In between testing Feist for Finji and my day job, I’ve managed to start working on the control towers. Not sure I want to explain them in too much detail, as they’re a part of the back story. But here’s my initial draft, damage, details, wear and textures are on their way. These will be a part of the architectural landscape and not feature too prominently. Mysteries require some subtlety.
The second vehicle is under way, based on the Auto Union Type D. One of the great things about this project is that I unearth all sorts of great design that I hadn’t previous come a cross. I still have a lot of detail to add and I’m considering making the cockpit canopy retractable, to reveal some of the pilot.
I’m currently restructuring the vehicle suspension and propulsion systems. Currently the default vehicle has an overall suspension system, which covers the entire model. This was only a starting point and I’m updating it with a 4 point system, where the anti grav area isn’t the entire underside of the vehicle, but 4 specific areas, like you’d expect from a normal car. The advantage being that the vehicle deals better with inclines and I can tweak the suspension of each point. The vehicle also just looks a lot cooler in the way it moves and reacts to gravity.
In relation to dividing up the anti grav system, I’m also experimenting with breaking up the engines. So the thrust will be representative of the ion thrusters on the vehicle, which I can then position to have a vehicle that is pushed and pulled from different positions. Instead of just a generic centrally placed area of thrust. So different vehicles can now have variation on how they behave, depending on where I position the ion thrusters. I’ll also be experimenting with steering the different thrusters in relation to each other, depending on the intended action. This will enable things like strafing and better maneuvering.