test content
What is the Arc Client?
Install Arc

Official feedback thread for the new Earth Space Dock

1161719212237

Comments

  • yulianhuayulianhua Member Posts: 46 Arc User
    edited March 2014
    I think the Nemesis drydocks -- at least some of them -- could use a bit of upscaling (25-33%, 50% at most, but that's probably too much) so they could accommodate an Odyssey class (Starfleet's largest starship ever built) more comfortably (I doubt a Galaxy/Venture class could fit in the Nemesis drydock without completely blowing up the scale, however).

    As it is, an Odyssey can *just barely* be shoehorned into it. It would take a master Flight Control Officer (and highly precise 25th Century computers) to fit, but it can be done, with mere meters to spare before there is some major paint scrapage:

    http://puu.sh/7L20O
    http://puu.sh/7L1Xj
    http://puu.sh/7L23u
    http://puu.sh/7L25z
    http://puu.sh/7LdqN
    http://puu.sh/7Ldrz
    http://puu.sh/7L1Vu
    http://puu.sh/7L1Od

    (By the way, putting an Odyssey into this drydock makes me think of that line from "Raindrops Keep Falling on My Head" (from Butch Cassidy and the Sundance Kid) that says "And just like the guy whose feet are too big for his bed...") :P

    http://puu.sh/7L1DT
    http://puu.sh/7L26v

    Incidentally, in order to get those screenshots, I had to back the ship into the drydock because there was a collision between the ship and something that prevented her from going more than halfway through the structure when entering bow-first.

    But what's weird is that when I tried to /demorecord a "Leaving Drydock" scene, I got stuck on something while moving forward that wasn't there when I backed in.

    As far as the drydock's depth, I personally don't think it's all that important whether or not a ship's secondary hull is outside of the structure, but that's just me.
  • sarek93sarek93 Member Posts: 274 Arc User
    edited March 2014
    I just got time to download the tribble updates and see what ESD has become since its initial revamped launch on tribble last week. I have to say I was blown away. It looks even nicer than before and even that was nice. The new ESD looks like something that could be in a Star Trek movie (that's movie level quality; nice work). It looks and feels not only Star Trek-y but also 2409-y. I feel totally immersed. I love that Taco et al. added a little balcony into the shuttle bay with the ability to "Take a Shuttle to SFA." It's a really nice touch. I also like the new exterior map, the lower deck (UGC) reskin, and the balcony. I feel like the new sun in the exterior looks like a star I could sail straight on til morning towards ST VI style.

    As for my few criticisms/bugs/notes:

    1. I'll parrot what everyone else has said about the new exterior map in that the stars need to be toned down a bit. Love the actual night sky element, but it seems a bit bright.

    2. The Aenigma Nebula sticks out like a sore thumb now more than ever (given the awesome new Earth/moon and star background). Something needs to be done with it. There are plenty of unused doors in the new ESD; perhaps one of those could be the new door to the Captain's table (also would be nice if it directly deposited us in the Captain's table and not outside). Or at the very least could it get a reskin to something more in line with the new fancy looking Earth and moon?

    3. I think it would be cool if you could get fire extenguishers from the emergency kits in the ESD walls and medkit items (hypo?) from the medical emergency panels. I don't know if that would be easy to do but it would be a nice little touch if it was something you could quickly add.

    4. I'd like to see some 3-D chess tables on the balcony. As a quieter area, I feel like some chess players (perhaps Vulcans with their superior hearing) would prefer a quieter environment to play in than Club 47.

    5. One of the NPC's in Club 47 appears to be placed slightly too far back near the benches as he is standing almost on thin air on the edged of the bench (first floor, central tree/bench).

    6. In Admiral Quinn's office, the map overlays look like either one or the other was intended but somehow both ended up on the wall. This might have been intended as showing the whole quadrant with Sector 001 pulled out, but it looked a bit jarring at first. Perhaps some lines could be added from the back map on the wall to make it apparent that the map on top of it is a blow up of a specific sector from the quadrant.
    "Insufficient facts always invite danger." - Spock
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    sarek93 wrote: »
    the shuttle bay with the ability to "Take a Shuttle to SFA." It's a really nice touch.

    Where do you get that option? I don't see that showing up anywhere. I also noticed the ability to beam to SFA is missing from the transporter room, hoping that's a temporary bug.

    sarek93 wrote: »
    2. The Aenigma Nebula sticks out like a sore thumb now more than ever (given the awesome new Earth/moon and star background). Something needs to be done with it. There are plenty of unused doors in the new ESD; perhaps one of those could be the new door to the Captain's table (also would be nice if it directly deposited us in the Captain's table and not outside). Or at the very least could it get a reskin to something more in line with the new fancy looking Earth and moon?

    Taco did say before that once the new Club 47 is added, he's hoping to put a door to the Captain's Table in there. :)
    sarek93 wrote: »
    4. I'd like to see some 3-D chess tables on the balcony. As a quieter area, I feel like some chess players (perhaps Vulcans with their superior hearing) would prefer a quieter environment to play in than Club 47.

    I had thought that could be a good place for them too. It's nice and relaxing feeling up on the balcony.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • yulianhuayulianhua Member Posts: 46 Arc User
    edited March 2014
    Where do you get that option? I don't see that showing up anywhere. I also noticed the ability to beam to SFA is missing from the transporter room, hoping that's a temporary bug.
    It's in the shuttle bay.

    And I'm pretty sure I saw the prompt to beam to SFA in the transporter room, but I'll have to confirm that.

    Edit: Yep, it's there, as long as you're in the transporter room (and even a few feet outside of it).
  • yulianhuayulianhua Member Posts: 46 Arc User
    edited March 2014
    Long-lingering question I have for the NPC people: why does Commander Shoko Futagami (who is apparently of Japanese heritage, based on her name) have blue eyes? :eek:
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited March 2014
    yulianhua wrote: »
    Long-lingering question I have for the NPC people: why does Commander Shoko Futagami (who is apparently of Japanese heritage, based on her name) have blue eyes? :eek:

    It does happen. I actually new a pure blooded Japanese guy in college who had brown hair and blue eyes. Its not as common as a caucasian, but it does happen.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited March 2014
    f2pdrakron wrote: »
    Its more like the people that made the models and textures just reached that point and said "good enough" ... 4 years later and its still just "good enough" ...

    And yes, the is a multitude of small and bigger things that are just WRONG with cannonical ships in this game that never got fix or looks like they ever be corrected, the Soverign model and textures is just one of those, its just "good enough", not good and certainly not right.

    What im trying to say is windows and escape pods are on the same texture sheet, they cannot be separated

    Also believe it or not but the sovereign model looked worse at launch, it has had a done over since then.
  • edited March 2014
    This content has been removed.
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    kagasensei wrote: »
    I think it is important to keep the vista seen from the Admiral's office as close to what we actually encounter in the Sol System map as possible. Otherwise it's kinda immersion-breaker.

    There are roughly 270º around the station that you cannot see from Ops.
    I'm simply saying I'll put them on the other side of the station, out of view of Ops.
    tuskin67 wrote: »
    I wonder what Commander Burgess is thinking at that moment.

    https://www.youtube.com/watch?v=cDGlN6mluGA
    millybun wrote: »
    one thing I'd personally appreciate is allowing the camera to clip in and out of the drydock models without getting bumped around.

    THAT, I can do.
    f2pdrakron wrote: »
    Its more like the people that made the models and textures just reached that point and said "good enough" ... 4 years later and its still just "good enough" ...

    Well, that person is me. It's a bit of an involved process to convert NPC/Player ships into regular ground scale geometry I can use on maps like this. I fully admit I grabbed a bunch, threw some textures on, and moved on to more important things. Just so I had SOMETHING to put in the docking bay. I went through the base materials with the ship guys today, and swapped a few of them. I can look at the escape pods on the Sovvy if it bothers people.
    Only YOU can prevent forum fires!
    19843299196_235e44bcf6_o.jpg
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2014
    tacofangs wrote: »
    Earth is now in the skyfile, meaning it moves with you the same way the sun appears to. You can never get closer/farther from it.

    More trade offs. Is it better to have a smaller earth, which you can fly around, but might feel stupidly tiny for a planet. . . or a skyfile Earth, that is huge, and makes space feel like space, but never changes in your view?

    I prefer the latter.

    Would it be possible to put the moon on the map so we can fly around that?
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited March 2014
    tacofangs wrote: »
    Well, that person is me. It's a bit of an involved process to convert NPC/Player ships into regular ground scale geometry I can use on maps like this. I fully admit I grabbed a bunch, threw some textures on, and moved on to more important things. Just so I had SOMETHING to put in the docking bay. I went through the base materials with the ship guys today, and swapped a few of them. I can look at the escape pods on the Sovvy if it bothers people.

    Please tell me one of those is the Odyssey flying around the base. Because that grey panels texture is never used on NPC Oddys or in the promotional materials. And it struck me as a odd since the current ESD on holodeck has an Oddy with the Type 6 hull and patterns.

    #End Personal Rant

    Beyond the textures, the ship models are still very impressive though and you did a good job in the conversion.
    robdmc wrote: »
    Would it be possible to put the moon on the map so we can fly around that?

    This is the actual distance between Earth and the moon. That's two LIGHT SECONDS away.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • edited March 2014
    This content has been removed.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2014
    It took me a while but I found a surface to stand on.

    http://i.imgur.com/tf6D3eC.jpg
    http://i.imgur.com/pDX6H5Q.png

    They may have removed all floors walls and ceilings to land on and make you fall to nothingness but I got in.

    Edit:
    http://i.imgur.com/3LH3odC.jpg
    http://i.imgur.com/ZsRcmGO.jpg
  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited March 2014
    Great work on ESD.
    I couldn't really find any flaws anymore.

    Just one more suggestion.
    The water looks muddy, which I think it shouldn't as shallow as it is.
    Can you add some underwater lights like in any pool to make it look less so?
    11750640_1051211588222593_450219911807924697_n.jpg
  • artan42artan42 Member Posts: 10,450 Bug Hunter
    edited March 2014
    tacofangs wrote: »
    I can look at the escape pods on the Sovvy if it bothers people.

    Dammit, stop being so accommodating to us :P.
    22762792376_ac7c992b7c_o.png
    Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
    JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.

    #TASforSTO


    '...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
    'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
    'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
    '...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
    'I'm not a soldier anymore. I'm an engineer.' Miles O'Brien: Empok Nor
    '...Starfleet could use you... It's a peacekeeping and humanitarian armada...' Admiral Pike: Star Trek

    Get the Forums Enhancement Extension!
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited March 2014
    tacofangs wrote: »
    There are roughly 270º around the station that you cannot see from Ops.
    I'm simply saying I'll put them on the other side of the station, out of view of Ops.

    Fair enough ;)

    Also: After spending more time in the Sol System map, I have to repeat myself: It's cool that Earth is HUGE, but it is a little bit too much. move it "away" just a slight bit.

    As for the star background: Try to increase contrast, decrease brightness, and see what some extra sharpening (in Photoshop) can do. Right now it just does not look like stars at all but like... well... like a blurry photo of stars^^
  • sabremeister1sabremeister1 Member Posts: 108 Arc User
    edited March 2014
    tacofangs wrote: »
    This is exactly the problem. All characters have collision bubbles. They're pill shaped capsules used for collision rather than the full geo of the character. This includes ships.
    While the ship team endeavors to get the capsule as close to the right size for the ship as possible, it's always going to be a square peg in a round hole. It's just not going to line up perfectly. In general, that means the collision is oversized slightly, so that you don't end up hiding other ships within your own hull.

    https://www.flickr.com/photos/22290667@N08/13435380294

    No, your bigger (taller) ships will never fit in there. So, the question is what to do about that. I don't want to go back to using 2200's era drydocks. I can make them bigger, which might be ok, but they'd have to be significantly bigger to fit most ships. I could turn off collision on them entirely, which would let you park anything in there, but you could fly through the whole thing . . .

    Opinions?

    How about making them big enough to fit a Sovvy (without the collision box) and turn off collisions? I'm pretty sure the kind of people who'd use the drydocks would be the kind of people to be careful with their parking. I also like the idea of having a variety of drydocks - since Starfleet is using a variety of ships it makes sense they'd have suitable repair facilities for them all.
  • skyywalk3rskyywalk3r Member Posts: 31 Arc User
    edited March 2014
    ESD space is amazing looking TACO!!!!!!!

    Will you be placing ships in drydock??

    Will we be able to park our ships in drydock for selfies :D??

    Thanks again for this work of art you call ESD!!!
  • jacqueline3752jacqueline3752 Member Posts: 0 Arc User
    edited March 2014
    skyywalk3r wrote: »
    Will we be able to park our ships in drydock for selfies :D??


    nice idea, I like, so will it be offer to us hmmm most likely not :(
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    yulianhua wrote: »
    It's in the shuttle bay.

    And I'm pretty sure I saw the prompt to beam to SFA in the transporter room, but I'll have to confirm that.

    Edit: Yep, it's there, as long as you're in the transporter room (and even a few feet outside of it).

    That's strange. Just popped on again just now to check that out and I definitely don't get either of those options. I actually have a mission active on that character which requires me to go to the Academy and when I'm on ESD the map marker is set to the large circular 'platform' outside of the Vendors where the Voth is standing. But I have no options anywhere on the station to transit from ESD to SFA. :(
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited March 2014
    That's odd, cause I was there last night and saw both the beam to SFA and take shuttle to SFA buttons.
    The Foundry Roundtable live Saturdays at 7:30PM EST/4:30PM PST on twitch.tv/thefoundryroundtable
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    Very strange... :(

    I did have the option to beam to SFA before the last patch. Might try copying another character over and see if it shows for them.

    That character also seems to have problems changing uniforms. Sometimes it works, other times it plain refuses. If it doesn't work then it wont work again until I log her out and back in again. Haven't seen anybody else report that issue either.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    Checked this morning and both options are there.

    Note that the Transporter one might not show up if you just beamed to the station, you may have to leave and reenter the transporter room for the volume to realize you're there. . . maybe?
    Only YOU can prevent forum fires!
    19843299196_235e44bcf6_o.jpg
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    Yeah I just tested and both options show for one of my characters, but not for the other one. It's always her I have issues with, damned liberated Borg Romulan is more trouble than she's worth haha.

    I've deleted her from the server and will copy her over again to see if it clears the issue, she's maybe become glitched somehow.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited March 2014
    Tacofangs,

    Did you see my question about underwater lights to make the water look a bit nicer and fresh?
    11750640_1051211588222593_450219911807924697_n.jpg
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    tacofangs wrote: »
    Checked this morning and both options are there.

    Note that the Transporter one might not show up if you just beamed to the station, you may have to leave and reenter the transporter room for the volume to realize you're there. . . maybe?

    Ok it turns out that those options aren't showing on my Fed allied Romulan toons. I tried deleting all of my toons with the issue and copying them over again, still happening. My feds get the options just fine at both transporter room and shuttle bay console, but all three of my Romulans who are allied with the Feds don't seem to get either of the options showing for them.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • vladdievladdie Member Posts: 117 Arc User
    edited March 2014
    Taco or thomasthecat:

    I feel that the explosive decompression okudagram is missing something.

    Due to the difficulty in following the instructions and the vital nature of securing rescue during such an event,the procedures should end with a reassuring phrase. Something like, I dunno, "No Pressure."

    *Hides under desk*
    Barihawk.jpg
  • tomokwihnaitomokwihnai Member Posts: 25 Arc User
    edited March 2014
    On the matter of the Space Docks
    Having a mixture of large / small, old / new space docks would make sense from many points of view.

    There is not two dry docks on earth that are the same size. Most are custom made for the class of ship they are constructing. Some are even over a century old now. Trust me, no government would give up on a functioning structure if it can be maintained at a cost cheaper then to replace it.

    One off the wall suggestion. next to the armory one of the door could be use as a Holodeck for target practice. Being able to test ranges and damage with your kits would be a nice addition.
  • darlexadarlexa Member Posts: 222 Arc User
    edited March 2014
    its off topic, but I had the thought, if they can have a trigger for the space doors to open as a ship approaches them, could they do the same for the lights in a box dock? as a ship approaches and then enters a box dock, its lights turn on?

    I think the people that like to use the box docks would greatly appreciate it.
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    timelord79 wrote: »
    Tacofangs,

    Did you see my question about underwater lights to make the water look a bit nicer and fresh?

    Yes. It's been on my list since before you brought it up. Not sure I have time. We'll see.
    darlexa wrote: »
    its off topic, but I had the thought, if they can have a trigger for the space doors to open as a ship approaches them, could they do the same for the lights in a box dock? as a ship approaches and then enters a box dock, its lights turn on?

    I think the people that like to use the box docks would greatly appreciate it.

    Yes, that is doable, but falls into the same, very minor polish work category as the above. If we have extra time, great.
    vladdie wrote: »
    Taco or thomasthecat:

    I feel that the explosive decompression okudagram is missing something.

    Due to the difficulty in following the instructions and the vital nature of securing rescue during such an event,the procedures should end with a reassuring phrase. Something like, I dunno, "No Pressure."

    *Hides under desk*

    *Flushes Vladdie down the Corpse Chute*
    Only YOU can prevent forum fires!
    19843299196_235e44bcf6_o.jpg
Sign In or Register to comment.