Ship Interiors..... Physical Accuracy.... Do You Care

Mass for each module in the game is listed, from mass you can work out Voulme and Dimensions (apparently), so Nebohtes & FRj using math have worked out the dimensions of any given slot and applied it to thier modeling of ship interiors

FRj did a video of the interior of the Viper MKIII, In it a Class 2 Slot is 4x5meters, now that has to be uniform across the game, you couldn't have different dimensions even if the volume of the class 2 stayed the same. His video is great but in the MKIII he has taken those dimensions and filled the ship based on the modules of the ship, living spaces etc etc.

The first issue i see however is that the Viper MKIV is almost identical in dimensions to the MKIII yet has two class 4 slots, wheres the added space for the slots? theres other evidence of this with the type-9 just being given an extra slot 8, where was the space for that.

I personally dont believe that the ship interiors are already done which leads to the question if the guys are right in their math then the required space for the slots would have to be reduced to make everything fit in the ships as they are now. that leads to complications, if a size 2 slot is 4x5 meters and you reduced the size ignoreing the math just to fit that has a knock on effect for the SRV dimensions

Would you care if the dimensions were 'off' as long as everythig looked pretty, for me a game set in as much real world facts as possible would be a little disapointing if it was just made to fit

I am a huge fan of the idea of ship interiors and would much rather walk around the ship then outside. If the interiors arent done im not critisizing i am just curious as to what others think. if you havent seen Neb or FRjs attempts at interiors i recommend them. Obviously im basing my imagination on the fact these guys are right, cleverer people then me may tell me they are wrong

Nebohtes: Maths & Models
Source: https://www.youtube.com/watch?v=qTWCtbuPB60&t=2s


FRJ: Viper MKIII
Source: https://www.youtube.com/watch?v=pxPkrWe7Q88


By a mostly bored CMDR thinking about the future of elite (stupid lockdown

o7)
 
I be fine with some “liberties” to be able to walk around my type t10

(I mean, it does not make sense to me anyway as to why does the same class 8 power plant can be fitted, then transferred to the big 3+ type 10, especially when 2 of them belong to factions that are as of now, in a ”Cold War” with one another)

wound not mind the power plant changing from a more military-esc in the corvette to something more “fabulous“ in the cutter if that is the case
Actually how would you make a power plant more Impeiral?
 
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Having modules be modelled as much as possible would be all cool. But trying to do everything 1:1 would lead to all kinds of issues. How could military slots have been added for example. They’d need to leave some flex for design changes & balancing.

If they get to it some form partial access / modelling, with the rest being unrevealled / a black box would be fine by me.
 
We're not getting ship interiors.

If we get anything in the next few years it will be cockpits.

So it doesn't matter.

I suspect the main reason we're not getting ship interiors at the moment is because of the cockpits. I'm just not sure FPS gameplay and really tight interior locations are a good combo. But I guess they've probably tested it.
 
I'm still watching the videos, but there appears to be a basic assumption a cargo unit volume can be based on one metric tonne of water. I thought they were just cargo units. I don't see tons or tonnes used in-game.
 
Firstly FRj's videos assume a very homogeneous internal structure and while that does align with the modular system there's no actual hard requirement for those dimensions because most modules are not square-shaped. The module system could actually be a set of floating targets which have some flexibility. While hard three dimensional limits aka cubes are the simplest and most reliable mechanism for modules, there does exist the possibility for wiggle room, because there isn't such a large number of different modules that they couldn't all be accounted for, and most don't take anywhere near the full module area. Some are also more important aka. "the ones you count on" and others aren't therefore putting the engineering bias the other way. Basically, in-universe there would be more engineering going on. In FRj's larger ship videos, there is a lot of space simply for corridors and living space because of the need to accommodate these large cubes for modules and I think probably that is a hint that Frontier's versions wouldn't 100% like that.

Secondly, I used to think the Viper IV was a fair bit physically larger than the Viper III thanks to these two pictures. Looking at them, you see it's probably not a huge amount of trouble to make the Viper IV make sense with some light re-sculpting or scaling.


 
I'd be happy with the modules not being modelled or accessible at all. Just give us the cockpit, living quarters etc. You can't physically enter most modules at all, so why bother? Much of the volume of the Beluga would be "common space", it's much too big for the modules alone anyhow.

The only modules you should be able to enter are unoccupied passenger cabins. For those, I'd be OK with a generic corridor with doors leading off it.

Carrier interiors would be much easier, and should come first. They're so big that you're not really constrained much by the Carrier's dimensions, and that can lead to "social hubs" aboard Carriers where people can meet.
 
It's not like Star Citizen where you walk all the way through the ship. We use "modules" which are snapped in and out for cargo, interdiction units, limpet controllers, etc. As far as I'm concerned, the only interior I'd prefer is the cabin. Walk or float to that door in the back, click the button, fade out to the airlock interior, start from there (if walking). If doing an EVA, select one exit or the other (once EVA's come into being).

Trying to figure out where the limpet controllers are one time and how you squeeze your bed in there when there's just so little room left is just too much and unnecessary anyway. Unless you want to enjoy the view from the lower front of your anaconda, that much detail of the interior is not needed.

Now on the Imperial Cutter, if they want to model the hot tub (so I can enjoy it when landed somewhere), I'll be the last pilot to complain.
 
I suspect the main reason we're not getting ship interiors at the moment is because of the cockpits. I'm just not sure FPS gameplay and really tight interior locations are a good combo. But I guess they've probably tested it.
Works fine in Star citizen where all the single fighter ships are smaller than in Elite and fully physically modeled so that you can either press hot keys like in ED or “physically” touch the screens etc.
 
Hmm, I don't care about module space being accurate, I rather see them as a changeable asset, after all I can put a size 4 shield generator in a size 6 slot, where does the leftover space go? Is it just a tiny generator sitting inside a vast empty box? I would rather consider module size as determined by the amount of power they can supply, so a size 1 can only power little stuff like docking computers and a size 6 can power up to size 6 stuff like shield generators and etc. Each ship has only so many power connectors of varying sizes and once you look at it like that the interior size of the module slot is irrelevant, sure move the walls around, doesn't matter if you make that neighboring size 1 slot bigger, it can still only take size 1 modules.

Of course that falls down when you put cargo in them that doesn't require power, but alas you can't fix everything with a simple explanation, it's the internet after all!
 
i would care, that we have living space, bunks, showers, kitchen, airlock etc.

the cargo and module spaces should be in there anywhere, but its not important for me, that they are correctly scaled.
 
theres other evidence of this with the type-9 just being given an extra slot 8, where was the space for that.
A cargo pod has a volume of 2m x 1m x 1m, so 2 cubic metres if it was a cuboid, slightly less since it's a cylinder.

If you go by that as the size of the internals, a size 8 internal has a volume of just 512 cubic metres, or an 8m x 8m x 8m cube. Round it up to 10x10x10 to give a lot of room for cargo-moving machinery if you like.

A 10x10x10 cube would just about fit within a Sidewinder, if sliced up a bit differently.

Putting an extra size 8 internal inside a T-9? (roughly a cuboid, volume ~~110x110x30) No problem.



Now, of course, the T-9 has a volume of ~363,000 cubic metres but a hull mass of just 850t, so its density is ~2 kg/cubic metre ... sufficient to float in the air at atmospheric pressures slightly above Earth-normal. That means that the vast majority of the T-9's interior must be vacuum, so there's plenty of unused space to put that internal, too.



Obviously what this is actually proving is that physical plausibility of things like mass, density, shape, etc. was never a consideration in building any of these ships or modules. You can add "price" onto that too, of course - the really small ships are actually cheaper than the equivalent mass of scrap metal.
 
No need to overcomplicate things.

I don't think accurately modelling modules is in any way important. I mean, do we really need to go inside or even see the collector limpet controller, of the shield generator? Not really. And do we really need to enter the cargo bay and re-arrange the biowaste containers?

The only modules that might need to be represented are the SRV bay and a SLF bay. If absent, their access doors are shut, on even non-existant (just show a solid wall). Perhaps there could be a case for passenger cabins, which is probably the most complicated case, only because it's odd to have people onboard but completely hidden away.

Aside from that, we only need cockpit, some kind of living spaces, outside viewing areas (on ships that have them), the corridors / access areas, SRV/SLF access, external hatch for EVA (when available) and external door. It's enough to make the ships feel alive and a home, and make them actual part of the rest of the game world.

No need to reinvent the wheel, just look at the game that made 300 million freaking dollars out of ship interiors, even without having a game to put those ships in.
 
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Actually how would you make a power plant more Impeiral?
Victorian Engineroom.jpg


Victorian Engineroom 2.jpg

o7
 
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