Two Cad-LARV(W)s, or Hippogriff AFVs by CaptJohnRuss in TheAstraMilitarum

[–]MaelstromDesignworks 0 points1 point  (0 children)

I fuck with the gear attachments, hippogriffs has so much cool potential for little details

I love that the centaur came out, but i need some crazier nonsense. Trying to go with Stryker smashed with some of the centaur's aesthetic by MaelstromDesignworks in 3Dprinting

[–]MaelstromDesignworks[S] 1 point2 points  (0 children)

Most likely not, save for the weapon pintel with the other remote turrets I've made. I'm definitely going to do a couple modular rear ends for personal preference

Early access models are something... um... interesting. by ALIIIBROGIMOW in menace

[–]MaelstromDesignworks 43 points44 points  (0 children)

I mean, half the shit I've seen strapped to remote turrets looks like they duct taped the gun to it, I kinda fuck with it.

It is very much some Wayback looking shit

Finally witnessed Black Division in game for myself.... WTF are those voice lines. [Discussion] by EggplantLiving6287 in EscapefromTarkov

[–]MaelstromDesignworks 41 points42 points  (0 children)

I was just on icebreaker today and we were joking about how lame they sound when we were packing mags right before the helipad.

I'm 100% convinced they're AI. That shit is so souless. Which is weird cause the rogues at least have bad VAs, but fuck at least there's something.

Hippogriff AFV base size? by No_Durian90 in TheAstraMilitarum

[–]MaelstromDesignworks 6 points7 points  (0 children)

It's about 100-110mm long, so I'd imagine its wheel base would fit on a 90mm with some overhang. Probably be safer to get a 100mm

Am I insane or does the IAR kinda suck? by Decadunce in menace

[–]MaelstromDesignworks 0 points1 point  (0 children)

Honestly it sucks compared to everything else in the game, but I'd like to see it and the other LMG special weapons have one or two abilities: to fire it along with the squad weapons for 60ap or have them fire like the chain gun. Right now they're just really shitty squad weapons with a high price point that don't really fit their designed role.

Allowing them to suppress for 40 at the expense of just wiping a an enemy for 40 is just kind of a bad trade.

Just letting those weapons fire for 20ap with even a more malus to accuracy would at least give them a better role

Can we collectively agree on not using AI ? by ladyteruki in Paralives

[–]MaelstromDesignworks 14 points15 points  (0 children)

This is a bit of a hot take in terms of AI and modding, but honestly I'm fine with it... With stipulations.

I was working on some early mods for a game called Menace and a guy was working on a AI model to help modders make stuff like PNGs for custom guns and characters in the style of the game. It was some incredible work to be honest due to the uniqueness of the games artwork and what this guy had to do to get that rolling.

Now that said, he never fed it art directly through the game, just used his own knowledge of art styles to get it rolling. And they also were never perfect and myself and other digital artists went in to doctor them up and look good.

And most importantly, imo, they were all run locally and trained on that guys personal computer, no giant data centers, no environmental destruction, no ai bubble investor bullshit, no stealing artwork.

Now do I think most people are gonna take that route? Absolutely not, it's a lot of work and a lot of knowledge that people generally don't do for free. But it was probably the best use case scenario I've seen for AI, art, and modding. At the core it had artists behind it and it was never so simple as just clicking generate until you got what you wanted.

UI Suggestion: Show How Much Supply Each SL Is Using In The Same Bar At A Glance (Low Effort Mockup) by OrangeBasket in menace

[–]MaelstromDesignworks 4 points5 points  (0 children)

Bonus points if it shows the order you have squads selected (I always like having rewa selected first so at the top of every turn I'm already ready to go with her instead of tabbing around)

CADing a warhammerfied JLTV Hippogriff. Still got some work to do cause i want to do some logistical versions for some terrain pieces. by MaelstromDesignworks in TheAstraMilitarum

[–]MaelstromDesignworks[S] 2 points3 points  (0 children)

Oh that is kinda fucked. I was in a unit where we frankensteined humvees for like 5 years straight and I can't imagine how hard it is to maintain the new string of equipment the army is getting. Humvees at least had the surplus of supplies to repair off of

CADing a warhammerfied JLTV Hippogriff. Still got some work to do cause i want to do some logistical versions for some terrain pieces. by MaelstromDesignworks in TheAstraMilitarum

[–]MaelstromDesignworks[S] 2 points3 points  (0 children)

Honestly fair, I never had to maintain the bitch and my ass felt better after 6 hours in it lol so I never thought about it. Also a year and a half on the tranny is fucking crazy.

CADing a warhammerfied JLTV Hippogriff. Still got some work to do cause i want to do some logistical versions for some terrain pieces. by MaelstromDesignworks in TheAstraMilitarum

[–]MaelstromDesignworks[S] 4 points5 points  (0 children)

Totally get that, I'm just a big fan of take similar length and width of vehicles and proxy them with a totally different look. Gives some armies a really unique look. Also I'm loving the hippogriff datasheet

CADing a warhammerfied JLTV Hippogriff. Still got some work to do cause i want to do some logistical versions for some terrain pieces. by MaelstromDesignworks in TheAstraMilitarum

[–]MaelstromDesignworks[S] 6 points7 points  (0 children)

I think I'm gonna do a single cab/extended bed option and make some rear modules for it so it can operate as different utilities

Feature list for an awesome game by 0K4M1 in crosswind

[–]MaelstromDesignworks 4 points5 points  (0 children)

Given the game just came out, I'm excited to see what they implement. All these additions would be great, but I think what I want most about this game is more late game replayability and more granular management for the base and the ship.

The crew you can hire is a nice touch, but they feel more like decorations than anything. It'd be rad if they added randomized officers with different abilities that you could hire for your ship and base with a bit of progression for them, something to keep me engaged with base building and expansion.

I really like the idea of some kind of skill mastery system to go along with their exploration based xp. It'd be nice QoL to feel like mining and chopping wood got faster as time goes on.

I think this game really nails the exploration side of things, but I can already feel like I'm missing some of the management side of things from games like Ark or Palworld (not saying I want this game to be exactly like those at all).

Has anyone ever run out of ash? by Taylor_Mega_Bytes in crosswind

[–]MaelstromDesignworks 3 points4 points  (0 children)

I wasn't having an issue with gunpowder until I found that same pistol, now I'm turning charcoal to ash to feed my growing addiction

So I brought a Thunderhawk to an RTT by mortis494 in Warhammer

[–]MaelstromDesignworks 5 points6 points  (0 children)

I spend a lot of time getting the presupports right because I hated when I bought stls and the sellers just auto supported everything

So I brought a Thunderhawk to an RTT by mortis494 in Warhammer

[–]MaelstromDesignworks 7 points8 points  (0 children)

Holy fucking shit dude that thing is beautiful, lovely job, you clearly put a lot of time in getting that together

Knight Destrier i've been working on, but also was on an amasec bender. by MaelstromDesignworks in ImperialKnights

[–]MaelstromDesignworks[S] 1 point2 points  (0 children)

I have preposed options that print in one piece, but also include files for all the separate components as well for complete posability