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notsabbat

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Reply with quote  #121 

Thank you Angel. Im hoping to improve on it in the future using more 3d printed parts.

So, my local group continues to gather members, some casual, some less so. As the group grows we have been making more and more use of fighters, which has been fun, however I want to make it easier to play an additional ship as well as a squadron of fighters. A thought that I had had when we started using fighters was to make the consoles also usable as a secondary bridge for playing two ships. A new layout that I have been thinking about is this:

bridge layout.jpg 

The rear would turn into a more submarine style bridge where every station has two monitors (because my fighter stations have two monitors) which would make a front screen not 100% necessary...I will probably still put one in, but Im not sure where that would go yet.

The captains chair will be moved towards the back. This will make it easier to communicate with fighters when using a carrier and (hopefully) still allow good communication with the rest of the bridge. It will also be a good position for an "Admiral" if there are two ships and only one Captain. If there are two full crews the aft bridge can be captained from the captain seat and the fore captain can just wander among his bridge crew, or the chair can be pulled out to make more room for both. Making room for a second "number 1" chair is not off the table, but I dont know if I will have room for it.

I think this will allow me to have the traditional Star Trek rounded bridge and maximize the bridges game flexibility.



The current fighter stations:

3128261.jpg 

Feel free to leave any thoughts you may have about the layout, Im interested to see what people have to say about it.

 



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http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Mike Substelny

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Reply with quote  #122 
The layout looks good! It would be fun to play on your bridge.

With bridge sets like Star Trek (any incarnation), The Orville, Babylon Five, even Firefly one of the tricky things to work out are the camera angles. If you want a camera to be able to focus on a player working at his/her console facing forward then you can't have a vertical screen in that character's face. In the shows and films you will notice that whatever consoles are placed at the front of the bridge have "dashboard" designs that keep everything below the character's face.

These factors don't matter on a bridge that is just for playing, but if you want to make videos or even get good still photos you need to build good camera angles into your design.

Lighter colors might help with photography, too.

Keep up the awesome work!

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ryleyra

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Reply with quote  #123 
I assume the second screen for the fighters is for an LRS screen, or maybe Tactical? The upper screen I assume is the main view.
notsabbat

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Reply with quote  #124 
Quote:
Originally Posted by ryleyra
I assume the second screen for the fighters is for an LRS screen, or maybe Tactical? The upper screen I assume is the main view.


Correct. Generally the squadron leader will have LRS or captains screen up on the lower monitor and the rest of the fighters use Tac for navigational assistance. Upper screens are Fighter console view.

*Edit* when used as a station, the joystick would be replaced with a mouse (except for helm) and the screen content would be determined by the player/station.

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http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
ogremasch

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Reply with quote  #125 

I love your bridge design and would love to come play some time.

I recently updated my main PCs for the ship which left me with a few extra PCS that I am going to turn into Fighter stations. I am going to be putting dual screens on the stations but more like a jet fighter cockpit, similar to your set up but where the top screen is slanted at 15 to 30 degrees towards the player and the primary fighter screen is set at 90 degrees to the eyes of the player (or roughly there abouts) any way, I wanted to see if you had any player feedback and what the fighter players used the second screen for primarily?

 

my thinking (I haven't tested it) is that the main screen, tactical, and vis are all based on the main ship not the fighter position. I sometimes run fighters and will drop them off to complete one objective while the main ship accomplished something else so having the main ship's tactical view is unlikely to provide much help, but I could be wrong about how that works as I have not checked how the fighter station works with a second screen.

  Monitor vertical Layout.png 

notsabbat

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Reply with quote  #126 
Quote:
Originally Posted by ogremasch

I love your bridge design and would love to come play some time.



Thank you! We have not been doing regular games lately, but if that changes I will let you know.

Quote:
Originally Posted by ogremasch

I am going to be putting dual screens on the stations but more like a jet fighter cockpit, similar to your set up but where the top screen is slanted at 15 to 30 degrees towards the player and the primary fighter screen is set at 90 degrees to the eyes of the player (or roughly there abouts) any way, I wanted to see if you had any player feedback and what the fighter players used the second screen for primarily?


When using them for a fighter station the lower screens are generally set to TAC screen to act as a radar screen, though having a wing commander is usually beneficial since they can watch the situation and know when its time for fighters to drop without having to be told to do so. WCs generally have the lower screen set to science or captain screen so they can keep a wider view of things.

Quote:
Originally Posted by ogremasch
my thinking (I haven't tested it) is that the main screen, tactical, and vis are all based on the main ship not the fighter position. I sometimes run fighters and will drop them off to complete one objective while the main ship accomplished something else so having the main ship's tactical view is unlikely to provide much help, but I could be wrong about how that works as I have not checked how the fighter station works with a second screen. 


You are correct. The Tac does center on the "mothership" and mainscreen/vis are from the "mothership's" POV as well.

90% of the time the lower screens aren't worth much except to look cool and to aid in the "feel" of being in a fighter pit, especially since it is centered on the main ship. However every once in awhile it is absurdly useful when a fighter gets turned around and just cant find the big ship even with the fighter station's tracking. When that happens you can still see yourself on the map as a little triangle and it can be a big help giving the pilot a bigger view of things.



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-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
ogremasch

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Reply with quote  #127 
Quote:
Originally Posted by notsabbat


90% of the time the lower screens aren't worth much except to look cool and to aid in the "feel" of being in a fighter pit, especially since it is centered on the main ship. However every once in awhile it is absurdly useful when a fighter gets turned around and just cant find the big ship even with the fighter station's tracking. When that happens you can still see yourself on the map as a little triangle and it can be a big help giving the pilot a bigger view of things.




Sort of makes sense too, those fighters arent likely to have the same hardware (radar/position based maps) as the mothership and knowing the mother ship location is probably more useful anyway.

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