May 06, 2025, 12:03:17 PM

Author Topic: [BFG] Corvette  (Read 10289 times)

Offline Islacrusez

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Re: [BFG] Corvette
« Reply #15 on: August 28, 2013, 05:20:22 PM »
My personal thoughts on the launch bay are a sort of short-range boarding action, or a single squadron of fighters/fighterbombers either for escort duties or to explain to the other guys that they're not messing about. It was originally designed to be an in-system ship.

The fwd bay hardpoint is about 300m x 100m x 100m (possibly larger for torpedoes, as it's measured from the bay doors). At least if I've done my math right! That should be big enough for a small number of small craft. Perhaps something like the Space Marine boarding craft? Apparently that's small compared to a boarding torpedo, so it should fit if torps do. In short, it's not a warship.

That said...

Someone suggested a Hunter replacement, so I'm considering the torpedoes. An insert, or a whole prow replacement might be on the cards... Either way, the shape won't change much, so I'll do it once the rest of the ship is complete, so I don't have to maintain two near-identical ships. I'll hold off on any further detailing of that interior section until then.


Any thoughts on my turret sprue idea? The smaller ball turrets should - should - be large enough to handle and glue. They should come out about 0.8mm across, which on second though actually looks preeeetty tiny.
Quite crucial to be able to tell minefields and rally points apart...

Offline Islacrusez

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Re: [BFG] Corvette
« Reply #16 on: August 28, 2013, 11:09:36 PM »
Right, so been doing some work on the empty dorsal area:



Work still to be done on the ventral spine. Someone has very kindly pointed out something I've been quietly avoiding - that there's a rather large vent blocking where the stand should go. Some surgery on that is still due...
Quite crucial to be able to tell minefields and rally points apart...

Offline Islacrusez

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Re: [BFG] Corvette
« Reply #17 on: August 29, 2013, 01:43:27 AM »
The large vent has been reduced to 20% of its original length (not visible). I've also added further details to the side... Worried I'm overdoing it though; this stuff is tiny.

Quite crucial to be able to tell minefields and rally points apart...

Offline Islacrusez

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Re: [BFG] Corvette
« Reply #18 on: August 29, 2013, 12:16:33 PM »
Approaching completion, I think. Just some work on the prow, bridge, and aft sections, minor detailing really. Then comes the torpedo conversion.

Engines getting their various overhauls:
Quite crucial to be able to tell minefields and rally points apart...

Offline Islacrusez

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Re: [BFG] Corvette
« Reply #19 on: August 29, 2013, 03:29:27 PM »
Ok, so I'm just about calling the Corvette done! Any criticism is absolutely vital at this stage, so please point out any issues you see.

The launch bay will be replaced with torpedo tubes for a sister class, and will proxy for the Hunter.

Let the photo-shoot commence:











She currently comes in at 37mm, compared to the Cobra at 32, Sword around 45 and Firestorm at 50.
If any major issues are spotted, they'll be fixed and then a set of images with dimensions will be added.
Quite crucial to be able to tell minefields and rally points apart...

Offline Cneo

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Re: [BFG] Corvette
« Reply #20 on: August 29, 2013, 05:14:37 PM »
A really nice ship, Islacrusez.

;)

Offline Islacrusez

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Re: [BFG] Corvette
« Reply #21 on: August 30, 2013, 12:30:27 AM »
I really should've waited for an in-depth analysis before starting the hunter proxy conversion, dropping the launch bay for some torpedoes, and the twin QFs for some real guns. A few of the small turrets have also been dropped.

Now I have to go back to the corvette, make the major changes, and then either duplicate the changes, or apply the new prow to the old hull. Or start with the cutting process now, as I can't cast it with the prow on anyway >< Ah well, you fail, you learn.

Pics of the draft prow and guns:


Quite crucial to be able to tell minefields and rally points apart...

Offline Cneo

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Re: [BFG] Corvette
« Reply #22 on: August 30, 2013, 08:23:50 AM »
I like the ship much more now. If you put them on sale, I'm sure that I'll buy a few units. ;)

Offline connahr

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Re: [BFG] Corvette
« Reply #23 on: August 30, 2013, 10:31:58 AM »
this looks great, i do love destroyers, because theres no such thing as too many small torp launching ships

TORPEDOES
theres no such thing as over kill, its just making sure

Offline bladeofdeath3

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Re: [BFG] Corvette
« Reply #24 on: September 01, 2013, 03:32:57 AM »
Looks really good!  I wouldn't hesitate to order a few!

Offline Jofficer13

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Re: [BFG] Corvette
« Reply #25 on: September 01, 2013, 12:22:57 PM »
What software are you using to make this model?

Offline Islacrusez

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Re: [BFG] Corvette
« Reply #26 on: September 01, 2013, 05:18:12 PM »
Making it in Google Sketchup. The program has a few warts; especially when it thinks it's smarter than you and combines points that really should be separate. Other than that most of my complaints have been caused by user error ;)


Moving on: Rear wings have received their rearward extension, topside connectors, and top and underside detailing. Fore winglets have received detailing inboard and out. Keel has received angled piece. Not shown is a minor connector added on the keel engines (due to an unprintable intersection). Have not added chamfers to the prow, as it fouls a turret on the underside where it matches the aesthetic, and doesn't match the lines on the top.



Quite crucial to be able to tell minefields and rally points apart...

Offline Islacrusez

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Re: [BFG] Corvette
« Reply #27 on: September 01, 2013, 09:32:24 PM »
Couldn't resist:



Quite crucial to be able to tell minefields and rally points apart...

Offline marell le fou

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Re: [BFG] Corvette
« Reply #28 on: September 01, 2013, 09:51:21 PM »
Really great.

Offline Islacrusez

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Re: [BFG] Corvette
« Reply #29 on: September 01, 2013, 09:58:14 PM »
Thanks!

I think I'll trade out the ø engine vent and replace it with the one on the forward engines, after that I think I'm ready to call it, and cut it up for casting. Speaking of which, any idea which way? I'm already fairly certain I need to take the prow off... after that... no idea?
« Last Edit: September 01, 2013, 09:59:47 PM by Islacrusez »
Quite crucial to be able to tell minefields and rally points apart...