
Yet another one. I suppose I should draw more digitigrade armor sometime, for anthros.
Category Artwork (Traditional) / All
Species Unspecified / Any
Size 266 x 424px
File Size 64.4 kB
yep. I didn't draw as many cameras on this particular one, but the idea for all of them is to have an indirect sighting system.
They'd tend to have one or more binocular pairs of cameras up top for general looking around, a few scattered around the hull in case the top one fails, a pair at about eye level, for looking straight ahead, and a binocular pair mounted with the main weapon. That way, it could continue to see to some capacity even after losing a few cameras, even if it meant having to look around by pointing the muzzle of the gun at stuff. Most camera mountings would be in pairs for depth perception and ranging. They would be mostly in IR and visual light, but I'm sure the capability for other spectra would be easy to install, if you've got the tech for giant powered exoskeleton suits.
Inside would either be lined with screens, or there'd be a VR helmet on the operator. Depends if they could get the resolution high enough to do that well. Either way, looking around would give them a wide view of what's outside. The whole thing is NBC sealed, protected from overpressure, and probably has decent protection against radiation.
(Man, Descent 1 had support for VR helmets, and that was in 1994. Never did use one though.)
They'd tend to have one or more binocular pairs of cameras up top for general looking around, a few scattered around the hull in case the top one fails, a pair at about eye level, for looking straight ahead, and a binocular pair mounted with the main weapon. That way, it could continue to see to some capacity even after losing a few cameras, even if it meant having to look around by pointing the muzzle of the gun at stuff. Most camera mountings would be in pairs for depth perception and ranging. They would be mostly in IR and visual light, but I'm sure the capability for other spectra would be easy to install, if you've got the tech for giant powered exoskeleton suits.
Inside would either be lined with screens, or there'd be a VR helmet on the operator. Depends if they could get the resolution high enough to do that well. Either way, looking around would give them a wide view of what's outside. The whole thing is NBC sealed, protected from overpressure, and probably has decent protection against radiation.
(Man, Descent 1 had support for VR helmets, and that was in 1994. Never did use one though.)
I don't know. I had a friend who had a really kickass machine at the time and we tried the goggles with Descent and hit a problem. Unless you reduced the resolution to almost useless you could not move your head around very quickly; if you did you'd move your head and second or so later your camera view would follow. Everything had to be nice and slow, just fine until the shit hits the fan and you're frantically scanning your 360 for threats. What would end happening is inner ear would tell you that you'd stopped moving your head, but your entire vision told you were not moving when you had and then would come along for the ride a few seconds later. The result, was a free trip to the bathroom for a technicolor yawn!
Well, I'm pretty sure that running it for a VR helmet involves rendering everything twice. That might tax even a great system for 1994. It was full-ish polygonal 3d, after all.
And it was 1994-5 after all. So long ago. I didn't actually get the game until much later. I just played the demo with my best friend from elementary school. It didn't matter that it was the demo, because we were so bad at it that we couldn't bet it anyway. Seriously, it took us weeks to beat the first level, haha.
good times.
And it was 1994-5 after all. So long ago. I didn't actually get the game until much later. I just played the demo with my best friend from elementary school. It didn't matter that it was the demo, because we were so bad at it that we couldn't bet it anyway. Seriously, it took us weeks to beat the first level, haha.
good times.
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