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Inquisitor1138 Captain
Joined: 28 Nov 2021 Posts: 607 Location: Hoth. Or Ilum...
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Posted: Tue Sep 26, 2023 8:19 pm Post subject: Corellian Tractor Transport |
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EC Henry has done it again!
What is This Silly Rebel Pod Ship?
I'm thinking of using the side profile to work out scaling, starting with the 1-seater Cockpit. My guess is the Cockpit Module is ≈2.5-3 meters high, by ≈3-4 meters long.
Any thoughts? _________________ Facing all that you fear will free you from yourself.
The Rancor Pit Library
Bounty Hunting is a Complicated Profession... Wouldn't you agree?
Game Mastering is a Complicated Profession... Wouldn't you agree?
Count Dooku: Your swords, please. We don't want to make a mess of things in front of the Chancellor. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Sep 26, 2023 9:02 pm Post subject: |
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Mentioned this here as part of the larger topic about EC Henry’s various projects. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Inquisitor1138 Captain
Joined: 28 Nov 2021 Posts: 607 Location: Hoth. Or Ilum...
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Posted: Wed Sep 27, 2023 12:23 am Post subject: Corellian Tractor Transport, scaling ref 1420x677px |
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CRMcNeill wrote: | Mentioned this here as part of the larger topic about EC Henry’s various projects. |
Cool! I'll be following that thread with great interest!
Corellian Tractor Transport, Cockpit Module 240x158px
If Height is 3 meters, then
3 meters/158px = 0.01898734177215189873417721518987
0.01898734177215189873417721518987 x 240px = 4.5569620253164556962025316455696 or 4.557 meters
If Height is 3.2 meters, then
3.2 meters/158px = 0.02025316455696202531645569620253
0.02025316455696202531645569620253 x 240x = 4.8607594936708860759493670886076 or 4.861 meters
Corellian Tractor Transport, scaling ref 1420x677px
Height at midpoint (width/diameter) 582px
Drive/Aft Module Length 724px
Forward Module Length 696px
If 1px is 0.01898734177215189873417721518987 meters, then
Corellian Tractor Transport, scaling ref 1420x677px = Length 26.96202531645569620253164556962 or 26.97 meters x Height 12.854430379746835443037974683544 or 12.86 meters
Height at midpoint (width/diameter) 582px = 11.050632911392405063291139240506 or 11.06 meters
Drive/Aft Module Length 724px = 13.746835443037974683544303797468 or 13.75 meters
Forward Module Length 696px = 13.215189873417721518987341772152 or 13.22 meters
If 1px is 0.02025316455696202531645569620253 meters, then
Corellian Tractor Transport, scaling ref 1420x677px = Length 28.759493670886075949367088607595 or 28.76 meters x Height 13.711392405063291139240506329114 or 13.72 meters
Height at midpoint (width/diameter) 582px = 11.787341772151898734177215189873 or 11.79 meters
Drive/Aft Module Length 724px = 14.663291139240506329113924050633 or 14.67 meters
Forward Module Length 696px = 14.096202531645569620253164556962 or 14.1 meters
I paused when the 3d model was at the best angle, toggled the video quality to 1080HD and took the shot. Paste into paint & pixel count! _________________ Facing all that you fear will free you from yourself.
The Rancor Pit Library
Bounty Hunting is a Complicated Profession... Wouldn't you agree?
Game Mastering is a Complicated Profession... Wouldn't you agree?
Count Dooku: Your swords, please. We don't want to make a mess of things in front of the Chancellor. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Sep 27, 2023 5:58 pm Post subject: |
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There was some mention about putting a middle module in between the bow and stern, so that length needs to be factored in. Or just make up a number between 14-15 meters, as that appears to be the theme.
Also worth noting that EC emphasized the similarity between the tractor pods and his Corellian Tanker. If the Tanker is actually designed with a docking collar system that can take four pods at once, that greatly increases its versatility and modularity, too. I may need to rethink my write-up for that ship… _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Inquisitor1138 Captain
Joined: 28 Nov 2021 Posts: 607 Location: Hoth. Or Ilum...
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Posted: Wed Sep 27, 2023 7:32 pm Post subject: Modularity |
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CRMcNeill wrote: | There was some mention about putting a middle module in between the bow and stern, so that length needs to be factored in. Or just make up a number between 14-15 meters, as that appears to be the theme.
Also worth noting that EC emphasized the similarity between the tractor pods and his Corellian Tanker. If the Tanker is actually designed with a docking collar system that can take four pods at once, that greatly increases its versatility and modularity, too. I may need to rethink my write-up for that ship… |
True.
i imagine that in addition to whatever standardized modules CEC cooks up, 3rd party manufacturers, authorized or not, can add darned near anything to the mix. Like you said, modules 14 or 15 meters in length, or multiples thereof being the most common. Multiples of 10, 12, 20 or even 50 meters is on the table.
A 100-meter horizontal grain silo is just as viable as water, fuel, bacta, kolto, etc...
I'm gonna have a Dark Jedi w/a crazy fast CTT... _________________ Facing all that you fear will free you from yourself.
The Rancor Pit Library
Bounty Hunting is a Complicated Profession... Wouldn't you agree?
Game Mastering is a Complicated Profession... Wouldn't you agree?
Count Dooku: Your swords, please. We don't want to make a mess of things in front of the Chancellor. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Sep 27, 2023 11:00 pm Post subject: |
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This class of ship may be many things; fast is not one of them. The expense required to actually make it “crazy fast” would be better spent on something that’s already fast, thus requiring fewer modifications and potential for engineering mishaps.
And it will get even slower the larger the pods it’s pushing get. It’s not just pushing the mass of the pod and the cargo, it’s also powering the pod’s tensor and navigational shielding, inertial compensation, hyperdrive field, environmental power, etc. At 100 meters, it’ll be lucky if it can move at all. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Sep 28, 2023 12:57 am Post subject: |
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I forget. Did they ever put the rules anywhere FOR the covert shroud?? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 28, 2023 6:53 am Post subject: |
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I think you forgot to put this in the right topic. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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