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ship inconsistencies/issues

any and all ships welcome

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#141 Phoenix Rising

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Posted 07 December 2012 - 03:58 AM

The Imperial II actually has a Class 1.0 hyperdrive. It's my interpretation the Dominator is based on that hull.

#142 johnchm.10

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Posted 11 January 2013 - 12:01 PM

http://starwars.wiki...nHangar-SW1.jpg

apparently the Redemption has an integral hanger now

#143 Phoenix Rising

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Posted 23 January 2013 - 07:25 PM

That's a massively large area for a 300-meter ship.  Yet with the Falcon docked on her on film, size shouldn't be up in the air.

 

As for it being the Redemption and not some other Nebulon-B, she must've been converted to a medical frigate some time between Yavin and Hoth.


Edited by Phoenix Rising, 23 January 2013 - 07:26 PM.


#144 johnchm.10

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Posted 23 January 2013 - 08:50 PM

could have happened after Deep Space Besh. there were probably some medical ships that were so badly damaged or destroyed that there was a need for some ships to be reconfigured. and i imagine that frigates like the Redemption could have been ravaged, and in the dockyards to begin with, so they might have been slated for refit/modification



#145 johnchm.10

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Posted 10 February 2013 - 08:47 AM

do you think most of the non-specialized stations could have modular enough components that they could theoretically be re-purposed for anything within the limitations of its non-modular systems?

i ask this because somehow i only now realized that the colonies in-mod are based off of a medical station, which got me thinking about possibly having the XQ-Platforms as replacements for the shipyards in-mod, at least for ships 400~ meters or smaller. i figure that the stations start off as just the 3 landing platforms, on which the engineering section, and  the habitat/work/hanger modules attached afterwards. figure that the central crew module is configured as a factory/production facility, as the workers would reside on the Colony, external containers and tanks would be the incoming supplies (metal, electronics, etc), and landing platform 1 could be used for delivery of raw materials, p-2 would be used to test and check components like engines, weapons, etc, and p-3 would be used for the final assembly of the craft or their loading for shipment out to wherever they need to go.



#146 smashedsaturn

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Posted 12 February 2013 - 05:11 AM

why make them XQ? right now they serve a purpose as trade platforms. If anything the small factory from the skirmish mode would be better. 



#147 johnchm.10

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Posted 12 February 2013 - 06:09 AM

i was using the XQ's as an example because they're in the mod already, and i imagine that they are common in-universe. the Deep Space Manufacturing Facility, or the VenteX Cargo Facility, or the Telgorn Yards could be used. and also, i figured that the Platforms could be multi-purpose stations



#148 Phoenix Rising

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Posted 13 February 2013 - 03:39 AM

Actually, the Space Colonies are meant to be based on the unnamed precursor station to the Haven-class, presumably something general purpose.  So, yes.  The XQ series is pretty modular... it depends on the design though.  I don't think a Golan could be easily modified into a shipyard.



#149 johnchm.10

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Posted 13 February 2013 - 05:02 AM

i wouldnt modify a golan like that. its one thing to increase automation or to perform some weapons modifications, but not turn it into a shipyard, unless its one of those things where they just convert the hanger into a small scale assembly facility for starfighters, and even then, thats only because the hanger is already designed for fighters and other small spacecraft 


Edited by johnchm.10, 13 February 2013 - 05:03 AM.




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