Posted: Sun Oct 24, 2010 5:31 am Post subject:
Albatross Heavy Weapons Platform
Albatross Heavy Weapons Platform:
Cost: 4000
Prerequisite: Helipad, tech center, command center
Role: Air support
Strengths: Massive damage, high ammo capacity
Weaknesses: High price, slow speed
GDI's airforce has always held an upper hand over Nod, both in brute force and versatility. While most of the modern GDI aircraft are based on the Orca production lines, a few alternatives pop up every now and then. The Albatross Heavy Weapons Platform is based off a simple idea: combine the heavy armor and carry capacity of the dropship with a powerful weapon. The result is the Albatross, a heavily modified dropship that carries an entire battle base armed with a howitzer cannon capable of obliterating any and all opposition. The cargo hold can hold enough ammunition to destroy entire armored columns, allowing the Albatross to operate and support friendly forces out in the field for longer periods of time than other GDI aircraft. The craft can have trouble dealing with smaller and faster targets, such as small and agile vehicles or infantry taking cover. Despite it's heavy armor, concentrated anti-air fire can bring the Albatross down quickly. It's recommended to destroy or at least weaken the enemy AA capabilities before moving in. The Albatross is currently in a field testing phase, and only one of them can be acquired at a time. Some have criticized GDI is going the wrong way by developing elaborate and expensive weapon systems such as the Mammoth Mk.II and Albatross to combat an elusive and fast moving enemy like Nod.
The Albatross has a unique attack pattern. Once it has opened fire on the selected target, it will keep flying in a straight line, allowing the gunners to aim at their targets. During this time you can either let the Albatross keep pounding the selected target, or you can switch targets for each individual shot. The Albatross can fire up to 5 times in a single strafing run. A careful commander will select the Albatross's approach angle so that there are valuable targets along the flight path.
A size comparison of all the GDI aircraft, from top to bottom: Orca Fighter, Orca Bomber, Carryall, Albatross.
Full 3d views of the Albatross from GDI military archives:
_________________ Last edited by SuperJoe on Tue Jun 25, 2013 11:23 am; edited 11 times in total QUICK_EDIT
Well, I decided to re-enable this unit since GDI had 1 less new unit than Nod. This is actually one of the very first units I made for the mod, can't remember why I had it disabled. _________________ QUICK_EDIT
Very good description and idea, but I personally think the idea/unit deserves it's very own voxel/representation _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
I updated the Albatross visuals a bit. It has a new cockpit that is truer to the westwood dropship 3d model and it actually shows the double cannons by its sides (they are more noticeable in the 3rd pic). Profile updated with new pics. _________________ QUICK_EDIT
Tilts forward wayy too much in the pic I saw of it turning, change the tilt angle. Good concept though, really looking forward to playing this! _________________ QUICK_EDIT
Thanks for the tip, I changed the pitch angle from 20.0 to 10.0. Also changed roll angle so the turning looks more natural to its large size. _________________ Last edited by SuperJoe on Thu Mar 31, 2011 1:13 am; edited 3 times in total QUICK_EDIT
Great idea btw. Hope to see Nod and The Forgotten have some unique units of their own. _________________ The future belongs to The Forgotten! QUICK_EDIT
Yep, the AC-130 Spectre was the inspiration for the Albatross. Saved me the trouble of creating a completely new voxel for it too . Back when creating the unit I thought aircraft could have turrets, which would have made the unit really good as you could just keep flying around the enemy while automatically shooting. Well, even as it is, the unit is still pretty damn powerful if the enemy isn't prepared with proper anti-air defences. It can take out 5 titans / sonics / reapers before needing a reload. _________________ QUICK_EDIT
Well now the Albatross has a new and unique look, based on another one of Dubzac's voxels. Profile information and pics updated. _________________ QUICK_EDIT
Albatross updated to use a new unique attack pattern. This has made the unit more powerful and the price has been increased from 3600 to 4000. Profile information updated. Here's an animation of the updated Albatross going on a rampage:
_________________ Last edited by SuperJoe on Thu May 02, 2013 6:14 pm; edited 1 time in total QUICK_EDIT
I'm really glad you did this as I really didn't like the current way the Albatross used its weapon, but now I think it's perfect so well done! Also I agree with Team Black, I know Reform isn't going for brand new maps nut maybe include a few spot lighted ones from PPM and tinker with the original WW ones, even just some nice lighting changes would do wonders. _________________ QUICK_EDIT
Joined: 28 Apr 2009 Location: Auckland, New Zealand
Posted: Wed Jun 01, 2011 9:06 am Post subject:
Yea, perhaps add a few of the spotlighted maps (with credits of course) to help tie everything together _________________ Beta Tester for Mental Omega 3.0
I would definitely like to add some quality PPM maps to the mod, so people don't have to go looking for them separately. Can anyone who's tried some of the public PPM maps recommend any good ones? Editing the default maps could be interesting, I've always wondered how good old Grand Canyon would look during night time
Btw the Albatross attack has some interesting gameplay elements to it. You have to pay attention to the approach angle so there will be targets along the flight path, allowing you to use up all 5 shots. Also if the original target is out of reach, you have to select a new targets to use up all the shots. If there are no targets left, you could force-fire the ground in some neat pattern, just to annoy the enemy _________________ QUICK_EDIT
That's quite a lot of necessary micromanagement.
Wouldn't it be better if it simply keeps shooting the bombs after the first one until all 5 are fired?
\EDIT
Or how about letting it shoot 100 tiny bombs in one long overrun attack? Something to really flatten a big area/stripe. _________________ SHP Artist of Twisted Insurrection: Nod buildings
That's quite a lot of necessary micromanagement.
Wouldn't it be better if it simply keeps shooting the bombs after the first one until all 5 are fired?
\EDIT
Or how about letting it shoot 100 tiny bombs in one long overrun attack? Something to really flatten a big area/stripe.
The hardcoded bombing run logic limits the max amount of shots to 5 I believe. Also, it's not necessary to switch targets. Regardless of the approach angle, the Albatross will get to fire 3-4 shots on the target you choose (in most cases enough to blow it up). The extra micro isn't necessary, but a skilled player will be able to do a bit more damage with the Albatross. I think it's "positive micro" since controlling the Albatross is fun, and it creates a little cat-and-mouse minigame where the enemy tries to scatter his forces and run away, while you fly around with the Albatross trying to pick the best attack route.
Team Black wrote:
I should update the massive map pack, there's been a lot of good maps since then.
For shameless self promotion, I'd suggest Siege City as a good map
I took a quick look at that map, hawt damn it looks good. Definitely going in
Death Cultist wrote:
There is a map pack on Tib Web with 70 really good maps, perhaps look at that?
Can you provide direct link? _________________ QUICK_EDIT
Thats pretty neat and clever. Is it done with Anim=SPAWNBOMBS key in the aircraft weapon? SPAWNBOMBS would stick to the plane, following it around, while having a trailer anim that spawns debris logic bombs?
I actually quickly tried this logic to create an airplane that spawns tiberium everywhere it goes. Not very useful, but fun to watch _________________ QUICK_EDIT
Is it done with Anim=SPAWNBOMBS key in the aircraft weapon? SPAWNBOMBS would stick to the plane, following it around, while having a trailer anim that spawns debris logic bombs?
I'm impressed SuperJoe. That's exactly how it works.
The only additional thing i've added to prevent it from firing 5 times the weapon and multiplying the bombspawning anim, was a particlesystem on the weapon that prevents further shots after the first one has been fired (similar how the MMKII can't fire a double burst due to the railgun). The particlesystem only lasts for the duration the plane takes to leave the weapons range. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I have quite a few debris logic things in the mod, but I never really thought of using TrailerAnim + debris with weapons. This logic could certainly be used for some interesting things...
Here's another random quick test: Orca Bomber leaving behind ion storms. Might be slightly overpowered.
Here's a work-in-progress attempt at a new look for the Albatross, based on Zero18's AC250 voxel. Surprised how clearly the 07 and the logo on the side appear on the voxel after I resized it in HVA builder.
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sun Jun 23, 2013 5:52 am Post subject:
Very nicely done. I can see the allied logo on the side of the Albatross, you should recolor it to blend it with the skin. And it looks much deadlier than before. _________________ Mod Leader and founder of World Domination
Kinda looks like a transport plane instead of a bomber.
That is the idea, as the description says:
The Albatross Heavy Weapons Platform is based off a simple idea: combine the heavy armor and carry capacity of the dropship with a powerful weapon. The result is the Albatross, a heavily modified dropship that carries an entire battle base armed with a howitzer cannon capable of obliterating any and all opposition.
Zero18 wrote:
I can see the allied logo on the side of the Albatross, you should recolor it to blend it with the skin.
I really like the logo and the number on the side, they look pretty detailed even ingame. Also, the GDI logo is an eagle too. The GDI airforce could be using a logo that has the eagle with wings spread out. _________________ QUICK_EDIT
Here are a few animations showing the plane closer:
Atomic_Noodles wrote:
yeah but the logo is usually black on Gold though.
Only so much space on the voxel to work with. Maybe they just quickly used the same paint for the logo as they did for the "07". Lazy bastards. _________________ QUICK_EDIT
Really nice model, texture and smooth normals.
The only thing i dislike is the long erected tail with the copied small side fins.
A single wing, or the upper wings different than the lower ones would be nicer imo.
albatail.PNG
Description:
suggestion for a slightly different, less "copied" looking tail
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sun Jun 23, 2013 4:18 pm Post subject:
Alex06 wrote:
I like everything about it. Don't change a thing!
Though, I'm impressed, why don't we have voxels this smooth in TS mods?
SuperJoe resized it via the HVA. Because that voxel I made is oversized. So if you want the voxels to be that smooth, you will have to make it oversize. _________________ Mod Leader and founder of World Domination
Really nice model, texture and smooth normals.
The only thing i dislike is the long erected tail with the copied small side fins.
A single wing, or the upper wings different than the lower ones would be nicer imo.
I actually tried changing the back of the plane a bit, but it ended up looking like a fat lump of crap, proving once again I can't do voxels. It would have to be up to Zero18 to do any changes to the shape.
Zero18 wrote:
Alex06 wrote:
I like everything about it. Don't change a thing!
Though, I'm impressed, why don't we have voxels this smooth in TS mods?
SuperJoe resized it via the HVA. Because that voxel I made is oversized. So if you want the voxels to be that smooth, you will have to make it oversize.
I grew it bigger in the HVA builder, by 1.12 in the transformation matrix. I have noticed that using the transformation matrix to grow things larger usually gives very good results. I used it on many other things too, like the Mammoth Mk. II. The normals were done in Voxel Section Editor with these settings:
And of course Zero18 did an amazing job with the shape of the voxel. The minute I saw it in his mod I hoped he would make it public _________________ QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sun Jun 23, 2013 9:21 pm Post subject:
SuperJoe wrote:
I actually tried changing the back of the plane a bit, but it ended up looking like a fat lump of crap, proving once again I can't do voxels. It would have to be up to Zero18 to do any changes to the shape.
What kind of tail fin do you want for this plane?
SuperJoe wrote:
And of course Zero18 did an amazing job with the shape of the voxel. The minute I saw it in his mod I hoped he would make it public
Thank you. _________________ Mod Leader and founder of World Domination
Updated the profile with new pics. The new voxel has probably made this my favorite unit now.
Zero18 wrote:
What kind of tail fin do you want for this plane?
Already did the cameo with the current tail and it kind of looks to be in line with the other GDI aircraft, so might just stick with it. Though I can send you the voxel if you want to try out some of those things LKO suggested. _________________ QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Tue Jun 25, 2013 2:42 pm Post subject:
SuperJoe wrote:
Already did the cameo with the current tail and it kind of looks to be in line with the other GDI aircraft, so might just stick with it. Though I can send you the voxel if you want to try out some of those things LKO suggested.
Sure, just send it over to me when you can. _________________ Mod Leader and founder of World Domination
I grew it bigger in the HVA builder, by 1.12 in the transformation matrix. I have noticed that using the transformation matrix to grow things larger usually gives very good results. I used it on many other things too, like the Mammoth Mk. II. The normals were done in Voxel Section Editor with these settings:
And of course Zero18 did an amazing job with the shape of the voxel. The minute I saw it in his mod I hoped he would make it public
Ehm... Are TS normals really capable of such level smoothing since you pick past TS range? I was under impression given the rather limited normals, it was mostly good for sharp normals.
Unless you mistakenly left RA2 normal index which do display oddly in TS... QUICK_EDIT
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