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Regarding aerodynamics, all of these ships are designed to operate with force-shields, rather than hitting the atmosphere naked. The underlying hull design should inform the shape of those shields, but by no means precisely define them. If and when we get atmospheric entry in the game, it will be a very excellent thing if we see that (a) the shields are aerodynamically contoured, rather than the simple bubbles we see in combat and (b) ships which lose their shields in air combat suddenly plummet like bricks. Waiting for that shield to recharge would take on a whole new meaning...![]()
What a great gameplay idea - shield management during atmospheric flight. This could be implemented together with navigation using something like the docking display to stay within a flight corridor. Stray too far and the shields start to deteriorate. Would be very interesting in conjunction with heat management and atmospheric combat!
In another thread someone mentioned that the ED ships rely far more on brute power than aerodynamic design to create lift - sounds reasonable to me.
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I actually doubt this is a coincidence: SF artists of the era - Chris Foss, especially, judging by the look of his stuff - would often have used actual physical models to get the lighting right. Simple geometric shapes are the easiest things to render physically, as well as on a BBC Model B. I suspect Foss spent a lot of time looking at large buildings.
I'd not thought of that - have some rep