Elite Dangerous - Viper mk III Interiors Boxed Edition
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- Опубликовано: 10 сен 2024
- Using my imagination and a set of standardized rules and assumptions to visualize possible interior layout for the Viper mk III.
When placing and sizing the modules I used the following rules:
- There are 5 different module size categories:
- hardpoints
- O optional
- S core small (life support, power distributor, sensors, optional restricted)
- L core large (power plant, thrusters, FSD)
- H hatches (bays)
- For thrusters it looks like FDEV takes 2 one-size-smaller thrusters together to make one larger thruster module
- Optional modules need to have 100% of their volume unobstructed by other modules or structure, because they house universal components.
- Core modules do not need to have 100% of their volume unobstructed because they usually don't occupy all the available space and their mounting can be 'tailor made' to fit.
But whenever possible I try to go for highest available volume.
- Fuel tanks need to be able to contain liquid hydrogen at 70.8kg/cubic meter. This allows to calculate fuel tank volume based on specified capacity.
- Optional components need to have direct access to the cargo bay, so that cargo and SRVs can be transferred in and out of the ship.
- Whenever possible I try to take into account external hull design - doors, hatches, vents, windows, etc.
- Once all the modules are in place - the remaining space is allocated for thermal core, crew compartments and ship's structural frame.
Here is a link to my module size spreadsheet: docs.google.co...
This is my internal document, I didn't intend to make it public, so I provide it 'as is'.
Music:
Thompson&Kuhl - Heisse Luft
License: CreativeCommons CC BY-NC-ND 3.0
creativecommon...
freemusicarchiv...
#EliteDangerous Игры
Id love to see one of these types of videos on a bigger ship like the Corvette or Anaconda, it would be truly awesome to see how those things are put together!
God these make me want space legs so badly
Me too! 😃
@@gregoryashton i think it was leaked for late 2020 early 2021
raider19601 Seriously? Do you have a source for that info?
@@gregoryashton i saw an article a while back i dont remember who made it, but there currently is mention of space legs and atmospheric worlds on the wiki
Oh boy this didn't age well, did it? :)))
My friend recently gifted me star citizen. My gosh! The space leg thing is a huge thing! No loading screens, just walk everywhere. Even a simple ride on an elevator with windows makes me think about Elite's planetary bases's size. Will be awesome when we get the space legs in Elite!
Do u think we're gonna get it?
@terminal3 Hey look, it's that endangered species, the Star Citizen Hater. I thought they were extinct, but it's so cool to see one in captivity like this.
@terminal3 I don't have to, time will tell and it's foolish to make predictions on either Star Citizen or Elite Dangerous. That's why I made fun of your comment.
I don't have notifications on for very many people but FRj, your stuff is fantastic. Notification Squad!
Also this is a really well made video. Keep it up
Me too, he is one of the very few people I have notifications on for 😃
I wonder if they ever gonna use (if we are gonna get space legs and interiors) those ramps/ladders at the back or ships, if yes there is gonna be a lot more space for players to walk around.
Awesome work, as always! I can't wait to see the guts of my beloved Chieftain like that! Maybe on day... :)
Brilliant! This really brings the Viper to life. Although small, I so love this highly manoeuvrable and absolute demon of a ship.
You are sooo much better than those hacks at frontier, they should hire you to inject some creativity in their game lmao, it's sooo boring now, that you can help create a better game with your imagination my friend! Thanks for the video and it would be cool if you could do another "walking inside the ship" video.
Thank you! I make no promises, but please watch this space...
@@JohnUs300 Oh don't worry man! I will be here!
Viper Mk. IV fitting idea: bottom S2 > S3 (it should fit lengthwise b/w the landing legs), middle/back S3s > S4s (should fit if we forget about the back doors and modify the access upwards, the S4s seem to be 7x8m), 2 top/side S1s > S2s (taking some space from the Cargo Hall and Thermal Core, with the CH expanded to move the SRV into those), fuel tank extensively molded into dead areas between modules and hull (as well as the "shipkit" bits), powerplant, thruster and FSD slots squeezed with 1 bigger sizes (should fit in tolerances), new S1s above the M hardpoints forward, cutting more of the Thermal Core. Would be a tight fit, but it seems like the Mk. IV has a bit wider body anyway.
Alternatively, the Mk4 might be designed around those S4 modules in the front, in the new leading edge additions.
As fantastic and incredible as usual !
FRj, you are an absolute wizard.
Great as always. What's the white Cargo Hall compartment?
It's just an empty space reserved to allow to move cargo and SRVs between containers and the cargo hatch. In my previous videos I would just leave this as empty space, but then people would ask, why there is an empty space in the middle of the ship, so this time - it has walls.
Just upper cargo area, you can mount something above.
No wonder why it's so light yet fast..
omggggg!!! I love these so much! Thank you to everyone who makes them happen!!
The last project I worked on happens to be a top-speed Viper. Nice!
First one of these I’ve seen. Very impressive mate, well done.
Super cool! Can’t wait to see your next interior video!
Frontier should hire this guy
This is amaising! First true combat ship in the game!)) I love it. Feel myself as a lone Ranger in a small version of Millenia Falcon!))
So the fastest ship in the game gets the fastest boxed edition release. Noice.
Also I'd suggest changing the orientation of the S3 optionals to make the rear entrance accessible.
I second that oppinion (about the rear entrance)!
Looks like this might work - good call!
@@JohnUs300 I guess the best way to do it would require getting rid of a size 1.
I changed my mind - Looks like this might work - good call!
@@JohnUs300 you're very welcome :)
This is, as always, amazing. Can you do a vulture video soon?
Thank you. Can't promise anything for sure, but quite possibly.
Aw yes! Another one!
Keep it up man!
Автор вы как всегда на высоте. Ещё очень хочется побывать внутри. Жаль что нельзя ставить много лайков.
excellent job, as always mate!
Yay! Another video, love it.
My only issue is that the rear hatch is kindof obstructed by the 2 03 Optional slots. I’m not sure if those have to be a fixed size, but if it’s possible, it’d be cool to see a small corridor connecting the hatch to the little hallway of the living quarters. Other than that, friggin sweet video. I really can’t wait for/Hope you render this! Notification squad!
I agree. I have already rotated them so there is a corridor in between.
Nice. Keep up the awesome work!
Love watching these
This is great, would love to see more ships. I know this is a lot of work so I subscribed
Impressive work.
these are cool
Wikid-In my head I always imagined that when ship interiors became a thing, some optional slots would be excluded for use as srv bays, negating the need to plan for transport of a large single object like the srv to the cargo bay. Those 'excluded' optional slots would use a smaller scale cargo pod conveyance system allowing portage of standard 1 ton cargo units.
I think that every compartment needs a space to transfer cargo to the hatch, but only one comp. needs enough space to carry an SRV.
Thank you for content!
Okay... so what's the back door used for? This makes it look like it leads to a wall...
Please I beg you do the Corvette next.
That's gonna be 2nd to last
*Pay no attention to the fact that the landing gear clips into the cockpit.* :P
Great work as always! Every upload makes me happy to see it.
Excuse me? Are you seeing something I'm not seeing?? You do realize I modeled this and made sure nothing clips right?
Perhaps you are confused by this funny step at the back of the cockpit? Check your in-game cockpit
@ FRj:
I think Monody referes to the frontal landing gear clipping through into the cockpit.
I see it too, while using a Headtracker looking down.
Check this video at mark 1:46 for the problem in question:
ruclips.net/video/kJy4XsShbPw/видео.html
Blame FDev for that :P This happens in many ships actually.
@@JohnUs300 I was referring to the in-game Viper. I don't know if it's still the case, but for a while it had an issue where the landing gear would stick way up almost into the pilot's lap when retracting.
Your model is fine!
I can't wait for big ships
I know these take a long time to make, and probably that's why you've been making only small ships so far, but I would love to see you take on a medium ship, or perhaps a "big" small ship like the Diamondback Explorer.
Always wondered what her layout would be.
The DB Explorer was FRj's first "Boxed Edition" video. Here it is:
ruclips.net/video/8p9juTxprkE/видео.html
Amazing work as usual!! Do you have a Twitter handle? We cannot tag nor give you the credit you so richly deserve on our retweets. o7
Thank you! I do not have a Twitter account, so feel free tweet about my videos in any way, shape or form!
love these vids, think you make a interior for one of the big 3 like the anaconda
I just realized,, something’s missing in each ship.. What about the material storage and synthesizer? lol, I know it’s not really like a ‘slot’ but every ship has it, right?
It is probably somewhere in the "Crew Space" area, I doubt it is very large.
Sweet
This was great as always!
Had this one out quick were you working on it with the Adder?
I had the layout done earlier. Only needed to do some final model tweaks and animate the video.
the only conflict i see, is he completely ignores entry hatches. in this case, between the engines in the aft of the ship, theres a rather obvious door. one can then assume with a high degree of confidence, that there would be some sort of hallway to the crew area from there.
It has been fixed already.
Impressive as always!
I have to ask a few questions, though, I hope you don't mind.
1. Is it possible to turn the 2x 03 optional compartments by 90°, in order to gain access to the aft door? (Ryan Mitchell already asked this)
2. How do you figure out the position / location of the compartments (othern then the obvious ones like the engines)? Asking because just checked in game some locations and the do not match.
3. Two (class 2) power plants instead of one class 3 - I see why, but it does not match in game; I like your idea, though, and think this should be standard (redundancy is important in space crafts!)
4. The class 3 optional restricted looks more lika a class 2 to my, sizewise... what do I miss? o_0
And a final question:
Do you import the ships models from the games files?
Because if so, can you figure out the total internal space in cubic meters/feet?
I am interested in the numbers for all the ships (for comparison) and wonder on how to get them... .
Thanks in advance! :D
Thank you!
1 - I tried multiple combinations before I arrived with this final one. Some worked better some worse.
2 - Just using common sense and my set of rules - see description.
3 - again I try to make my layout fit my set of rules first. I tried using ingame module locations and it didn't work for me.
4 - it is restricted for a reason - because it is smaller and cannot fit everything.
5 - yes I use original game models, with correct sizes. See description for link to my spreadsheet.
1 again - tried this again. looks like it might actually work. good spotting!
Do federal corvette next
🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
Please can you make the Beluga liner or the Anaconda or just a big ship, its so cool.
When everything else is done
Question, because im to lazy to check by myself, you know that when you target a ships module the targeting system points towards where its suppose to be located on the ship, so my question is:
Are you using this information to create your designs?
Nope
Viper mk4 next?
Unfortunately mk4 is a fail. There is no way to fit my interior model into that hull. I guess we'll just have to wait fro FDev to do it...
Essentially mk4 is a mk3 hull with a ship kit added, but the amount of stuff inside is almost double the volume. So if you look at it from the other side - this would make mk3 hull half empty... it just doesn't make any sense to me.
@@JohnUs300 And the Cobra Mk4?
I haven't checked that one yet
There's is absolutely NO way to get Cobra IV to work, even Python is going to be tough
FRj oh ok
Anyone else trying to wrap their head around a 2 leveled crew quarters stuffed into a lil Viper? #DIBBSONTOPBUNK
Lol, there's only one crew, so one bunk :P The lower level is actually quite tight, with only around 2m ceiling height, the central lower room is an airlock/connector between the front ramp and the cargo space and all the other rooms. The 'proper' quarters are on lvl 2, which is where you have your bunk, washroom and galley.
Problem with some of these is that the powerplant, for example, can't be split.
And why not?
@@JohnUs300 Because they are not. You might claim "Oh, but it doesn't give a MODEL!". Show me wehere you get to put two class 2 powerplants in the viper.
You don't.
If you go "But this is a special dual powerplant, it's still 'class 3'" you can take that class 3 from a ship that only has one powerplant and put it in the viper.
@@JohnUs300 Because they are not. You might claim "Oh, but it doesn't give a MODEL!". Show me wehere you get to put two class 2 powerplants in the viper.
You don't.
If you go "But this is a special dual powerplant, it's still 'class 3'" you can take that class 3 from a ship that only has one powerplant and put it in the viper.
And the reverse.
@@markhackett2302 who said the "class 3" specification is dependant on how the power plant is structured ?
i believe the class 3 specification is supposed to represent the statistics of the power plant, for example, how much power it makes (the grade (a, b, c, d, e) also matter for the statistics but we can overlook that)
lets say that i have a ship with a "single" 3a powerplant that generates 50mw
and i have a viper that has a "dual" 3a powerplant that also generates 50mw
both designs have the same specifications, so both are classified as 3a
also let me say that i get what you mean, the total size of the dual plant is the same as the total size of the single plant so u can interchange them. my response is that there must be some logistical reason the engineers of the ship would go for a dual variant, maybe makes running the cables easier, but in any case, if this approach helps them design ships, wheres the problem ?
@@lemonandgaming6013 The fact that the class 3 can't be split and used in two class2 ships.
You know, logic. Try it.
What’s next?
Great! Requesting Ass Explorer, Python and Anaconda :)
Are these from a video game?
Yes, from Elite Dangerous
HIRE THIS MAN
Shame the game is on it’s last leg
lmao, first time I saw that posted was over 3 yrs ago - how many last legs do you estimate it to have?
@@Chris_T_S idk fleet carriers being delayed again, no addressing to how dead open play is, and nothing but point-a-to-point-b grinding is certainly helping kill the game
@@captainbean3114 oh, I see, the game has been on its last legs for the last 3+ yrs, because of fleet carrier delays (etc)... I stand corrected
@@Chris_T_S Im glad you're enjoying the game, but it disappoints me that you defend it like a moron. Frontier gets away with lazy updates and negative changes because sheeple like you who just lap it up.
@@captainbean3114 for well over 4 yrs I've been enjoying it, among other games. Its still fun, yes. For the price, its given years of enjoyment, and still does.
As for defending it, was simply pointing out to OP that he was repeating the same old "its on its last legs" that continues to be chanted with... hope? Perhaps this time he's right? He certainly believes so, it seems... perhaps you hope so too, I don't really know. Me? I'll continue enjoying the game without grinding etc.