Views : 722,017
Genre: Gaming
Date of upload: Mar 10, 2020 ^^
Rating : 4.948 (248/18,713 LTDR)
RYD date created : 2022-04-09T13:11:29.977939Z
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Top Comments of this video!! :3
the interior of the engine room is too dark, as a mechanic, I'd want it to be brightly lit to carry out work, just like the engine room of a ship, same goes for repair room with the workbench. The captains quarters needs two lounge chairs for whisky drinking and some chairs opposite the captains desk, and theres also plenty or room for a double bed.
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You’re right about Stellar Cartography needing seats. Instantly thought of the briefing scene in Star Wars. The walls should have simple bench seating so the captain can brief the crew while they sit around the room on benches. The first mate or navigator can give a briefing on the system, it’s locations, op details etc.
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An aerospace engineer review of an architect review :). A lot of the things said I agree with, mainly the open elevators, the engineering deck, the empty cartography deck and it's overall completeness. A few things I want to add.
The rear elevator should go all the way down via a Connie style elevator/airlock combi. It makes no sense to depressurize an entire garage each time you go out. Also if you suit up in the armory, you have to hope the cargo pods are attached so you only have to walk over one complete deck to get to the exit. Making the rear elevator a second exit point would make a lot of sense.
The round engines completely makes sense as an engineer, as a round shape helps a lot with things like even stress and heat distribution.
Something I expected you as an architect to mention are the bars in front of the windows of the drone bay. They look out of place compared to the rest of the ship.
Something you didnt mention as well is the escape pod placement. Each working station has quick access to their own escape pods, except for the poor engineers.
All in all another great video, thanks.
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Having served in the US Navy I have a unique take on the manning of the vessel. The best manning for the vessel would be a minimum crew of 20. Captain, Executive Officer, Chief Engineer and 3 engineers, Weapons Officer and 4 Gunners, Communications Officer, Navigator and Quartermaster, 4 Pilots, and the Chief Medical Officer and Corpsman. A cook could be added to the crew for long deployments and times "at sea." The general quarters stations would have the CO, XO, and NAV at the round table on the upper command deck flanked by the COMMO, and WEPS in the chairs with MFD's. Pilot 3 would be at the upper control with Pilots 1 and 2 being on the lower command deck with direct control of maneuvering and the fixed mounted weapons. In the 3rd seat on the lower command deck would be the Quartermaster to provide direct aid to Pilot 1. Pilot 4 would be a standby or a fighter pilot if the ship was carrying a fighter. The gunners would be in their turrets, Doc and the Corpsman in the Infirmary, and CHENG and their engineers in the engine rooms and other component areas. Other crewmembers like a Loadmaster and company and Cook +1 could be added depending on the length of time deployed and missions being carried out.
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15:16 - I just had a neat little realization: That hanger looks like the perfect spot to play some sort of ball game or sunbathe. Could even space prisoners from there too, it's that neat!
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Something I feel is missing from this ship is a dedicated science lab/area. The med bay is amazing, but because this is an exploration class ship, it should have a dedicated science area. Perhaps a section of the cartography deck, or areas near the med bay. I also find the workshop and drone bay too dark. I've never seen a functional workshop without good bright lighting to work on items. I feel a couch would work in the captains quarters, as well as variable lighting in the habitation deck. I find it's still a little on the dark side. There should be an option to brighten it up similar to the med bay, and then tone it down at night etc. (We, the people, demand light switches! lol)
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I have been waiting for this... I am not disappointed. This ship feels perfect for Star Citizen. It feels like the Enterprise, Firefly, Daedalus, Orville.
My 3 complaints with this ship are:
1- Captain's quarters needs a double bed
2- the lack of air locks on the lifts
3- feel like it needs 2 more bunks as the amount of stations far exceeds the current crew size. (At least 2 engineers, Doctor, Captain, Pilot, Navigator, Tactical officer, Science officer, and that 1 random kid that got picked up on P3X-432.
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Morph, I gotta say, I fell in love with your channel twice now. You told us you decked out a SoroSuub back in the day. That right there, wins me over because you know how significant being able to wave to someone from another ship, while they are outside their ship, and being able to both see each other waving is significant.
All of these videos give me hope for customisation, especially considering that the Carrack is only just the beginning. They still have the Endevour to learn from the Carrack. I remember how different the 600i to the 890 Jump was, and with each ship, they seem to have more and more of a grasp on their style guides to the point of being able to utilise functionality introduced with one ship to flesh out the next ship of the type.
You mention these exact design improvements in this video as well. Overall, I don't find myself getting lost on the Carrack as much as I do on other ships, despite there being far less signage overall. It seems to just have an intuitive navigation setup.
Also I think the Carrack might be the best example of how physically built out these ships are with the engines actually being there, and connected fully with the exhaust on the exterior.
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A pleasant walk through, and I generally agree. There are some points that aren't addressed, as follows:
1. The ramp's inflexibility of position makes it difficult to know if you have a problem with onloading before it's too late.
2. The airlock to the Med Bay is fine--you mention its utility in aiding with bring on an infected crewmember or dangerous sample, but you have to haul it through a good portion of the ship to get there!
3. The number of useless and futile indicators, monitors, unusable storage spaces, and other geegaws that serve no function other than to remind the viewer of the complexities and nuances that are missing.
4. The distance between the racks and the heads shows no consideration for wakeup priorities. Because when I wake up, the first thing I do is shower. Oh. Wait. No. It's that other thing.
5. What, the Captain gets a twin rack? How inconsiderate to the people that might visit the Captain's quarters! At least a double.
6. On Deck 3, the use of red lighting instinctively signals that something is wrong, or that the ship is in silent running/combat stations. I don't know if that's a good idea.
7. The decision to make both entries to the hangar on the same side--and that being the side most distant from the bridge--is a design flaw. A single hatch on the fore and aft bulkheads would be superior for better access.
8. A Bitchin' Seat for the Captain on the Command Deck would be nice.
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@MarkDavidBlack
4 years ago
Here's my two cents: The fact that there's even this much to analyze about a ship in a space simulator is insane, in a good way : )
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