The data entry for the new Aries class cruiser and the Cylon frigate are in the database. This includes the turret data. At this point, I will create a dummy load script to load the database information into each ship. This should load enough data to test the turret control routines. I will have to create a "mission", which I will call asset building, to establish some basic mission parameters. The game doesn't function properly without a defined faction control script. This script needs to be defined in the database and loaded into the game.
After testing the Aries and Cylon frigate, I will complete both ships by adding gravity zones to the landing bays, launch tube spawn points and other small features to each model. Before I define more ships, I will complete the artificial intelligence routines for capital ships. This routine will have to be more elaborate than the fighters' AI scripts. The biggest concern is that a battlestar doesn't meet enemy ships "head to head". It engages at angles to maximize weapon coverage, and weapon coverages will vary from class to class. This means that I will have to figure out an "optimal" attack angle for each ship and implement it. Preferability, this will be "soft-coded" into the AI routine. The routine should be able to calculate a ship's optimal vector. This will allow a single script to be attached to different models. A "hard-coded" routine will require a specific routine to be attached to a specific model.
With a solid AI routine, I will finish up the major ships listed in the previous post. Here some pics of the current ship models under construction. Here's the colonial destroyer:
Here's the Cylon frigate:
These models include the placement of turrets. The Colonial ship relies on large guns, and the Cylon ship relies on missile launchers. Neither model is textured at this point; I do plan on purchasing a good 3D paint program to make decent texture maps in the near future.