Reporting... Nebulon-B Frigate here

By weisguy119, in X-Wing

2 hours ago, gabe69velasquez said:

Deck five

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It's all speculation. In the films, we never see a ship fly into, or out of, a Nebulon-B. We never even see one fire any of its weapons. We don't even see any of this in the Rebels TV show.

That being said, I appreciate EU sources and have stated that I accept that Star Wars doesn't always make perfect sense and take a lot of it with a healthy dose of handwavium. Still, to represent the Nebulon's carrier abilities in past Star Wars media, my Imperial title, Warspite, spawns a ship under its spar each round.

I simply wanted a ship larger than a corvette on my mat without making Epic games a big carrier battle spectacle that would take days to play out. I appreciate your enthusiasm on this subject. I love the Epic game and like seeing the ideas of others. For me, I'm trying to go just a little bit bigger while still keeping it simple. That's not to say I won't get bored someday and do a full-on Nebulon carrier title and go nuts. With me, anything's on the table. Right now, though, this will be a centerpiece of my Battle of Scarif scenario. I really haven't looked beyond that.

Edited by weisguy119
25 minutes ago, gabe69velasquez said:

In the X-wing series of video games, the Warspite acts as a carrier. When that title is employed, it'll act as a carrier. Until I decide otherwise, my other 5 versions will just act as battle frigates and hospital ships as they do in the films.

Edited by weisguy119
11 hours ago, gabe69velasquez said:

Deck five

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That diagram takes significant liberties with the scales of the ships. Also notice that each layer of the hull of the Nebulon-B is only about a foot thick in that diagram.

So anyway, I took some models I have of the Nebulon-B and TIEs (and a Z-95), scaled them correctly (300 meters for the Nebulon-B, and the shorter Legends 6.3 meters for the TIE Fighter), took screenshots in orthographic view (in other words, distant objects and near objects are the same size), and tried to replicate what you have in that diagram. Here are the results:

Hmmm. We might have a problem. And yes, that's the right scale for the Z-95. If you think that's big, I should show you a V-19 Torrent (still love them, though). Once again, the new "canon" TIE Fighter size is about 1/6 larger than the Legends measurement I used.

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The TIE Fighters are peeking out of the sides of the ship. Now consider there are two layers of hull at the ship's widest point, and each should one or more meters wide.

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Peekaboo!

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Found the "hangar." Bwahaha!

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"But they could move fighters into the lower modules." Hmmm. Could they? I mean, assuming they weren't needed for other things.

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Took some pictures of a Nebulon-B2 while I was at it, for comparison. This is an upgrade of the in-game model, with proportions about the same, while taking some efforts to make the ship make a bit more sense. Hmm... hangar looks a little too short for a TIE Fighter. On the actual model, it's also very shallow for some reason. If you can see it, on top of the spar there is a landing pad for larger ships; this was also present on the original model. That said, the original Nebulon-B2 model was 1/6 shorter than the Nebulon-B for some reason, even though the B2 is supposed to be a modification of the B, so I think this version corrected its length to the normal Nebulon-B's 300 meters.

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As you can see, the B2's main module is considerably wider than the B's. However, I am sure a lot of that must be taken up by supports for the "arms."

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One great improvement the fan artist made over the original model was a drop-down landing pad for shuttles to land in, since it would be impossible for them to fly through the main hangar. Even then, it'd be a very difficult docking maneuver. The blue was originally supposed to be transparent, of course.

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Anyway, hope you guys like it. It wasn't as hopeless as I remembered, but it is still *fairly* hopeless. I think the Nebulon-B2 might have been an attempt by LucasArts to soft-retcon the frigates that had been established as carrying fighters as having all actually been B2s. A good attempt, but if the new Disney canon is saying Neb-Bs are carrying many fighters, it's a shame they didn't start out with B2s...

Also, please don't bring up TFU2. It shows the Rogue Shadow docking with... some metal underneath the main spar, where there is no hangar. Then they're suddenly on the engine side of the spar and traveling down it through a massive tunnel that leaves negative room for anything of actual use to the ship. Then the spar is like a mile long instead of like 120 meters. Then when they get inside, there are huge chasms built into the ship. That game was pure garbage on almost every level, including its depiction of Star Wars ships. It was obvious someone there wanted to please fans, so they put in Z-95s and R-41s and an Assault Frigate and all that, but a few good sparks don't a good game make.

Edited by Knightcrawler
Spelling

:)

The best schematics I've seen for this beast for what it's worth:

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I try to throw water on the fire but it rages on...

I'm just surprised nobody mentioned my obvious nod to Empire at War in the title.

To keep the party going, the Rebellion doesn't need carriers in the first place. Their tactics are hit and run and all their fighters are hyperdrive-equipped. ISDs and Gozantis carry TIEs because TIEs have no hyperdrive. ISDs are easily big enough to carry 72 TIEs and Gozantis have their docking mechanism clearly shown. We only ever see the Falcon dock with a Nebulon in canon sources. It makes sense that you can dock with a medical ship for patient transfer, though.

The only reason I can see why the EU retconned the Nebulon as a carrier is because all these games needed a mid-game capital ship for the Rebels and it was decided they needed to be mobile bases of operation for some reason - even though, that wasn't the Rebel's modus operandi.

Edited by weisguy119
On 7/31/2017 at 8:13 AM, weisguy119 said:

I try to throw water on the fire but it rages on...

I'm just surprised nobody mentioned my obvious nod to Empire at War in the title.

To keep the party going, the Rebellion doesn't need carriers in the first place. Their tactics are hit and run and all their fighters are hyperdrive-equipped.

They do need carriers, though, because otherwise how will they do repairs and resupply when on the run?

Their fighters are indeed hyperdrive-equipped (which makes TLJ even more poorly written) but you still need downtime for planes and pilots between missions, and they don’t always have a planetary base. This is why one one of their goals in Rebels was to actually capture a carrier.

Giving that carrier to “Fire Magnet” Sato was a mistake, though...

On 7/31/2017 at 1:19 AM, weisguy119 said:

In the X-wing series of video games, the Warspite acts as a carrier. When that title is employed, it'll act as a carrier. Until I decide otherwise, my other 5 versions will just act as battle frigates and hospital ships as they do in the films.

Im not sure a lucasarts game counts as cannon..

10 hours ago, LTuser said:

Im not sure a lucasarts game counts as cannon..

They never were. ****, in the first game, you the player take the place of Luke during the first Death Star attack. In X-Wing Alliance, if you choose to fly the Falcon, you're taking the role of either Lando or Nien Numb for the second Death Star attack.

Man, I REALLY REALLY miss playing those games... I really hope the XWVM project releases soon >_>

15 hours ago, BenderIsGreat said:

They do need carriers, though, because otherwise how will they do repairs and resupply when on the run?

Their fighters are indeed hyperdrive-equipped (which makes TLJ even more poorly written) but you still need downtime for planes and pilots between missions, and they don’t always have a planetary base. This is why one one of their goals in Rebels was to actually capture a carrier.

Not only that, but for long hyperspace jumps, I'm sure the pilots are better off deploying from a capital ship at the destination (or just for the final leg) instead of staying in a cramped fighter cockpit for days at a time.

39 minutes ago, Kehl_Aecea said:

They never were. ****, in the first game, you the player take the place of Luke during the first Death Star attack. In X-Wing Alliance, if you choose to fly the Falcon, you're taking the role of either Lando or Nien Numb for the second Death Star attack.

I was always a little disappointed that the Death Star II attack run didn't give you the option of trying it with different ships once you had beaten the storyline.

6 hours ago, JJ48 said:

Not only that, but for long hyperspace jumps, I'm sure the pilots are better off deploying from a capital ship at the destination (or just for the final leg) instead of staying in a cramped fighter cockpit for days at a time.

I was always a little disappointed that the Death Star II attack run didn't give you the option of trying it with different ships once you had beaten the storyline.

I distinctly remember being able to replay that mission in an X-wing after beating it, but it HAS been years since I played it.

I never beat it in anything other than the Falcon, though... once you have a few TIEs behind you, it basically turns into "if I dump everything into my engines, can I get out of firing range before I crash or they eat through my shields and hull".

14 hours ago, Kehl_Aecea said:

They never were. ****, in the first game, you the player take the place of Luke during the first Death Star attack. In X-Wing Alliance, if you choose to fly the Falcon, you're taking the role of either Lando or Nien Numb for the second Death Star attack.

Man, I REALLY REALLY miss playing those games... I really hope the XWVM project releases soon >_>

XWVM project??

6 hours ago, LTuser said:

XWVM project??

It's a project to recreate the original X-Wing (eventually TIE Fighter and X-Wing Alliance) in the Unreal 4 engine. It'll require you to have some version of the original games for it to work...

but here's a video of some gameplay in it's early stages:

15 minutes ago, Kehl_Aecea said:

It's a project to recreate the original X-Wing (eventually TIE Fighter and X-Wing Alliance) in the Unreal 4 engine. It'll require you to have some version of the original games for it to work...

but here's a video of some gameplay in it's early stages:

Looks nice, but I hope the finished product will have some way to lock the view.

Also, did they re-record the dialogue?

Just now, JJ48 said:

Looks nice, but I hope the finished product will have some way to lock the view.

Also, did they re-record the dialogue?

I'm sure you'll be able to.

The audio is the original audio files (hence why you need the original game in some form: CD, floppy, GOG download). Basically, they're remaking the models and game engine that reads the mission files, audio, and cutscenes from the originals

1 minute ago, Kehl_Aecea said:

I'm sure you'll be able to.

The audio is the original audio files (hence why you need the original game in some form: CD, floppy, GOG download). Basically, they're remaking the models and game engine that reads the mission files, audio, and cutscenes from the originals

Huh. I could have sworn a Mon Calamari ran that briefing.

The early missions were all briefed by Jan Dodonna, but yeah, a Mon Cal (I think it was actually Ackbar) briefs a few times during the original tour of duty missions and I think takes over completely during Imperial Assault and B-Wing expansion missions. Again, I THINK... it's been literally almost a decade since I played these XD

19 minutes ago, Kehl_Aecea said:

The early missions were all briefed by Jan Dodonna, but yeah, a Mon Cal (I think it was actually Ackbar) briefs a few times during the original tour of duty missions and I think takes over completely during Imperial Assault and B-Wing expansion missions. Again, I THINK... it's been literally almost a decade since I played these XD

Do you know if there was any difference between the original release and the later CD edition? I know they made some updates; maybe they changed from Jan to Ackbar?

Nice graphics..

I wonder. One of the things i would have loved to see, was a 2nd long campaign, after doing that one vs the SSD.. AND SOME GROUND MISSIONS, where you got to shoot **** up on the ground (like imperial walkers etc..)

10 hours ago, JJ48 said:

Do you know if there was any difference between the original release and the later CD edition? I know they made some updates; maybe they changed from Jan to Ackbar?

The only difference between the original release and the collectors cd was an updated game engine and a few tweaked missions...

Now you have me thinking and I may have to reinstall the game to find out XD

7 hours ago, LTuser said:

Nice graphics..

I wonder. One of the things i would have loved to see, was a 2nd long campaign, after doing that one vs the SSD.. AND SOME GROUND MISSIONS, where you got to shoot **** up on the ground (like imperial walkers etc..)

I read somewhere they wanted to do the battle of Hoth, but the engine wasn't designed with ground combat in mind. The Death Star missions were a nightmare to program themselves, and for Hoth they would need to figure out how to suddenly deal with gravity so the walkers wouldn't lift off the ground to attack your speeder.

2 minutes ago, Kehl_Aecea said:

I read somewhere they wanted to do the battle of Hoth, but the engine wasn't designed with ground combat in mind. The Death Star missions were a nightmare to program themselves, and for Hoth they would need to figure out how to suddenly deal with gravity so the walkers wouldn't lift off the ground to attack your speeder.

The Empire's newest weapon: AT-PDTs (All-Terrain Physics-Defying Transports)!

Pretty random necro on this thread, but I'm glad it happened. Gotta love seeing these these ludicrous base epic ships :P

7 hours ago, Kehl_Aecea said:

I read somewhere they wanted to do the battle of Hoth, but the engine wasn't designed with ground combat in mind. The Death Star missions were a nightmare to program themselves, and for Hoth they would need to figure out how to suddenly deal with gravity so the walkers wouldn't lift off the ground to attack your speeder.

Didn't they use a similar engine in the rebel assault, 1 and 2 games