Sunday, February 3, 2019

Redesigning the Centaur

Introducing the Centaur-class U.S.S. Chiron:



In-Universe Context

RegistryNCC-42044
ClassCentaur-class
TypeMedium cruiser
Active2373 to 2378
Decks16
LengthApproximately 450m
Capacity390 humanoids
1800 humanoids maximum limit
Max. SpeedWarp factor 9.2
Max. CruisingWarp factor 8.8
ArmamentPhasers (x11 phaser arrays)
Photon torpedoes (x2 launchers)

Following the successful transwarp experiments of the U.S.S. Ardennes, Starfleet designed the Excelsior to be the first of a new wave of starships built to take advantage of the new four fourth generation warp drive (which necessitated the adoption of a new warp scale). The first ship of the Excelsior-class, the U.S.S. Excelsior, was launched in 2285, and it was the first of many. The Excelsior-class rapidly became the "face" of the United Federation of Planets, as it proved to be one of the most capable starship designs in Federation history and was soon a ubiquitous part of the fleet. The Excelsior remained at the forefront of the Federation's exploratory and military efforts throughout the 23rd and 24th centuries, and the Excelsiors combined participated in more first contacts than any other starship class to date.

The U.S.S. Chiron, launched during the third Federation-Klingon War that precipitated the Dominion War in 2372, was the first Type-D Excelsior-class starship built. Assigned to the Federation's seventh fleet, the Chiron was one of only 14 ships to survive a disastrous counterattack operation in the early months of the war. The Chiron's secondary hull was lost in the battle, and the Chiron became one of the first Excelsiors to be refitted into a Centaur-class starship. As a centaur-class starship, the Chiron served the remainder of the war in a support capacity, and eventually restored after the war.

Tuesday, January 29, 2019

Redesigning the Excelsior

Redesigning the Excelsior resulted in modeling not just one ship, but three.


Introducing the Excelsior-class U.S.S. Enterprise:

In-Universe Context

RegistryNCC-1701-B
ClassExcelsior-class Type-B
TypeCommand cruiser
Active2293 to 2329
Decks26
LengthApproximately 581m
Capacity1200 humanoids
3500 humanoids maximum limit
Max. SpeedWarp factor 9.2
Max. CruisingWarp factor 7.4
ArmamentPhasers (x12 phaser banks)
Photon torpedoes (x6 launchers)

The third Starfleet vessel to bear the name Enterprise, the Enterprise B more than lived up to her storied legacy. Launched in late 2293 shortly after the Khitomer Accords ended hostilities between the Federation and the Klingon Empire, the new Enterprise--designed for combat--spent most of her service at the furthest frontiers of known space, venturing deep into the unknown. After four decades of service under five captains, the Enterprise ultimately disappeared without a trace in 2329, shortly after completing her last mission: escorting a Bajoran refugee flotilla to safe harbor after the Cardassian annexation of their homeworld.

In 2331 the Enterprise B was officially declared lost in action and presumed destroyed. The following year she was succeeded by a new, Ambassador-class Enterprise.

My Star Trek Modeling M.O.

When I present my Star Trek models, both the original designs and my interpretations of classic designs, I'm often asked why I do some of the things I do. Well, here's my answer!

This may be heretical to some of my fellow fans, but I really don't care about Star Trek canon. What I do care about is consistency, and Star Trek is typically anything but.

When I build a model of a Star Trek starship, my goal is not to perfectly adhere to the original design of the studio or CGI models. Rather, my principal goal is to be as faithful as possible to the intent of the original design. Generally this means taking and maintaining the overall shape and profile of the original design, and altering (sometimes inventing) the details.

While modeling, I ask myself the following questions:
  • What is the historical context of this design? EG when was it built, and for what purpose?
  • What flaws with the design might lead to it serving a different purpose, or being replaced prematurely?
  • What feelings was the design meant to evoke in the audience?
  • (With a redesigned ship): what aspects of the original design are absolutely necessary? This is usually how I determine an appropriate scale.
  • (With a redesigned ship): what aspects of the original design are most problematic? This is how I determine the most radical changes.
The most common problem with classic starship designs is that the scale tends to be wildly inconsistent. Producers, especially in this CGI age, constantly tweak the size of a model in order to come up with something that looks "better" in-frame. Scriptwriters also often create story elements that require the size of a model increase or decrease (EG the B'Rel-class Klingon Bird of Prey needs to be able to be large enough for its cargo bay to accommodate two adult humpback whales). Canonical information derived from props (usually computer screens) and data books is often contradictory. Visual details, like window rows, are often placed haphazardly (too near or too far apart); sometimes the design will "cheat" by using skylights to give a single deck two rows of windows on the hull, creating the illusion of additional decks. Ex Astris Scientia is an excellent resource for cataloging all of the many scale problems and inconsistencies of Star Trek starships. When I re-imagine an classic design, my goal is to fix those issues and create a models that are wholly consistent with each other. To that end, I use the following standards (based off of the dimensions established by Andrew Probert and Rick Sternbach):


  • Average deck height is 2.5m with 0.5m between each deck.
  • Average deck height of large TNG-era craft is 3.0m with 0.5m between each deck.
  • Average (small) window is a circle 0.65m in diameter.
  • The top edge of a window is no lower than ~0.58m below the deck ceiling.
  • The top edge of a window on a large TNG-era craft is no lower than ~1.08m below the deck ceiling.
  • A photon torpedo's dimensions are approximately 3m by 1m by 0.5m, and each torpedo port should be able to accommodate these dimensions.
  • A turbolift shaft is approximately 2m in diameter.

And while I typically less careful when modeling interior components, I do scale everything around my uniform silhouettes to create an accurate sense of scale, which are sized to reflect the current average heights of a human male and human female (even though you may notice my female silhouette is vulcan)--approximately 1.71m (5.6ft imperial) and 1.59m (5.2ft imperial), respectively.

(Please note that while I've always aimed for consistency, I experimented a fair bit, and these standards only finalized with the 2nd version of my Excelsior-class Type-C model. IE older models may not necessarily meet all of my criteria after deck heights.)

You may notice that while I typically try to model most of the necessary external hull components (torpedo ports, phasers, impulse engines, warp coils, bussard collectors and so on) sometimes the RCS thrusters or escape pods and often the transporter emitters are absent. Honestly, sometimes I just get tired of a model and want to move on. Er, what I mean to say is that all of those components still exist, they just aren't modeled because they're hidden underneath hull panels.

On In-Universe Context

When I build a model, it's helpful for me to consider the in-universe context. My overall approach to continuity (or "canon") is too complex to explore here, but in general I view Star Trek media as historical fiction rather than historical fact--in other words, while the larger events are likely "true" in the continuity, the details are not necessarily true. This approach is handy because it gives me the wiggle-room to "quibble over the details," accepting most of what's seen on-screen into my headcanon, but abandoning aspects that I do not like or which cannot be coherently reconciled with the rest of the continuity.

For practical purposes here, I place my models within the "prime universe" continuity, including the expanded "LitVerse" continuity--which is where I place the "present day" of the setting. I do not include the 2009 reboot continuity or the Discovery continuity, though I may borrow certain elements in my imaginings.

On Style:

The other most-frequent question I receive is, thankfully, much easier to answer: what's up with my style? My earliest models don't have a discernible style because they were my earliest models, and I was learning how to model as I built them. My skills have improved, but I am still very much an amateur. I do not have the skills or the patience for a realistic modeling skills, nor am I sufficiently familiar with the software needed to render realistic models appropriately. Further, many other people, far more skilled than I, are already making very realistic models.

So I've attempted to establish my own, unique modeling style. I consider it a stylized/minimalist style, but others have compared it to animation (which I cannot deny is is an influence, hence the URL).

This aesthetic has several advantages: it makes my models more uniquely mine; it requires less detail, meaning I can produce models more quickly (and I am therefore less likely to get bored with a model and abandon it); it uses less geometry, making it easier to create, modify or view on less-powerful computers.

And on a final note:
  • If you like my work and would like to show your support, you can buy me a coffee at Ko-Fi! I'm sorry, but I do not have a Patreon account.
  • All of my models are created using Google SkectchUp and are freely available for download at the 3D Warehouse.
  • If you don't have SketchUp, you can download the free 3D Viewer. You can also use the web viewer at the 3D Warehouse (select 3D view) but it is very limited and often produces errors; alternatively the .skp files should be usable w/ other modeling programs, and relatively easy to convert to other formats.
  • Anyone may use and/or modify my models for their own projects only if they credit me (link to either this blog or my 3D warehouse page). I'd also appreciate an email/message/comment, just so I can see what you're doing! I do, after all is said and done, love starships.

Tuesday, January 31, 2017

Trails / Kiseki OST Tracklists (Updated)

A while ago I posted some translated/localized tracklists for the Trails in the Sky and Cold Steel OSTs. Well, I'm back, and since I can't edit the title of the old thread, I'm making a new one. I now have translated tracklists for every OST in the series, sans the EVO ports.

I've currently translated the Soundtracks of Trails in the Sky, Trails in the Sky SC, Trails in the Sky the 3rd, Trails of Zero, Trails of Blue, Trails of Cold Steel and Trails of Cold Steel II into English. Sometimes this involved translating Japanese-to-English; just as often it meant translating Engrish-to-English. I've included links to the Amazon.com and Amazon.co.jp listings for each soundtrack; if you'd like to see the original Japanese track titles, that's where you can find them.

I have tried to make these translations as consistent as possible with XSEED's phenomenal translation. If you spot any errors (mistranslations or misromanizations) please let me know! For the case of the tragically unreleased Zero and Ao, I've romanized the "original" katakana nouns without changing them rather than try to guess at how they ought to be romanized. Some translations are fairly literal, others are... not. If you know how to render something like 空の謎は軌跡でポン!without it sounding really silly, please, lemme know.

I will of course be revising these lists in the future to maintain parity with XSEED's localisations as-they-appear (The 3rd is coming when!?!?) as well as to add tracklists for subsequent games: bring on Cold Steel III!

Tuesday, November 29, 2016

Macross Delta Scramble Translation Guide: Table of Contents

Macross Delta Scramble
Translation FAQ/Guide Version 0.5
DISCLAIMER:
This FAQ is meant for personal use only, it may not be sold or distributed without my express permission.

The absolute latest, most up-to-date version of this FAQ will always be available at GoogleDocs; you can also access web versions at my blog, http://www.red-shoulders.blogspot.com and at http://www.gamefaqs.com.



© 2016 by J.F. Fox

TABLE OF CONTENTS

  • GAME INFORMATION
  • CONTROLS
  • GAMEPLAY TIPS
  • MAIN MENU
  • CUSTOMIZING YOUR PLAYER CHARACTERS
  • MISSION MENUS
  • HANGAR MENU
  • SHOP MENU
  • OPTIONS MENU
  • STORY PREMISE
  • CHARACTERS
  • CHAOS AIRCRAFT
  • WINDERMERE AIRCRAFT
  • EXTRA AIRCRAFT
  • DLC AIRCRAFT
  • CHAOS CHARACTERS
  • WINDERMERE CHARACTERS
  • EXTRA CHARACTERS
  • SUPPORT SET BONUSES
  • WINDERMERE MISSIONS
  • CHAOS MISSIONS
  • EXTRA MISSIONS
  • DLC MISSIONS
  • PILOTS
  • SUPPORTERS
  • AIRCRAFT
  • TUNING LIMITERS
  • TROPHIES
  • DOWNLOADABLE CONTENT
  • FREQUENTLY ASKED QUESTIONS
  • UPDATE LOG
  • CREDITS and ACKNOWLEDGMENTS




Macross Delta Scramble Translation Guide: Miscellany

MISCELLANY

The Miscellany section is, well, a dumping ground for miscellaneous content that, while important enough to justify inclusion in the guide, is not important enough to necessitate its own unique section. Want to see the FAQ part of the FAQ/Guide? This is where you'll find it. Want to see what fine people have contributed to the construction of this guide? This is where you'll find them. Want to find my email address so you can forward me your questions/comments/concerns? Again: right here.

FREQUENTLY ASKED QUESTIONS

Will this game ever be localized in English and released outside of Japan?
No. There is absolutely zero possibility of this or any other Macross game ever being localized.
Is this game import-friendly?
Yes and no. The game itself is very easy to play and many of the menu and UI elements contain English text... however it is on the PlayStation Vita, a console that is not import-friendly at all. If you want to play the game as-is, you're good to go... but if you want to get any of the DLC, you'll need to play on a Japanese PSN account—which means you'll either have to constantly reformat and switch accounts on your memory card, or purchase a second memory card for use exclusively with Japanese games.
I want to buy this game! Where should I import it from?
You have many options! AmiAmi and Play-Asia are two of the biggest import stores out there, but I'd recommend checking out Amazon.co.jp first. Amazon frequently discounts their games quite a bit, and many of their products qualify for international shipping. I bought Delta Scramble from Amazon.co.jp myself a few weeks after release... for approximately 45% off the MSRP.
Is this game compatible with the PlayStation TV / PSTV?
Yes.
I'm playing the game on a non-Japanese PSN account. Can I still update?
Yes, you can! Simply tap the update icon on the game page from the Vita's UI, and it will download no matter what region your PSN account is tied to. Please remember to update as soon as possible because the big 1.02 patch is not compatible with older save-data, and you'll have to start over.
Why should I update the game?
The 1.01 update will grant you a special one-time bonus of 100,000 credits; the 1.02 update will add in additional missions covering the remainder of the Macross Delta anime series as well as Extra missions from other Macross series, including Super-Dimensional Fortress Macross, Macross Seven and Macross Frontier.
Why shouldn't I update the game?
I dunno, man.
I just patched my game to 1.02, and now the game is making me start over?
Save-data from version 1.00 and 1.01 is not compatible with the 1.02 patch, so you will have to start all over again.
Is this game similar to the PSP Macross games?
Yes. The mechanics are virtually the same.
Can I play the DLC on a non-Japanese PSN account?
No, you will be able to download the updates but not the DLC. You'll need a Japanese PSN account for that.
Can you help me set up a Japanese PSN account?
No. Just Google it, there are many walkthroughs out there and it really isn't very difficult.
Can you help me set up an Amazon.co.jp account?
No. It's really very easy. When you do set up an account, you'll have to provide a Japanese address (just write in something random)... but once you've made an account you can add an international address and then delete the Japanese address.
I found an aircraft/pilot/support character that isn't in your guide, what should I do?
Email me, please. Mwulf.0079@gmail.com
How do I unlock a specific aircraft/pilot/supporter?
Playing the game thoroughly should unlock everything. If an aircraft/pilot/supporter is not included in this guide, it means one of two things: it is either not included in the game, or I have yet to include that information in the guide. Remember, this is a work-in-progress.
Why aren't all of your translations 100% accurate?
Two reasons. First and foremost, don't expect perfection—I'm far from fluent. Actually, my Japanese kind of sucks. Second, in many cases I avoid direct translations in order to best convey information as directly and concisely as possible. For translation guides such as this, clarity is paramount.

UPDATE LOG

  • Version 0.01: basic guide constructed and formatted.
  • Version 0.50: Did you know that OpenOffice can crash so hard it will uninstall itself from your PC? So, yeah, I've been delayed. Nonetheless the first version of this guide is ready to be made public. There's still a lot missing, but the most important (in my judgment) information is in—including photo-translations of all the menus and full data on pilots, support characters and all support set bonuses.
  • Version 0.65: reorganized and added support set bonuses; filled in all of the Chaos, Windermere and Extra missions; added basic info on DLC and patches; added mission clear requirements for all shop items.
  • Version 0.7: added in lots (nearly all) of mission and aircraft data.
  • Version 0.71: added in three missing photo-translations (hangar menus).

CREDITS and ACKNOWLEDGMENTS

I'd like to thank the following wonderful people for helping me construct this guide. I couldn't have done it without you. Thank you very much!

Name
Contribution





If you have any questions, comments, concerns or contributions for me, please feel free to contact me at mwulf.0079@gmail.com

Note: I will respond only to emails written to me in English, Japanese or German.
Note: I will not respond to any emails with violent, vulgar or offensive content.