An Architect Reviews the Hull C Hauler - Star Citizen

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  • čas přidán 19. 06. 2024
  • The new Hull-C Makes a great addition, but falls short on the interior design. 🌏 Get exclusive NordVPN deal here ➵ NordVPN.com/morphologis It’s risk free with Nord’s 30 day money-back guarantee!✌
    #bestspacegame #spacegames
    0:00 Intro
    2:13 Exterior Design
    8:26 Interior Design
    15:53 Dissapointment
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    Sources:
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    Music by Epidemicsound.com
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Komentáře • 696

  • @capnrotbart
    @capnrotbart Před 9 měsíci +1036

    You can really feel that much of the interior was created years ago, closer to the Starfarer than the Hull-A in quality.

    • @TheKodiak72
      @TheKodiak72 Před 9 měsíci +60

      Well there was leaks of the Hull C many many years ago.. And it looks pretty much exactly the same as it does now, it seems like they just took the half worked on version and gave it some new textures then released it.

    • @mikenunn8696
      @mikenunn8696 Před 9 měsíci +4

      I wonder how long it really took to complete And that very simple cargo system. It took them very little time maybe a few devs did in a few days at most.

    • @lukas6485
      @lukas6485 Před 9 měsíci +15

      That just shows how pathetic CIG's devs really are

    • @MDoomhammer
      @MDoomhammer Před 9 měsíci +56

      @@lukas6485 ah yes, armchair developers, the best kind of devs.... they would revolutionize game development if they just could be bothered...

    • @antoniovinciguerra8982
      @antoniovinciguerra8982 Před 9 měsíci +5

      I‘m shocked they had all this time and still gave it to us in this old form… that‘s a big ooof.

  • @bigolbrainworm219
    @bigolbrainworm219 Před 9 měsíci +369

    The living space kinda feels like...CIG was 99% done with the ship and about to release it and realized "Oh shit we forgot the living quarters!"

    • @joshuadelaughter7968
      @joshuadelaughter7968 Před 9 měsíci +19

      IMO pretty much all the MISC ships have questionable interior designs. Soooo, guess it's consistent?

    • @guildsbounty283
      @guildsbounty283 Před 9 měsíci +10

      Or....they made the living space a long time ago...say, back when they were first working on the ship. And just didn't revisit it before releasing it.

    • @jodofe4879
      @jodofe4879 Před 8 měsíci +3

      I think it is more a thing of the living space having been done 99% for many years before they started work on the rest of the ship, and CIG not bothering to rework it. The living space really recalls old MISC designs like the Starfarer, and not in a good way.

    • @CrowDawg11
      @CrowDawg11 Před 8 měsíci

      That one part definitely felt very rushed. Like they were up against the release deadline management had set and so they had to slapdash it together at the 11th hour.

    • @lewis0705
      @lewis0705 Před 7 měsíci +2

      @@CrowDawg11it feels more like they had that part finished for a while and didnt have time to update it

  • @aguspuig6615
    @aguspuig6615 Před 9 měsíci +287

    I for one like that there are no windows on the spindle tube. SC already adds alot of cool and convenient details to ship interiors. So its a nice change to have this area that feels specially inhospitable, like its not meant for comfort, and its not even meant to be permanent as its a folding structure, almost gives me the same vibes as walking trough a construction zone and going trough the scafolding, its not necesarily dangerous, but its clearly not pretty or comfortable either, its a nice vibe for a big cargo ship with an industrial asthetic

    • @2MeterLP
      @2MeterLP Před 9 měsíci +43

      Agreed. Windows also dont make sense in a folding structure. The rings need to be solid metal for stability, and the folding material cant be transparent either because it needs to be sturdy and flexible.

    • @philmaggiacomo
      @philmaggiacomo Před 9 měsíci +5

      I'd like to see what that tunnel looks like while doing the party trick. I do feel like the floor is too narrow, but maybe there isn't much need for two people to pass each other in that section, ever.

    • @lostnumberaptom3927
      @lostnumberaptom3927 Před 8 měsíci +2

      It sorta reminded me of the tube walkway from Event Horizon, just missing the rotating grinder feel. Edited: Just got up to the EH reference, and i'm pleased he had the same idea.

  • @asbrand
    @asbrand Před 9 měsíci +228

    Totally agreed. And, you missed that huge trip hazard / panel hole in the floor of the habitation area. I mean...who the hell would engineer that right there?

    • @schlagzahne6741
      @schlagzahne6741 Před 9 měsíci +24

      That panel has a glass face on top so it appears to be a hole but is actuality flush with the rest of the floor

    • @asbrand
      @asbrand Před 9 měsíci +1

      @@schlagzahne6741- ah, didn't know since I don't have one. Still, a rather odd place for one.

  • @amirardalan1903
    @amirardalan1903 Před 9 měsíci +89

    While I agree with you that the living quarters could have been more well thought out I think the components layout makes sense to have one shield generator forward and one aft cause it gives better coverage especially when the ship is extended.

    • @ymemag9861
      @ymemag9861 Před 9 měsíci +8

      Totally agree given this is an industrial ship.

    • @john681611
      @john681611 Před 9 měsíci +1

      The habitation reminds me of Red dwarf its utilitarian and "staff don't matter" style. Once again the tractor beam for ships feature missing when frankly they could of just used the multi tool code and scaled it up and janked it for now to avoid the awkwardness. That said its standard for CIG features just not thought out (Co-pilots taking exclusive control of stuff unlike IRL where pilot its shared)

    • @mndeg
      @mndeg Před 8 měsíci

      size 3 components can only be removed at a shipyard. you'll be able to add a chip on it or tweak/oc it while on the ship though. @@john681611

    • @Exilum
      @Exilum Před 8 měsíci +1

      @@john681611 The multitool code is based on the player position, where the player is looking, the multitool inputs and the player's state. It also has player-scale considerations when it comes to its interaction with the world. The multitool code scaled up would just be that, a scaled up multitool. If you're going to move dev manhours for that, might as well do tractor beams for ships. The reason tractor beams for ships isn't here yet isn't because it's that much harder to do, it's just that devs are assigned on other features.

  • @indy1139
    @indy1139 Před 9 měsíci +308

    To me the hull C has a bit of an odd interior layout, but on the outside I think its beautiful.

    • @yous2244
      @yous2244 Před 9 měsíci +6

      Probably because they made it many many years ago as they were waiting for the tech to be ready.

    • @jnh8057
      @jnh8057 Před 9 měsíci +2

      If what yall are saying is true, then doesnt that mean this game is basically finished already? We are basically just waiting for it all to click together. When it does, the game will feel unreal.

    • @Cobradaddy
      @Cobradaddy Před 9 měsíci +2

      @@jnh8057 Well, no, there is new tech for everything. Everything from objects, rivers, outpost, plants, rocks, caves, minables, it all has tech to make it easy to populate each and every moon and planet. The tech is not completely finished or working as intended, so there's a lot more to do. While the game is not close to being finished as you say, it does have a lot more work done than we've seen or know about. People are mad about Pyro taking so long, as they have a right to be, but I'll be EXTREMELY surprised if Pyro releases and is not nearly a complete system, everything sound be as full as Stanton is right now.

    • @hanswurst9866
      @hanswurst9866 Před 9 měsíci +1

      True for 90% of all ships in SC

    • @yous2244
      @yous2244 Před 9 měsíci +1

      @@hanswurst9866 what? You're joking? 99% of ships in SC interior/exterior are literally the best in all space games in history, or movies to that matter.

  • @Verpal
    @Verpal Před 9 měsíci +84

    Hull C actually kind of feel like my cargo hauler in Starfield, well, minus the party trick, but I think it both look and play like a hauler, that's good. That being said, the interior does feel somewhat dated, which is unfortunate since interior is very important for me from an RP point of view.

  • @justalex4214
    @justalex4214 Před 9 měsíci +31

    IIrc CIG said that large sized components are not supposed to be swapped out of a dry dock (probably to avoid a heavy rework for several large ships)

    • @Tr2w
      @Tr2w Před 9 měsíci +1

      i believe thats for capital sized components.

    • @purpleyeti705
      @purpleyeti705 Před 9 měsíci +5

      ​@Tr2w unfortunately that's not the case. Size 3 components and above will need dry dock.

    • @Tr2w
      @Tr2w Před 9 měsíci +4

      @@purpleyeti705 gotcha. thanks for clearing that up

  • @schlagzahne6741
    @schlagzahne6741 Před 9 měsíci +9

    CIG already said you probably wont be removing size 3 components.
    I am an aircraft mechanic and plenty of things on board will not fit through the doors, thus you disassemble them first, then take them out in parts. I dont see why CIG doesnt make you break a size 3 down to manageable components and then reassemble on the ground.
    Also the placement of components isnt entirely arbitrary here, a single forward and single aft shield generator makes sense. Avionics, radar,grav gen, life support are up front. The rest of the stuff is in back so im pretty sure it wasnt an afterthought. Front shield gen for the living area, aft for the engines..life support &grav for the area where it matters more. Avionics and radar located on the bridge, exactly where you would be using them anyway

  • @TennysonEStead
    @TennysonEStead Před 9 měsíci +30

    I do think it makes sense to have a shield projector by the bridge, though. So much of the ship is about “two halves,” and you want both halves protected.

    • @COMMANDERHAWK22
      @COMMANDERHAWK22 Před 9 měsíci +1

      no all that stuff needs to be in engineering if you have 1 crew member for repairs they will be running way to much especially with the ship extended with everything split like this 2 engineers will be mandatory .

    • @Exilum
      @Exilum Před 8 měsíci +3

      @@COMMANDERHAWK22 The thing is, the bigger the area to cover, the bigger the shield component and the bigger the energy consumption. At some point it's just more practical to have a shield on either sides. It's not about dev magic there, it's about MISC business logic and lore coherency. And even you, as a player, would you prefer to have a bigger shield with triple the energy consumption? You'd need a bigger generator too, and you'd need more fuel storage, etc. There's just only so much you can fit without increasing the ship's size.

  • @dlVlo
    @dlVlo Před 9 měsíci +9

    I know it's not the intended way to land that ship, but i love the vertical landing at the end. Really reminds me of the expanse and how they landed the rocinante. It just feels more realistic for something that size and that non-aerodynamic to need vtol.

    • @picatdim
      @picatdim Před 9 měsíci +1

      I loved that! Might be an interesting loophole to get around the fact that the ship can't land planetside normally. Could set the ship down vertically and then tractor beam all the boxes down to the ground.

  • @MrBenjaminRhoades
    @MrBenjaminRhoades Před 9 měsíci +12

    My first impression of the hab was "How the hell is anyone getting any sleep in this room?". No privacy screens, bright as hell lights, right next to the main social gathering hub, and a goddamn kitchen. Hope this gets another pass.

  • @bennemmers4425
    @bennemmers4425 Před 9 měsíci +3

    One of my favorite things about this series is seeing the evolution of Morphologis' cinematography and presentation. Of all the SC content I see, nobody can immerse you in another universe quite like this channel. Can't wait to see what else is waiting to be explored and shown.

  • @Archmage9885
    @Archmage9885 Před 9 měsíci +12

    The Hull C really does look like a ship that's been worked on here and there over many years. I like it overall, but agree with you on all the issues you mentioned.

    • @moviemaker2011z
      @moviemaker2011z Před 7 měsíci +1

      yeah. you can really tell that the ship was worked on in stages throughout its lifetime before being put into the PTU. essentially the ship was in dry dock and was being worked on every once in a while as they worked on the folding mechanics of it. and i do believe that he is right to assume that different teams with different levels of skill likely came in and worked on it as it was in the process of being developed. but CIG has come in and fixed old designs before so there's no reason to assume they wont eventually fix the Hull C is enough people request for it to get a better work over.

  • @TheLobstersoup
    @TheLobstersoup Před 9 měsíci +13

    Most of this ship was designed by the guy who built the Enterprise-D and the living quarters were made by the guy who built Red Dwarf.

    • @mabs9503
      @mabs9503 Před 7 měsíci

      Really? I had the thought the other day that some old Trek crew would fit in at CIG and their expertise could be very useful but I haven't been able to find any info on any of them working with/for CIG.

  • @timothyt.82
    @timothyt.82 Před 8 měsíci +2

    One thing I love about the Hull series is all the variants' unique roles.
    The Hull A feels like a final destination transport, carrying a good quality of cargo from a drop off station to the surface of a planet or moon as needed. While we have ships like the Freelancer, and even the Reliant Kore, its a good ship with logistics in mind.
    The Hull B will (supposedly) be the "Best of Both Worlds" type of deal, if the rumors of the landing gear allowing the B to land with a full load even though it is just a miniature Hull C are true, that is.
    The Hull C and up are beautiful transport ships designed for galactic travel via Jump Points, carrying large amounts of cargo to keep the empire thriving. It's like a space train, but without the complications of connecting separate carriages together like an actual train. What more can you ask from a ship?

  • @PEN0311
    @PEN0311 Před 9 měsíci +4

    The issue of the large component sizes in relation to the traversal space required to move or replace them is a valid point. IRL, components such as these would be replaced at a shipyard where they would cut a hole into the hull to remove it. If it needed to be repaired, the repair would be triaged to see if it can be repaired at the sub-component level or smaller before considering the higher level of repair such as shipyard work. As a solution for the current game design, CIG could redesign the components to be broken down into smaller segments so they can fit through the hatches and reassembled onsite in front of the component bay.

  • @josh11374265
    @josh11374265 Před 9 měsíci +30

    Long time viewer. Love your analysis and the cinematic shots! Keep it up and wish you the best!

  • @pumpkintraveler5315
    @pumpkintraveler5315 Před 9 měsíci +7

    This series has a special place in my heart. It gives me a special kind of happiness, and never fails to put a cosy smile on my face. Great jobb! love the music.

  • @Bosun221
    @Bosun221 Před 4 měsíci +2

    Love that you're doing a deep analysis of the consistencies (and issues) in world building through the ships. The logic and lore of design for future humans in space should certainly still follow conventions and norms that we adhere to today. Indeed, for suspension of disbelief, designers need to have relatable, contemporary considerations to design.
    A few things from a professional seafarer (who's often lamented on CIG ship design):
    1. That center spindle doesn't have windows because it is load-bearing. That spindle is going to flex in and out of acceleration and manuevering, especially hard manuevers during emergencies. Windows would not be something a shipwright or naval architect would put along it, as that represents a very weak point where don't want one to be.
    2. Ducting and Wiring: It follows no logical layout. While the details are interesting to look out - you wouldn't be able follow their logic with placing them. They don't represent any over-all layout as you'd have a contractor put in to a design. The wiring and ducting needs to be discernible, if visible, as part of a system (AC, main power feeds, etc), which you could trace from engineering, all the way forward to the bridge. If there are any connections to the bridge from engineering, it is not hinted at in the corridor all that much, which means the forward section of the ship would need its' own hub of breakers, pumps and panels.
    Real ships have these - they're called pump rooms - and they are typically outside the engine room, where they are:
    A. Easy to access for maintenance (super important - no one at CIG understands that ships are designed to be maintained, hence your door/component issues. They 'know' it, but they just don't have any framing to contextualize it in design.)
    B. Isolation of incidents - if a pump or piping or ducting goes bad you can isolate it outside the engine room. Alternately, if the engine room has issues for whatever reason, the pumps that keep water flowing to taps, toilets, and other cooling systems will be unaffected by any engine room disasters.
    Seems the forward section of the ship needs a pump / electrical room. There isn''t one, meaning if the back half of the ship were to lose connection through the spindle, there'd be no troubleshooting the loss of power.
    On top of that - no back up generator or power source is in the forward half of the ship to take over in the event of an emergency cutting off the spindle connection. That lack of forsight in design, were this a real ship, would never pass certification by UA regulators, because there is a United empire out there and to think they wouldn't have safety standards for commercial shipping is, again, a tell of how familiar (or not, in this case) CIG programmers, artists, or designers are with any of the real world systems and ship types they're looking to call back too.
    3. The MISC freelancer, and the Hull C's MFDs are not viewable despite having interactive modules and information on them. The arms of your player model block the line of sight to them. Even considering a real world where I could move my arm, that's a terrible place to put them for ergonomics. Again - no one from CIG has ever seen a real ship bridge before, and I think it would benefit them greatly to do more research, and consider their modelling in both logical human scales, and gameplay.
    4. Finally - and this is for any ship currently - there are no automatic fire dispersion systems being considered for any of them. Especially for larger cargo ships - this is absolutely necessary. No ship would ever fly without some sort of automatic procedures to seal off affected areas, disperse agent and protect lives. Furthermore - the layout of the interior spaces is such that in many ships, it would make a dangerous situation MORE dangerous. (The bridge of the Relcaimer accessed only by lift? That's a massive liability if that lift ever malfunctions or is damaged. No ship designer would ever get that cleared in getting certification for flight, and it would likely not clear the drawing room because any Board of Directors worth their salt would reject such a hazard of liability - or liability of hazard - outright.) (Don't get me started on seats moving 10 feet up or down to get to flight consoles.)
    Overall, no ship that they've produced has been designed in a way that would clear:
    1. Function considerations in regards to budget and form. Some ships have exterior details that create further liability, danger, and added cost for no benefit at all to the function or form. The 'Rule of Cool' sounds great as a motto for a Frat Party, less so as a motto for building a believable universe.
    2. Regulations of their own fictional Empire based on the lore they have created.
    3. In-Game playability comfort
    Some of these transcend all three. (The MISC Freelancer cargo doors being too small for the cargo containers that go through them, for example.)
    This is why it is imperative that they hire real trades professionals to oversee the game designers' designs, offer insight, and inform and educate them on how commercial shipping works, how fire works, how heat works in fire scenarios (their fire demo was its own dumpster fire), how common shipboard evolutions, processes and systems work, and how regulations, concerns for life safety, and logistics of the operations their ships are suppsoed to undertake would inform design both inside and out. They need that professional insight because they are signalling they do not have what it takes to 'fake it'.
    They hired professional actors to portray characters. They can hire professional naval architects to help them design logically considered futuristic ships.
    Don't even get me started on cargo boxes - they saw shipping containers had ridges, and just slapped design elements on their cargo boxes with no consideration for logical design, of even the box. Containers have 'ridges' or corrugations because it strengthens a thinner ply of steel to make the box as strong, and as light, as possible. They're only corrugated as much is as needed to strengthen the integirty without sacrificing any more interior volume than is necessary. The goal of any cargo operation is maximizing space, minimizing waste. That's the motto.
    SC's cargo boxes on the other hand, waste a LOT of space on the cargo deck, with large 'handles' that don't get used (we have tractor beam tech, why are they there? Even our real shipping containers don't have massive handles like that), and then the edges are cut in at 45s - that's a massive waste of potential space. Finally, the entire interior volume is shrunk to accommodate random GAK details on the boxes that serve no purpose to storing cargo. So they can't even design a box correctly. Because they're too caught up in trying to make things 'cool' without any knowledge, insight, critical thought into why the things they see, that they're mimicing from the real world, are the way they are.
    If you're a game designer or artist modelling spaceships: Get a real naval architect, shipwright, or merchant mariner to consult your design. And listen to them.
    - Someone who has never seen a game designer logically lay out a futuristic space ship, even with the future-tech lore, and it bugs me. If you've never been a real sailor, pilot, or heavily involved in those industries, please, please do not try to 'make up' something cool.
    The real world is far cooler than anything you could make up. Incorporate real-world operations into futuristic context and lore. The evolutions of those operations are complex, nuanced and can make exciting designs, intuitive and engaging gameplay, and all around, it can heighten the suspension of disbelief well more than your randomly placed GAK ever could.

  • @PEN0311
    @PEN0311 Před 9 měsíci +7

    I agree. Yet another fine analysis. The ship as a whole is a piece of artwork. However, your discussion on the berthing area, head and galley are on point. It seems they were "rushed" by a junior designer. CIG can really benefit from your expertise in the QA department. Coming from a career as a US Navy Sailor, there are a handful of details that don't sit well with me either but that is a topic worthy of its own video.

  • @jujinkaisparrow3157
    @jujinkaisparrow3157 Před 9 měsíci +5

    Yeah Morph, I was thinking the same with the living space when going through it and wondering to myself "are they planning to make this modular for nicer upgrades in game? Because this not good." I hope that they take notes for when they do the Hull-D as that is my baby and would be very sad to see a translation of similar design from the Hull-C.
    Great review as usual Morph, keep up the good work mate.

  • @drewcipher896
    @drewcipher896 Před 9 měsíci +4

    The Hull series and Freelancer are my favorite in SC. Something about them feels nostalgic like a cross between the magic school bus and my old Thorax - Phobos. Even though they looks nothing like either. It just feels right.

  • @Wazzaja
    @Wazzaja Před 9 měsíci +4

    The HULL C is an interesting example of when something old is completed recently, where much of the old is retained. The living space looks like it was made around the same time as the Starfarer, whoes living space is just as bewildering, while the engineering section seems like it was partially done back then and then rebuilt recently.
    I just hope it gets some attention later to re-do the living space and adjust things to work with things like component access.

  • @Beletorix
    @Beletorix Před 9 měsíci +8

    The Hull C is so big. I actually envisioned the Hull D being this size. It’s almost baffling that there’s supposedly going to be a Hull E as well. Those ships will be truly massive.

    • @watchm4ker
      @watchm4ker Před 8 měsíci +2

      I figured the Hull series would go:
      A: Largest ship that can land under load
      B: Largest ship that can traverse small jump points
      C: Largest ship that can traverse medium jump points
      D: Largest ship that can dock at a conventional station
      E: Largest ship that can traverse large jump points.
      A & B might be swapped, I'm not sure how small 'small' jump points are
      Each class representing a different hard cap on starship size and cargo capacity. Because, well, why build a cargo ship any smaller than those limits? Cargo hauling is all about efficiencies of scale. Hull E I figured would be, essentially, a mobile space station compared to the more manageable classes, parking just outside and being loaded and unloaded by smaller haulers before heading off to the next stop on its route.

    • @invidatauro8922
      @invidatauro8922 Před 5 měsíci

      @@watchm4ker I think the plan for B is that it is still capable to land on planets with Cargo. I know they've had to redesign the whole ship to try and make that work due to the old design just not working. So yeah, A and B are probably swapped.

  • @themanyouwanttobe
    @themanyouwanttobe Před 9 měsíci +13

    Consulting morph for ship interior design was probably the smartest thing Star Atlas did. Unfortunately, the dumbest thing they did was to make NFT ships.

    • @Wildjesta
      @Wildjesta Před 9 měsíci +1

      Can you actually play and fly around or is it simply a visual... thing?

  • @bolla999999999
    @bolla999999999 Před 9 měsíci +1

    Size 3 components are not suposed to be swapable by hand so it is not an issue that they do not fit through the doors.
    Acording to CIG you will need to send your larger ships to shipyards to have them refited.

  • @TheWasd1234
    @TheWasd1234 Před 9 měsíci +8

    Finally, some proper ship review content. After spending 8 hours purely in the SF ship generator, Ive come to appreciate more the level of unique properties and quality of SC ships. Nothing compares (especially Star Atlas ships, more than half of them are nonsensical rule of cool only ships).

  • @oatbear8243
    @oatbear8243 Před 9 měsíci +2

    Kinda waiting for 4.x before playing more SC, but watching your videos still keeps me up to speed with what’s going on. Excellent work on this video as always!

  • @Anachroschism
    @Anachroschism Před 9 měsíci +1

    I believe the interior issues are a result of how long the Hull-D has been sitting there on the shelf, without the working transformation mechanic. We've been seeing interior shots of these Hull series for years prior to them actually being released, so there's an odd combination of old and new, with only the essential component access work done to modernise it.

  • @jamietus1012
    @jamietus1012 Před 9 měsíci +1

    Would love to see you collaborate with a naval architect who could talk about some of the naval specifc aspect of ship design. Like resilience to flooding (well, spacing in the case of star citizen) and stuff like that. Also I wish SC would put larger life boats rather than individual pods, being by yourself with nothing is probably the last thing you want if you had to abandon ship. I'd really love to see a game with ships that are well thought through and complies with SOLAS so far as is relevant to space

  • @olegtryniak7528
    @olegtryniak7528 Před 9 měsíci +1

    Large components are not meant to be taken out. Access is only for maintenance. You'd need to go to a drydock for replacement, where they cut out part of the ship to swap it.
    Oh, and after seeing that last bit of the video I realized that this is the only ship that looks like an actual space rocket).

  • @karsonkammerzell6955
    @karsonkammerzell6955 Před 9 měsíci +1

    So I noticed that the ship has two shield generators located in the front half and back half. Perhaps that's why the generator is in the front? Either to simulate the idea of needing two in each part of the ship to fully shield it OR perhaps it will ACTUALLY leave one half exposed if that half's generator goes down. I'm not too bothered by the placement if either is the case, really. Just made me think that it'd be neat if you could jettison the front half for a crash landing and use it as a makeshift survival shelter while crashed, lol.

  • @jhbk5
    @jhbk5 Před 9 měsíci

    Another wonderful review, Morph! I was very interested to see your take on the habitation section of this ship since that seems to be very different from the rest of the ship. As you said, I also think this is a byproduct of this section of the ship being designed years ago and potentially just not being updated once it was completed. Which is a bit unfortunate since it is one of my favorite ships. Part of me wonders if this is just part of MISC's interior design. Hopefully, the Hull A is more of an indicator of how the MISC design has been updated and will be implemented in future ships, especially for habitation sections.
    Additionally, I just wanted to say congratulations on working with Star Atlas! Hearing that news is amazing and I cannot be more excited for you! It would be awesome to see some of your work from that time if you are able to share or do a bit more of a behind the scenes on workflow/process and how you approach these kind of projects.

  • @fnunez
    @fnunez Před 9 měsíci +3

    I get the impression that the ship was partially reworked recently, but CIG decided the original habitation space was fine since it's what people use the least, and even then it's just to log out in.

    • @invidatauro8922
      @invidatauro8922 Před 5 měsíci

      Yeah. I think they just wanted the ship to come out and probably thought "Eh, we'll fix habitation in the gold pass later, let's get the ship in the game now while we have people to work on it"

  • @PS-gk3yi
    @PS-gk3yi Před 9 měsíci

    Thank you for the widescreen recording!

  • @mattiber2558
    @mattiber2558 Před 9 měsíci +2

    Well, actually having the different interior fittings and mix of well thought spaces/frumpy spaces show the Hull C being built over time in-game Looking forward to your next Hull report.

  • @alissaholt1916
    @alissaholt1916 Před 8 měsíci

    please don't stop doing architect reviews! i love them!

  • @frogsshadow4189
    @frogsshadow4189 Před 9 měsíci +2

    On a side note about living spaces. The bunks should have curtains. Living with other people in a combined space like this pretty much requires that you need your own little area to just relax in and often times thats the bunk. Without curtains or some other way of sealing off the outside world you feel exposed. Anyone who has spent time onboard a ship or in an area close to others for extended periods like this can testify to that point

  • @VosperCDN
    @VosperCDN Před 9 měsíci +3

    The living quarters do seem a bit let down. The counter could easily have had a fold up component, and stools rise up from the floor to allow bar seating style arrangement. That corner could easily have had shelves added in. Sloppy work all over.

  • @sundog_dd5278
    @sundog_dd5278 Před 9 měsíci +1

    Man, you nailed it. I was so let down by the habitation space in this ship. To me, they should split the bunk and kitchen area into two rooms. Get rid of the picnic table, extend the counter as you noted and place chairs at the counter. Move all of the kitchen appliances down to the unused corner and place a display panel on the wall in the kitchen across from the counter. It can be used for crew debriefing or to watch the "game," whatever that is. With a wall separating the two areas, now add storage shelves at the new wall across from the bunks. Then, at the space between the cabin and the bathroom, the "Walk through" closet, add full size lockers for each crew person, for street clothes, etc. I mean, you're going to be traveling long distances in this ship. When you get to your destination, you might want to go into town. So where do I put my civies? Maybe add a washer and dryer for cleaning clothes in that space, or some sort of upright locker type futuristic clothes cleaner. They didn't even have a cookie jar and coffee machine in there. I mean, really? Hauling freight without snacks, that's just not right.

  • @The_Fallen_1
    @The_Fallen_1 Před 9 měsíci +4

    I think that random shield generator kinda makes sense where it is. With the ship essentially splitting in half, it would make sense to have one generator power the front nodes, and another power the rear ones. It's definitely not the best place for it with consideration to engineering, but there is a logical pass for it in my opinion.
    The habitation feels like it's a bit rushed and unfinished, like the designer working on it had to do as much as possible to make the space not feel completely empty before being moved to work on something else, and then no one came back for a sanity check and just assumed all was good.

  • @TroutBoneless
    @TroutBoneless Před 9 měsíci +2

    13:55 the spinning thing reminds me of classic star trek engineering props. I hope we get more neat props like this as we get more big ships. Maybe even a ship with that double orange tube prop thats been used in every sci Fi property ever

    • @CathrineMacNiel
      @CathrineMacNiel Před 9 měsíci

      you mean the thing with the red lights that are moving back and forth that, aside of that, seems to have no function whatsoever? i.imgur.com/rRrP4Lg.png

  • @cthulhu8977
    @cthulhu8977 Před 9 měsíci +1

    Another release where half of the ship's functions don't yet work.
    As a Carrack owner I can relate to the "some day this room will do something".

  • @maycontainnutz7651
    @maycontainnutz7651 Před 9 měsíci +2

    13:55 As a wise puppet general once said, spinning is so much cooler

  • @TroutBoneless
    @TroutBoneless Před 9 měsíci +1

    That orange pipe at 17:39 is baffling. It looks like it was added at the last second before release. Maybe a higher up said "ehhh add something to connect the galley area to the living quarters tonight" the night before they added the ship to the game.
    I hope this room gets a touch up in a future update

  • @sebastianhall4913
    @sebastianhall4913 Před 9 měsíci

    Heck yes! didn't think we would get a review of this ship :D

  • @jamesatkins7592
    @jamesatkins7592 Před 9 měsíci +1

    The unfolding mechanism looks like one of the best features on any of the ships. Interesting idea the window in the folding tunnel. Because it's a cylinder, I think the only way to do this would be to have a fixed section of the tunnel that doesn't fold at all for the window to go into assuming they have the luxury of not having to fold part of the tunnel. I don't blame them for not putting this in although the lack of windows in ships to show off the amazing visuals and potential shenanigans is frustrating.

  • @JasonVanPatten
    @JasonVanPatten Před 9 měsíci

    Nice review M orph. I've been experimenting with the Hull since before Wave 1 (...) and have come to a few conclusions/criticisms myself:
    1. Airlock functionality: this door should *NOT* automatically open when the ship spawns on or attaches to a docking port. It currently does auto-open, and that's going to provide pirates with no end of potential. They can hide in the docking port areas of space stations and just wait for someone to spawn a Hull. Then run down the bridge, board the ship before the owner gets there, and stow away. Havoc will ensue later. This needs to be updated by CIG so that the door stays shut/locked until the owner gets to the ship and manually opens it.
    2. I'm not sure about the latest sets of ships with weapons lockers near the docking port/airlock. I get it: have the weapons handy when you exit the vehicle, and a place to put them once you board. But the airlock is where attackers are most likely going to board. I'm not sure the lockers right by the boarding entrance are such a great idea. I'd rather see them closer to the bridge (where most will be) or somewhere else on the interior. Bit of a tactical question there.
    3. Ship defense. Given the size of that thing, 3 2xS3 turrets seems a bit underwhelming, and worse, the two on the top can only be accessed individually. The keel of the boat is entirely unprotected. I'd rather see manned turrets; ones that can be operated simultaneously for defense purposes so the ship can try to fend off attackers while waiting for help to arrive. No, I'm not suggesting the ship should be able to hold its own against a pirate force. But the way CIG set up the ship's defenses make it damned near useless. All an attacker has to do is ride the keel and continue firing at the ship. The ship's guns won't be able to touch him. Solution: put the forward top turret on the keel somewhere, give it to the co-pilot, and give the top rear turret to the engineer.

  • @DawnstealerGaming
    @DawnstealerGaming Před 8 měsíci

    So one bit of information, the spinny bit in the engineering section is the Spinnorator 5000™, which is pretty important for space travel. Obviously. Totally agreed on the living space - it feels like this was made way before the Hull A's interior, or perhaps even the RAFT, which would track given how long this ship was in development. I'm guessing habitation was one of the first rooms made, checked off the list, and then never iterated on as the years went by.

  • @jeremyclegg3588
    @jeremyclegg3588 Před 9 měsíci +2

    I goota say the ending shot, while really cool looking, had me thinking "That can't be good for the engines."

  • @ArtemisTGM
    @ArtemisTGM Před 9 měsíci

    Welcome back!! High quality well presented content 💯🔥

  • @jeitoyhead7249
    @jeitoyhead7249 Před 9 měsíci +1

    Good review! Still wating for the review of the Reclamer

  • @hornpub6937
    @hornpub6937 Před 9 měsíci

    Love the way you narrate your videos, very articulate and well done!

  • @scintilion
    @scintilion Před 9 měsíci +1

    @Morphologis Have you ever reviewed the way Unground Facilities are designed? It seems that landing pads and staging areas would have been required for the excavation, construction and ongoing freight handling for each UGF. It is frustrating trying find a reasonable landing spot for a ship larger than a Pisces during Bunker missions.

  • @Chuck8541
    @Chuck8541 Před 9 měsíci +1

    The 20 year old interning at CIG, that worked on this ship. 😢 lol
    Good, and fair, review.
    Though, with those massive engines, is this one of the fastest ships, when it's not hauling cargo? Yeah, yeah, it's just torque...blah, blah,blahgotta go fast!

  • @RusStarik
    @RusStarik Před 9 měsíci

    On topic of moving componetns into and out of the ships. CIG said a while (~2 years) ago that not on all ships crew will be able to replace (all of) the modules on their own. For some ships you'll need to go to repair ships to do so, and service installed modules when you're on the move, and just pray that they won't die-die.

  • @CupidGaming522
    @CupidGaming522 Před 9 měsíci +2

    The habitation area on the Hull A felt like I could actually live there, on the Hull C it looks like someone threw a bunch of pieces together and called it Habitation

  • @Teizan0
    @Teizan0 Před 9 měsíci +2

    10:07
    It's important to remember that the fore and aft sections are _very_ separate. Components living both fore and aft is totally acceptable.

  • @donk8961
    @donk8961 Před 7 měsíci

    Weapons locker will be nice for multi-tools and tractor beams if players will actually have to move cargo around, or if using this as a loot holder in space for larger salvage ops if we ever get to sell that stuff at stations.

  • @ClowdyHowdy
    @ClowdyHowdy Před 9 měsíci +1

    If you look at the direction that the beds are laid out in the Hull A, the the raised cutout in the "port" opening to the bed aligns with the head of the sleeper. In the Hull C, that lines up with the feet for some reason, and this causes the ladder to be right in front of the face of the person laying down.
    This seems like a small oversight in the way the bed was dressed and set up for tech, because it seems like the bedding should be turned 180 degrees. Maybe a small thing, but it stuck out to me immediately as not an ideal UX. it makes it feel more claustrophobic and you don't want peoples feet climbing up a foot away from your face where you're sleeping.

  • @Billy-bc8pk
    @Billy-bc8pk Před 9 měsíci

    Excellent review. Amazing details and awesome footage.

  • @Storvaisen
    @Storvaisen Před 9 měsíci

    what do you use to make the lighting look so good? if its reshade i would love to know what settings you use

  • @b34k97
    @b34k97 Před 9 měsíci +1

    It actually kinda reminds me of Star Wars's Blockade Runner when the cargo grid is retracted, with all those giant engines on the back there. I'd hope it goes fast when unloaded (once the flight model is updated to factor mass into max Gs).

  • @Codename_nik
    @Codename_nik Před 9 měsíci +1

    i may be a bit optimistic here but i think the forward shield generator may be well thought out. we've seen how the power will work and how capacitors are distributed throughout the ship. thus the forward shield generator would have power for a short while after the ship has been cut in half due to the vulnerable middle section. thus allowing some safety while crew get to the escape pods

  • @Wurmgod1
    @Wurmgod1 Před 9 měsíci

    Phenomenal production I’m proud of you you’ve came along way in your videos I love them

  • @kaollachan
    @kaollachan Před 9 měsíci +2

    can only agree on the habitation part,, for me they designed it long ago and as they had more problem wit the folding part etc they let it as it is, maybe one day we will get a whole remake of MISC interior ( the freelancer even if it is already a rework, do feel very dated to a hull A).
    then a small reflection that popped when you talked about the cockpit view ( also fan of misc so im ok with it),it is a big hauler, almost to the level or IRL cargo container ship that cross the ocean. So what would you think of a cargo ship with a cockpit at the "rear" ( can be top or underbelly) with cargo in the front, it could have a nose to extend and put cargo on it with at the end a technical part with engine for direction and slowing down. would that make sense ? ( having cargo all front can make it easier to load (?), and you could check the cargo will flying ( part of it, in the hull series beside the tarctorbeam post and turret, you can t see if someone is stealing cargo box on the grid)^^

  • @shinkicker404
    @shinkicker404 Před 9 měsíci

    I'd like the side with the escape pods to be a small armoury/storage/maintenance area. Where crew can store some carried on supplies and weapons (away from the airlock, since if anyone manages to get on before crew can get to the weapons the borders get some free guns. I'd like to see the quarters to be redone entirely. Re-detail the bunks, change the kitchen side to be a 'captains' quarters, place a small kitchenette probably on the back wall and centre the dining table in the middle of the room and change the design of the table since it just looks like a couple boxes slapped on the ground to me. Add some lockers near the each bunk and in the bathroom and so on and it'd be good. I don't think the doors are too bad in the engineering area, but they could maybe be a bit bigger. As for an elevator up to the crew quarters, the floor near the ladder could be adapted to be a lift or it could be moved to an alternate spot I guess, but having using the same shaft as the ladder could be cool.

  • @rune1234rune
    @rune1234rune Před 6 měsíci

    It looks like some of the issues you pointed out has been fixed. At least I notice the crew area pipes actually has proper connection to the ceilings and walls now.

  • @spartan117zm
    @spartan117zm Před 9 měsíci +2

    If they’d have rearranged the living quarters slightly they could’ve had the exterior access elevator go straight up to them with a little glass door like in the Hercules series.

  • @planetwally
    @planetwally Před 9 měsíci

    To correct you my friend regarding toilet paper in the toilet compartment ... there is a well used brown towel hanging there ... now you know :D

  • @Epsyk
    @Epsyk Před 9 měsíci

    Great review and good that you’ve pointed out that the Hab area doesn’t fit to the rest of the ships details. It bothered me since I saw it the first time.

  • @awsomedude9111
    @awsomedude9111 Před 8 měsíci

    eye for spotting out details and explaining. Reminds me of my Vanguard how you said it, 80-90% done, like the Hornet or Avenger left untouched for years with small problems never fixed. Maybe like Hurston *Eventually* they have a plan to revisit.

  • @theRealSteinocher
    @theRealSteinocher Před 9 měsíci +1

    as always: Awesome Video
    thx morph❤

  • @confeitariativoli1033
    @confeitariativoli1033 Před 9 měsíci

    The "Dissappointment" part of the video is one of that things which cannot be unseen kkkkk.

  • @robynfooks4865
    @robynfooks4865 Před 25 dny

    At least on naval ships, the crew is generally larger than the amount of beds onboard, even officers share state rooms in medium/smaller sized ships. On submarines everyone but the captain, XO and the COB will usually be at risk of having to share a bed.
    Theres always gotta be someone operating the ship, so at no point is everyone asleep. You have 3 8 hour shift, one shift for sleeping, one shift for working and one shift for free time; so 3 people can be slept in one rack.
    When you deply you usually have WAY more people on board than you have beds and even the above system breaks down so you sleep the junior sailors in axillary spaces that are relatively quiet and have the space to lay out mats like a torpedo room or a computer room.
    Theres no reason why a ship with 4 beds couldn't be made intended to have a complement of at least 8.

  • @magical86
    @magical86 Před 9 měsíci +8

    Something about the silhouette of the Hull-C was a hard sell for me, but until the ending shots of the thing standing up on its backend, I wasn’t sure what.
    I know why, now.

  • @Cipher160
    @Cipher160 Před 9 měsíci +2

    The crew area feels like "oh fuck.. we forgot the crew space... GET THE NEW GUY, QUICK!"
    The escape pods being in a separate area make some sense if you think about if you're attacked they're an easy place to breach hull if someone boards. Just jettison the pods and leave the doors open. Just like how no windows in the spindle makes sense. Bit difficult to make extending windows that are also space rated.

    • @IronPhysik
      @IronPhysik Před 9 měsíci +1

      I feel like the escape room area has a little to much wasted space in it
      its a realy big room... thats only there for escaping???
      they could have added something better there

  • @vic028
    @vic028 Před 9 měsíci +1

    Exit sign on the ceiling is a bit confusing. Properly set markings around an exit(or egress spaces)would make sense

  • @lifeonabike8691
    @lifeonabike8691 Před 7 měsíci

    They actually fixed the pipes in the living quarters! Nicely done now

  • @wild_lee_coyote
    @wild_lee_coyote Před 9 měsíci +1

    The reason why the Hull C is lacing in the hab area is because the interior was designed years ago. They were just waiting on the folding mechanics that they were working on. They did a refresh I bet they just forgot the hab area since it is up a ladder and was just forgotten. I just wish CIG would take 1 old ship a year and update it to the new gold standard. And the cargo loading and unloading mechanics for this ship are horrible right now. Sadly it will make a nice ship design irrelevant till they redo the cargo mechanics for stations.

  • @Phil9874
    @Phil9874 Před 9 měsíci +1

    From a lighting design perspective something I'm not intimitaly familiar with we try to line up lights with structural elements and typically if we can't get a downlight centered we opt for an adjustable fixture which can be aimed at what we are lighting.

  • @sir_wesley86
    @sir_wesley86 Před 9 měsíci

    hope we get holo-maps of our ships sometime soon! these keep getting bigger an having a HUD map would be so nice! great video as always Morph!

  • @shadow4evr
    @shadow4evr Před 9 měsíci +1

    I thought it weird, and funny, that as it was sitting on it's thrusters on the pad near the end, the left gun from the turret just fell off.

  • @dragonrabbit7410
    @dragonrabbit7410 Před 9 měsíci +1

    great video although i think you were a bit too harsh on the crew quarters. most of the issues you mentioned i agree with, however the lighting, back wall, switches on the bunks, and the opening to the cooking area don't really bother me. but yeah it definitely has some issues.
    and even though i don't own one i'm delighted to have another large multicrew ship in game!

  • @JojoMojo225
    @JojoMojo225 Před 9 měsíci +1

    The architect reviews is what really brought me here, and I would love more of that

  • @mg_t9917
    @mg_t9917 Před 9 měsíci +1

    Man i wish the interior is as good as the hull A, love this little ship

  • @Magnymbus
    @Magnymbus Před 9 měsíci

    I would love to see how you would change or redesign the space. Especially if there was a rough demo walkthrough, even if just primitive greyboxing. Honestly, I would love that for ANY ship, even an original one you made from scratch.

  • @GeorgeHofmann2
    @GeorgeHofmann2 Před 4 měsíci +1

    Great content, Morphologis! Would you consider "An Architect Advises" series to give your recommendations to CIG on unreleased concept ships? I'm looking forward to the RSI Perseus, and while the combat design has some issues (mainly not enough defense against small fighters), the proposed internal layout looks perfect for a small crew. I'd love to hear your thoughts.

  • @valeriansamborski5844
    @valeriansamborski5844 Před 8 měsíci

    Thank you, Mr., Morphologist, I have been waiting for something like this review since the Hull-C hit the PTU. I love the MISC aesthetic and have been very curious how it contrasts with the last big ship from MISC, the infamous Starfarer. Suffice it to say that I am looking forward to being aboard one, when I get a chance to. It is bound to be one hell of an experience judging by this tour!

  • @dsjaks6983
    @dsjaks6983 Před 9 měsíci

    This series has inspired me to get into architecture love it

  • @nick_cartago
    @nick_cartago Před 9 měsíci

    Thank you for this honest and thereby during review. CIG will watch. There will surely come an overhaul for gold standard addressing mentioned issues. Thank you for your helpful contribution Morphologis!

  • @Storm-Cleaver
    @Storm-Cleaver Před 9 měsíci

    With the size of the Hull series, I would have expected the -C/D/E ships to be capital class like the 890 jump. But it looks like the Hull-C will be launching with S3 (i.e. Large sub-capital) components. So, according to CIG, you should be able to remove, repair, and/or replace them. Meaning that either the components are physically too large or the doors are too small.
    If they're S4 components, however, then it would make sense. The hatches are so that you can access the components for maintenance or repair, but not actually remove them. You'd have to go to a drydock and have the station-based repair services open up the hull plating to replace the components.

    • @IronPhysik
      @IronPhysik Před 9 měsíci +1

      the "smallest" hull with capital components is the Hull D

  • @BizzMRK
    @BizzMRK Před 9 měsíci +1

    This begs the question if these design flaws will continue through the rest of the hull series (D and E) or if they are going to do a proper job with the Hull D's interior up to todays or then standards (whenver that ship gets into production) and then update the Hull C's one later on. It would be really weird for the Hull C to be the odd one out feeling outdated in the entire lineup.

  • @Cornerboy73
    @Cornerboy73 Před 9 měsíci +1

    13:57 , 15:08 and the whole living quarters area - Someone on CIGs QA team didn't do their job. I have a Hull A and E. I quite like my little A with it's bigger glass canopy, better lighting and well-considered amenities. Hopefully CIG sees this critique and steps up their game for the remaining ships in the series.

  • @twisted_pickles
    @twisted_pickles Před 9 měsíci +1

    Ship gives me big “Event Horizon” vibes I love it

  • @KriLL325783
    @KriLL325783 Před 9 měsíci +7

    The ladder between the bulk of the ship and the living area is the biggest problem for me, it means any equipment, gear, food, and injured people have to somehow make that trip, a small elevator next to the ladder would make so much more sense.
    Picture living in a house with 2 floors with the kitchen on the top floor, and only a ladder between the floors.

    • @ymemag9861
      @ymemag9861 Před 9 měsíci

      Good thoughts but this ship will spend the vast majority of its life in space, micro or no gravity. Sending a body up the ladder is as easy as turning off the gravity generator for a few minutes.

    • @KriLL325783
      @KriLL325783 Před 9 měsíci +4

      @@ymemag9861 SC ships have artificial gravity, turning off gravity just to move stuff past an inconvenient ladder doesn't make much sense. A small elevator next to the ladder would fit as far as I can tell, and would massively ease logistics, not the only ship with this problem, Valkyrie also comes to mind.

  • @antwan1357
    @antwan1357 Před 6 měsíci +1

    I really feel like in a futuristic ship we would have something more advanced then toilet paper in the bathroom.

  • @CaptainCockerels
    @CaptainCockerels Před 9 měsíci

    Great review, I agree with a lot of what you said about the design and interior of the ship. It is interesting to hear an architect's perspective on each of the ships.
    It is my favorite ship and I've been looking forward to it for many many many many many many many years. More years than I would like to have been waiting for it. But I digress.
    I thought I'd offer my perspective as a former airline pilot, and somebody with a degree in aeronautical science.
    I like the exterior of the ship. I think that works well. Understanding the purpose of the ship as a large cargo hauler that is intended to go from point A to point B in space makes a lot of sense to have large thrusters to better handle the mass.
    I have few complaints with the exterior even though I preferred some of the concept art that made it look a little bit more Industrial.
    My main complaints with my favorite ship are how cig handles the interior. Again I think they let artists take over instead of Engineers. a lot of the Interior Space does not make sense as a functional piece of equipment.
    I agree with some of what you said with the interior spaces. It seems like so much of it is wasted space. I understand that the ship needs to be oversized so that you can physically move through it from a game perspective. It certainly seems like a lot of what ruins the Interiors of the ships is because of the dreaded Squadron 42. At least dreaded for me. I think they often compromise the quality of the Interior so that it can be a first person shooter level in Chris Roberts fever dream Squadron 42.
    Even in some of the marketing material to get us to buy this ship years and years and years and years and years before it was ever going to be ready. You can see that this ship is used as a first person shooter level. Some of the marketing material showed some people breaking into the ship and the crew having to get ready to repel them. I think often this is why the ship Interiors are just poorly thought out, so that you could have a little battle in there.
    I wish they would have focused more on the ship’s real purpose in Star Citizen. Where those of us who will build our world around our ships will spend most of our time.
    Starting with the elevator I think it's a good detail and I like it. I think it's fine. The issue I have is going to the suit Locker that hallway seems like a huge waste of space. I think a small square at the end of the hall with all of the lockers would've been perfectly fine.
    As the ship cannot land fully laden, I think this space would have been better used for a small amount of hand loaded cargo. This is often done in logistics. For example I have driven tractor trailers for over a decade. The main cargo being the trailer, is like the spindles. But you will often have intercompany materials that need to be hand delivered that can be kept in the cab. I think you could have a small complement of cargo inside this suit hallway.
    This would've made that space actually useful. Fill the spindles, and then a small complement of high value critical Cargo in that hallway. You can have a full spindle of a very low value cargo like scrap that needs to go to the orbital scrap yard. and then a small 20 SCU of high value critical Cargo in the hallway that needs to be hand delivered on the planet.
    So I think that the suit hallway is just a massive waste of space. It certainly seems like it was setup for an FPS battle.
    Next is the main hall way. I agree with your commentary on how many of the new ships will have their escape pods directly in the main hallway. That's what should've happened here. I think some of the main hallway should've been also cargo directly attached to the elevator. The main passage hallway should have jogged around the cargo area and then reconnected with the cockpit and the spindle. kind of a u shape around the cargo with the Escape pod hallway being the main corridor. It seems like three useless hallways where there could have been a nice large cargo area and a utilitarian hallway around the cargo area.
    I agree with pretty much all you said about upstairs. It is poorly laid out, and under detailed. There is so much wasted hallway space. Without that it could have very easily had a quality elevator going up to the top utilizing some of that wasted space.
    I agree with what you said about the engineering section and have little disagreement there.
    As a pilot the cockpit is the most important area to me. It is also the area where as an expert in that field I have the most issues. I constantly hear people complain about the lack of visibility, but that window is absolutely enormous. I've flown a dozen different types of airplanes including Jets. Most of the time your visibility is quite narrow proportionately much more narrow than in this craft. I actually prefer this realistic visibility compared to the constant bubble canopy that is put in there for the wowza Factor. I actually would further restrict it personally by adding some bezels, especially one in the center. there was some promotional material back before it was started that showed many more bezels in the window and I prefer that. I think it could use some eyebrow windows. I think a lot of people who criticize the visibility are not really thinking about its job. it is not meant to be a fighter it does not need 360 degree visibility. It is meant to be a straight line vehicle. so I'm actually a fan of the visibility. I would actually further restrict it and make it even more realistic to IRL Jets.
    My other criticisms of the cockpit would be the waste of space in there again. Certain ships like warships require large complements of crew. I think the ship crew size is again poorly thought out because it's being designed for Chris Roberts fever dream Squadron 42. his imagination of having 10 of your friends standing around doing nothing, watching you play waiting for something unlikely to happen.
    This sort of large crew makes sense on these war machines because you need weapons officers and people to work the shields and engineering and repairs. This does not make any sense in this type of craft which is designed for logistics.

    This ship's main job is to move large quantities of low profitability cargo. In order to maintain profitability you would need a small crew. Personally I think the cockpit should be reasonably small and have two seats: captain and first officer.
    I think the first officer could double as an engineer. Potentially a crew of three, but no more. Captain first officer and engineer. That's why I find it to be a little bit silly to have what looks like two pilot seats: a captain, and an engineer.
    Seems like a ton of wasted space in that cockpit as well. understanding that the job of a cargo vessel is to go from point A to point B. Looking at how this would be operated IRL again you would have at most a captain and first officer in there. Two seats, that's it. Most of the time would be on autopilot, as was my experience in the airlines. just going from point A to point B. Then you would arrive at the cargo Dock and you would sit and wait for your cargo to be unloaded.
    My experience the last 13 years working for a large logistics company driving tractor trailers, that's how it works IRL. you drive from point A to point B and then you sit for hours often longer than the actual travel time waiting to be loaded and unloaded. This makes a captain seat pretty silly. What is the captain doing? Why are there multiple Pilots? it would make more sense to have this operate like an airliner. Pilot Flying and pilot not flying. Both share in the operation duties monitoring the autopilot for most of the time. The three-person crew up front just seems like an attempt from cig and people who do not understand actual Logistics operations trying to just fill the space.
    Great video as usual I enjoy the perspective from an architect. I thought I'd offer my perspective as a pilot and somebody with an Aeronautical Science degree.

  • @dukeofhazard420
    @dukeofhazard420 Před 9 měsíci

    Been waiting for this one, nice work my man