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Banting Class Science Vessel: NCC-1921

Patrickivan

Fleet Captain
Newbie
The Banting Class Science Vessel was commissioned in 2284. A small ship, with a main saucer hull of 60 metres across, its overall length from bow to nacelle is a mere x metres. It employs the Oberth Class Warp Nacelles, specifically designed to shield its energy from interfering with the the ship’s sensistive scanning equipment.
The mission specific sensor plantform is slung below the aft part of the hull. In this case, it is carrying a small deflector array, long range sensor, and photorp launcher for defence and scientific equipment depolyment.

Being a small ship, it is not meant for long term missions, usually remaining within 3 months of the nearest Federation Starbase. With a crew of only 32, and a civilian science team from 12 to 30, it is still sufficiently comfortable to work in.

The first 12 Banting Class ships where commissioned between 2284 and 2288. There were 18 subsequent ships commissioned up until 2299. All 30, with the exception of the Banting, were phased out of service starting in 2309 with the last one in 2312. Due to their popularity, ease of function, and longevity, 13 ships were given to educational and research institutions for civilian use, and 16 to Federation member planets as ship training platforms.

The Banting is in the Starfleet Ship Museum.

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So here's what I've built so far. I hope I conveyed what is in my head <above>, but there should be more of the ship tomorrow. It's heavily inspired by the Oberth Class. Similar saucer, nacelles, and flat platform on the underside of the saucer. The nacelles will be on supports on the top side of the saucer, and there will be a sensor platform below the sauce, but it will look more like the Reliant's weapon's pod.

The bridge is below the top "bulb". You can see a ring around the bulb, that's actually the outer wall of the bridge (at 10 metres across). And you can see a little man at the blue window on the rim. :)

I haven't abandoned the Federation Class (I was working on it today)- I just need to build something new.

For now- Not much, but more to come.
oberth-type-2009-11-24-a2.png

oberth-type-2009-11-24-b.png
 
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You need to increase the number of sides your circle has before spinning your profile. You'll get a much smoother looking primary hull.
 
You beat me to it, you need way more segments to make it look smooth. As it is it looks like a low-res game model.
 
I try to do that, but seem to get the same results over and over. I pick my start point for my circle, change the default value from 24 to 120, make my circle, and consistantly get chunky edges.

I obviously must be doing something wrong, but can't figure out what.
 
I try to do that, but seem to get the same results over and over. I pick my start point for my circle, change the default value from 24 to 120, make my circle, and consistantly get chunky edges.

I obviously must be doing something wrong, but can't figure out what.

I didn't catch watch program you're using for modeling this. If I knew which one you were using, I may be able to suggest the right approach in increasing your poly count and thus your overall detail.
 
I try to do that, but seem to get the same results over and over. I pick my start point for my circle, change the default value from 24 to 120, make my circle, and consistantly get chunky edges.

I obviously must be doing something wrong, but can't figure out what.

I didn't catch watch program you're using for modeling this. If I knew which one you were using, I may be able to suggest the right approach in increasing your poly count and thus your overall detail.

Google Sketchup 7. Any assistance is welcomed. Most who post in my threads have been quite helpful- thanks all!

On a differnt note, I've just learned how to use the section plane- fun!

There's nothing remarkable about this ship- just another variant of what we've seen 1000 times. I'm primarily doing it as a learning tool- and posting here to get feedback in an effort to facilitate my learning endeavors. My goal is to work up my skills to create my convoluted shaped Titan design entry (that I missed the entry date to). Even MadMan gave up on it- though he's become so much more proficient since he last tried it, and I've got a long way to go yet.

Edit: I found out where I was going wrong. I was selecting the circle side value with the mouse- apparently I had to physically use the "entre" key... Silly me.
 
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I try to do that, but seem to get the same results over and over. I pick my start point for my circle, change the default value from 24 to 120, make my circle, and consistantly get chunky edges.

I obviously must be doing something wrong, but can't figure out what.

I'm trying to ask this question everywhere but noone will tell me the answer: Where van I change that value? Where do I need to click?:(:scream:
 
I try to do that, but seem to get the same results over and over. I pick my start point for my circle, change the default value from 24 to 120, make my circle, and consistantly get chunky edges.

I obviously must be doing something wrong, but can't figure out what.

I'm trying to ask this question everywhere but noone will tell me the answer: Where van I change that value? Where do I need to click?:(:scream:

Sorry dude-

Select your circle or polygon. Place the circle at the start point.
In the lower left of your screen, there is a little grey box with a default number in it (24 for circle). Just type in the number of edges you want, say 120s (you have to type in a lowercase "s" proceeding the number, and then press enter. Then you can entre the radius value (just type the number), or drag the mouse.

I just re-did the saucer, and I am very pleased with the results. I have the hull thickness, window guides, sensor details around the rim, and interiour corridors. All made from the follow me tool in one shot. I can't wait to post it!
 
I have to ask. What do you mean by number of sides?

The number of segments that make up the disk. Think of it as pie wedges with a flat outer edge. You can see how his saucer is made up of just a few wedges, so the outer edge looks like its made up of several straight lines rather than a smooth circle.

To solve that, the disk that the saucer is made from should have many, many more segments, so the human eye blends them into a smooth-looking circle.
 
I try to do that, but seem to get the same results over and over. I pick my start point for my circle, change the default value from 24 to 120, make my circle, and consistantly get chunky edges.

I obviously must be doing something wrong, but can't figure out what.

I'm trying to ask this question everywhere but noone will tell me the answer: Where van I change that value? Where do I need to click?:(:scream:

Sorry dude-

Select your circle or polygon. Place the circle at the start point.
In the lower left of your screen, there is a little grey box with a default number in it (24 for circle). Just type in the number of edges you want, say 120s (you have to type in a lowercase "s" proceeding the number, and then press enter. Then you can entre the radius value (just type the number), or drag the mouse.

I just re-did the saucer, and I am very pleased with the results. I have the hull thickness, window guides, sensor details around the rim, and interiour corridors. All made from the follow me tool in one shot. I can't wait to post it!


O really thanks man.
 
No problem- let us know if it works for you.

I'm having an issue now- maybe 120 sides is too much for my comp. It extruded very nicely, but it seems to be having trouble saving. It's been "thinking" for about 10 minutes now, and the programme commands are frozen until it's complete- if it completes... Yarg.
 
It's an age old problem; the more detailed and complex your model, the harder it gets to work on and render. It might be your PC is a bit underpowered for this type of work.
 
Yeah, based on your CPU, RAM and Video card's power after you crank your polys up to a certain point, or add too many large textures, you're system will really clog or even crash if it's not up to snuff for this type of work..... it sure ain't Photoshop ;)
 
First of all: PAtrick, don't even think about doing 120 sides. It will ruin your modelling experience, as the whole will become slow as hell.

Next, don't forget that the circle must be the base shape. If you have ever extruded it, morphed it, or had a shape follow it's line on the shape itself, that commend won't do squat. So make a side profile, position a circle under it, increase the segment count, and let loose the powers of Follow Me. That should do the trick :)
 
First of all: PAtrick, don't even think about doing 120 sides. It will ruin your modelling experience, as the whole will become slow as hell.

Next, don't forget that the circle must be the base shape. If you have ever extruded it, morphed it, or had a shape follow it's line on the shape itself, that commend won't do squat. So make a side profile, position a circle under it, increase the segment count, and let loose the powers of Follow Me. That should do the trick :)

Ya- I've been doing just that. I have the base circle under the side profile that I made. I've tried to reduce the circle value from 120 to 96. That's still too much. I think it'll just be trial until I find what my comp can handle at this point.

Edit... Okay, so 96 works with a bit of a lag. Im sure 60 would work better, but I'm sticking with this. It's fine in wireframe, and I'm happy with how the interior turned out. It's really neat looking down the corridors, and the bridge. But that interior work is to come later.

oberth-type-2009-11-25-a.png

And an x-ray shot for fun.
oberth-type-2009-11-25-b.png
 
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I used 60s on my soon to post Baton Rouge starship, it works fine for me and my pc's getting on to 6 years old. used to try 48 but found the circles were too segmented. 60 gives both smoothness but at the same time your pc wont be sulking for awhile.
 
^ I use 48 all the time, but perhaps it isn't such a bad idea to start looking at higher section counts...
 
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