a larger ammunition feed can't fit in the VTOL articulation at the wing mount.
FINALCUT
2012-07-30, 02:57 PM
In a conventional modern jet turbine engine you'd be correct....
However, the recently upgraded Galaxy class airframes uses the latest core-centric grid vortec cold stage compression channeling technology, mkIV design if I recall correctly. Instead of your typical large diameter compression section the intake section necks down into a rectangularly matrixed airflow section prior to the atomized fuel mixing stage. It has something to do with ionizing the matrix bilaterally, something that can't be done in a circumferential chamber. The post mixing ignition and thrust vectoring hot side mechanics are largely unchanged form the mkIII design, but the point is that the addtional space on the center section of the main wing propulslion units allows for defensive coverage of an otherwise blind spot.
The real problem is that a larger ammunition feed can't fit in the VTOL articulation at the wing mount.
I was just gonna say this. Thank God I found my copy of the Galaxy users manual. My Dad was right when he told me I should always keep all the user manuals,and sign and register all the warranty cards I get every time I buy an expensive item. Thanks Dad,you're the greatest.
StumpyTheOzzie
2012-07-30, 07:24 PM
I don't get it. If cloaked AMS's were so easy to find then why bother cloaking them at all?
AMS's weren't easy to spot because of the bad cloaking, but from the stream of dudes moving from the bubble.
Doesn't it make much more sense to forget the cloaking and focus on the defense and mobility of a spawnpoint? The galaxy makes much more sense from a team play standpoint and from a practical standpoint.
The role of the AMS in spec ops has been superseded by squad spawning anyways.
They said there'd be a cert required and a timer for squad spawning. It's not reliable enough.
Cloaked spawn points (AMS/Sundy or Gal) will be necessary unless each base capture point has a spawn point too. So then there'll be plenty of places to spawn, each easily campable by defenders.
IgloGlass
2012-07-30, 07:29 PM
In a conventional modern jet turbine engine you'd be correct....
However, the recently upgraded Galaxy class airframes uses the latest core-centric grid vortec cold stage compression channeling technology, mkIV design if I recall correctly. Instead of your typical large diameter compression section the intake section necks down into a rectangularly matrixed airflow section prior to the atomized fuel mixing stage. It has something to do with ionizing the matrix bilaterally, something that can't be done in a circumferential chamber. The post mixing ignition and thrust vectoring hot side mechanics are largely unchanged form the mkIII design, but the point is that the addtional space on the center section of the main wing propulslion units allows for defensive coverage of an otherwise blind spot.
The real problem is that a larger ammunition feed can't fit in the VTOL articulation at the wing mount.
Well yes though you did forget about the ratio of the cup-holder-factoring hover bike hangar rotating around the donut box of ionized molecules frozen in temporary cryo-stasis to ensure perfect chaotic order in a rainbow puddle.
ArmedZealot
2012-07-30, 07:32 PM
They said there'd be a cert required and a timer for squad spawning. It's not reliable enough.
Cloaked spawn points (AMS/Sundy or Gal) will be necessary unless each base capture point has a spawn point too. So then there'll be plenty of places to spawn, each easily campable by defenders.
A fully defended Galaxy will serve as a better spawn point than a cloaked AMS will for normal operations.
Cloaking isnt necessary for anything and probably hurts the AMS more than helps it since people rely on the cloak for it's defense when an AMS is easy as hell to find.
bullet
2012-07-30, 07:36 PM
Could be worse, they could put a giant penis decal on it somewhere, like they did with the tail of a Mossy in PS1.
Thats what the cash shop is for. I plan to buy penis decals for all my rides.
XxAxMayxX
2012-07-30, 07:56 PM
yeah dude not a big deal we have laser guns cloaking devises and warp gates I think we can let this slide.
FPClark
2012-07-30, 08:08 PM
2 Engies can keep a gal up through just about anything...Combo that with a gal parked next to a sundy and you pretty much have a fortress.
Grognard
2012-07-30, 08:19 PM
I think a bigger design flaw is that you do not respawn inside the landed Galaxy with interior terminals. Then, suit-up unmolested, and move out.
GLaDOS
2012-07-30, 08:19 PM
However, the recently upgraded Galaxy class airframes uses the latest core-centric grid vortec cold stage compression channeling technology, mkIV design if I recall correctly. Instead of your typical large diameter compression section the intake section necks down into a rectangularly matrixed airflow section prior to the atomized fuel mixing stage. It has something to do with ionizing the matrix bilaterally, something that can't be done in a circumferential chamber. The post mixing ignition and thrust vectoring hot side mechanics are largely unchanged form the mkIII design, but the point is that the addtional space on the center section of the main wing propulslion units allows for defensive coverage of an otherwise blind spot.
The real problem is that a larger ammunition feed can't fit in the VTOL articulation at the wing mount.
SCIENCE!!!!
I think a bigger design flaw is that you do not respawn inside the landed Galaxy with interior terminals. Then, suit-up unmolested, and move out.
There is no suit-up procedure in PS2; you spawn fully kitted out.
Grognard
2012-07-30, 08:25 PM
There is no suit-up procedure in PS2; you spawn fully kitted out.
I guess I could just consider myself spawning in the Galaxy as I pick my gear, then jumping out as I click respawn. Probably, just the way I was looking at it.
Carnage
2012-07-30, 08:44 PM
Arrr ppl and their fail logic... you cannot derive a conclusion based on modern tech, for a game set in the distant future and hope it to remain a sound conclusion.
opticalshadow
2012-07-30, 08:46 PM
Arrr ppl and their fail logic... you cannot derive a conclusion based on modern tech, for a game set in the distant future and hope to to remain a sound conclusion.
well, the vast majority of planetside is current tech capable. slightly diffrent, but its not like things like the galaxy dont exsist already
feuerdog
2012-07-30, 10:55 PM
Techno-babble - YouTube
Novice bot
2012-07-31, 03:37 AM
I wonder how OP spends his free-time. But seriously, wouldn't have figured that out from videos, as I really don't search for stuff that defies physics from games.
SztEltviz
2012-07-31, 05:20 AM
Turbofan (http://en.wikipedia.org/wiki/Turbofan) <- link
HeatLegend
2012-07-31, 03:35 PM
Of all the things you can worry about...... this ?
Made me laugh
Masterr
2012-07-31, 05:08 PM
Arrr ppl and their fail logic... you cannot derive a conclusion based on modern tech, for a game set in the distant future and hope it to remain a sound conclusion.
ur sig...is that what the vanu aliens look like?
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