Oh yeah, this isn't meant to be any kind of warship, or even durable enough to run away well. It was more of an experiment in making something a little low-rent looking without sticking to the obvious choices.
Very cool spaceship, Mike!! I like the idea of the FTL drive being an external quick-change unit. I guess the FTL drive isn't radioactive or powered by unusually unstable power sources, as it is located right next to the crew habitat. The cargo modules fit into the ship, I take it? I always liked the obsolete tramp freighter/DY series spaceship from Star Trek- it had modular cargo containers that latched onto the outer hull. There are some design sketches here: [link].
People always like the warships, but it is the common working-class freighters that are the backbone of an interstellar civilization. XD No trade and travel, no interstellar civilization. It is always fun to see this sort of ship...
Yeah, it's the regular working vessels that really tell you the most about a civilization. The FTL here is basically not thought out at all, though I figured that since it's not classically kinetic that there's some sort of field or effect that engulfs the entire ship. I saw fit to place the drive where I thought it would be convenient from an engineering and maintenance standpoint, based on this. The remember that Star Trek design, and thought that it made an abnormally large amount of sense for that universe.
I love the gritty practicality of the ship. Plus, its nice to see someone using fusion as their theoretical power source (its the only thing that seems to make sense to me for practical power generation).
I really like the way that the design has been decentralized - makes it easier to add and remove fittings and equipment, as indicated by your use of a removable FTL unit (which is something that I would never have considered).
I'm assuming that you have worked out a system of 'flight geometries' - so how does the removal and subsequent replacement of a more or less powerful FTL system effect performance and 'slip' in whatever form of alternative space you wish to travel through?
I hadn't really thought it out- My guess is that the engine can load parameters for multiple different hulls from saved settings. I'm working under the assumption here that FTL travel is mundane and well-understood, but still relatively expensive. Sort of like how I would imagine Star Trek-level technology would look once real people got a hold of it and made a mess of everything.
you know... if some, I dunno, perhaps some kind of mini-meteor is hitting that FTL thingie, going streight through the shield... yeah, than all what's left about the faster-than-light ability of the ship 's a giant heap of junk and garbage.
for that reason you better keep it somewhere where it's harder to get hit by something or by someone.
but the overall design's nice, although it looks more like some kind of scout ship
Right now, I really don't use anything. XD I've been looking at tutorial videos for Unreal Editor, and the environment doesn't seem totally alien to the application I use at work. I'm curious to make some stuff for the UT3 engine so I can have some proper bump and spec in a realtime engine.