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Harry-the-Fox β€” RA2 Mod - Soviet Vehicles

Published: 2011-02-20 08:00:51 +0000 UTC; Views: 60881; Favourites: 446; Downloads: 1432
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Description (Note- More Links Below)

For a Red Alert 2/Yuri's Revenge -themed mod I'm planning to work on (haven't decided what engine yet- either Starcraft 2 or CNC Sage engine):

This is just a makeshift showcase of what I plan the units to look like (with a bit of info)- with strong gameplay elements in mind to fix up some missing parts in the other games:

Note that this version it is assumed that Yuri is in charge of the Soviets, and thus all psychic units, plus a few Yuri's Revenge units, have been merged back into one side (better theme-wise and gameplay-wise).

A quick rundown of the units:

LAND

Terror Drone- basically the same as the other games, dismantles vehicles from the inside

Supply Truck- replaces miners as resource units, Generals Style

Flak Car- like Flak Track, though its gun is better against ground targets (think a weak tank).

Hammer Tank- based on some experiments I did in Red Alert 2 with some fellow modders to the Rhino Tank- we nearly doubled the price, but increased the speed, damage, and rate of fire a bit- against even the tank-destroyer grizzlies (see Allied Vehicle page (coming soon)), they took a beating but definitely came out on top, and reinforced their roles as heavy-fighting tank vs Allied Hit-and-run). To compensate for its price, it gets a co-ax machinegun (does very little damage though).

V5 Rocket- same as V3

Apocalypse Mk3- fixing up a lot of gameplay complaints about the RA2 Apocs being both durable to the point of being silly, and ultimately, a lot less useful than a bunch of faster rhinos; my response is a version with longer-ranged guns (far less than artillery, but much longer than most tanks- easily able to bust up some enemy armour before they get close enough to retaliate)

AIRFORCE

MiGs- Generals-inspired, and balanced to keep the emphasis on heavy full-on assaults, but not leaving the Soviets glaringly without some form of decent fighter support is the Mig.
While both the Soviet and Allied fighters are capable of strafing infantry and enemy air with machineguns, and doing fast bombing runs, the balance is that the MiG is far better at fighting enemy units, but worse at bombing (must drop bombs at closer range, and they are unguided).

Kirov- exactly like the other versions

KAMOV dropship- adds a twist to break up the need for Soviets to trudge through the front door, whilst complimenting the gameplay style of Soviet armies surging through enemy defeneses. Can pick up any ground-based vehicle- including an Apocalypse (or a group of smaller vehicles), and set it down anywhere on the ground. Seeing one of these alone may draw fire away from incoming Kirovs and missiles.

(National units)
Tesla Tank- RA2 version- with greatly increased damage (its discharge leaps from target to target over short range even before Veteran level), and reasonably increased armour.

MAstermind- like the Yuri version, with some twists: being restricted to national, gameplay can afford for this thing to not need a price increase- despite also granting it the ability to perform a larger-scale psi blast than Psychic infantry can.

Magnetron- Yuri version, only with a grinder (inspired by the RA3 apoc tank). Acts exactly like in YR- only it eventually pulls vehicles into its grinder and destroys them.

Siege Hopper (with a H)
Basically a Siege Chopper that can move (albeit very slowly) while on the ground- especially convenient when you landed not *quite* in the right position and don't want to have to set it up in the air a second time. While in the air it shoots (light) repeated flak at shorter ranges against all targets.

...............................
Function-wise, I am focusing primarily on Red Alert 2, with some of the finer elements of Generals, the other Red Alerts, and a few touches of Dawn of War and Starcraft (eg fog and shroud, expansion and resource requires using engineers to capture structures, with supply trucks shuttling between the stockpiles and your base).
Most importantly, the vehicles are increased in price (especially the tanks), but function better- so people are more inclined to use infantry and special units with tanks as backup- instead of tank rushes.

Something I'm thinking about, having a bit of texturing and 3D-modelling experience (though I'll be brushing up a bit soon). I plan to get around to putting these ideas to some Mod forums- but if you have any comments on these ideas, over here (or the design- which I admit was rushed out the door), by all means share them here too!

PS- this chart was also an opportunity to practice a new brushwork excercise, so it may look a bit different from my usual.

Soviet Infantry can be found here:
[link]
Related content
Comments: 75

Thomas150 [2020-02-24 22:51:54 +0000 UTC]

Nice work.

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TheOmniMercurial [2017-07-16 08:55:38 +0000 UTC]

I think the Naval Gun fitted Super Tank might look better with Three Guns.
Maybe even could look good if stacked above each other Vertically rather than all sharing the Horizontal Plane.
Would maybe open up options for attachments on either side of the Turret.

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Harry-the-Fox In reply to TheOmniMercurial [2017-07-16 10:37:31 +0000 UTC]

Funny you should mention that; I actually did something very similar to all of these suggestions;
1- The triple-barreled naval gun tank looks sweet
2- Stacking two super-heavy turrets in a similar manner to a two-tiered battleship looks awful
3- A T35-style tank with 5 turrets (one large) looks awesome.

It's also in the Red Alert Zero/ Red March folder.

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Karimk1 [2016-04-13 04:14:09 +0000 UTC]

An undead Lenin would be better as the soviet leader.Β 

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TheOmniMercurial In reply to Karimk1 [2017-07-16 08:57:20 +0000 UTC]

Or a Female Clone called Lenina that Yuri created to take Centre Stage while attempts to Puppet her from the Shadows.....

She would still kick his ass though!

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jasongreeno [2015-02-17 01:14:12 +0000 UTC]

would you be able to sell this art to me for a card game?

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Harry-the-Fox In reply to jasongreeno [2015-03-02 01:17:29 +0000 UTC]

I could!
PM me what you have in mind
(sorry for late reply- been VERY busy)

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AceNos [2014-12-21 13:27:07 +0000 UTC]

idk why the tanks have to look so. . . square

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EnforcingFern48 [2014-09-24 22:34:32 +0000 UTC]

hammer or rhino

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TheOmniMercurial In reply to EnforcingFern48 [2017-07-16 08:59:22 +0000 UTC]

Object 279 varient would be better.

Or maybe a Wheel Crush Tank......
I've got a Pic somewhere....
Found it on Russian version of Alternate History Site.

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DrMostafaMortaja [2014-06-26 07:40:03 +0000 UTC]

Please join our group

obeyyuri.deviantart.com/

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Harry-the-Fox In reply to DrMostafaMortaja [2014-07-04 23:49:30 +0000 UTC]

done

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DrMostafaMortaja In reply to Harry-the-Fox [2014-07-05 01:14:38 +0000 UTC]

Yeah I notice , and you got a beautiful drawing in term of upgrading units . Great job indeed . Why dont you share your drawings with the groups we are affiliated with ? I am sure you will collect alot of watchers quickly .

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Harry-the-Fox In reply to DrMostafaMortaja [2014-07-05 06:42:04 +0000 UTC]

Thanks again, it's a pleasure!

You are absolutely right that I should be sharing the other images: -the embarrassing truth is I don't actually know how to do it :/

That aside, I certainly would never turn down requests to do so. And I and am also happy to answer any questions too.

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DrMostafaMortaja In reply to Harry-the-Fox [2014-07-05 20:37:58 +0000 UTC]

Its easy , join a group then push ( contribute art ) and select the file you wish to inlesit your drawing to . Keep in mind every group has its own rules and they get upset if you submitted to the wrong folder see be sure to read the ruls if they have one .

The more you submit a particular painting , the more favorite it gets , the more watchers , comments , crituqes . Eventually you will get commisions and offers to work with certin intreased groups .

Since you draw mechs and tanks thats related to sci fi i recommend you submit them to these groups as a start and you will notice the difference in favorite rating . Mecha Hanger is the best in your case , then desent to the other groups :

mecha-hangar.deviantart.com/
sci-fi-society.deviantart.com/
weapon-designs.deviantart.com/
realm-of-fantasy.deviantart.co…
huntressesoftommorow.deviantar…
da-gamers.deviantart.com/
rts-gamers.deviantart.com/

Personaly I submit 1 drawing to all of these groups once a week so I dont finish my stock too quickly . There are more groups in my profile you can check them if you want but these are the best in my opinion and gives you increasing favorites by the day .

Well , thats about it , if you have any quistions i am all ears .

Best of luck

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TruePhazonianForce [2013-06-24 07:30:55 +0000 UTC]

Awesome

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95ACgrfs1228 [2013-03-08 03:19:39 +0000 UTC]

So this is what I'll be dealing with if this mod does happen....


...

CHALLENGE ACCEPTED

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Harry-the-Fox In reply to 95ACgrfs1228 [2013-03-08 04:42:02 +0000 UTC]

Hehe- cheers!

But so you know, this is probably the OLDEST thing I put up- since then many of these units have been massively enhanced (eg the Kirov now comes with a long-range EMP-type weapon that stops any vehicle from moving; allowing the Kirov to actually catch up with it and BOMB it (especially handy for naval attacks).

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95ACgrfs1228 In reply to Harry-the-Fox [2013-03-09 02:40:53 +0000 UTC]

.....I'll send in the Raptors....

This will be just like that one mission on Sky Crawlers: Innocent Aces.... except with jets.

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Harry-the-Fox In reply to 95ACgrfs1228 [2013-03-10 05:22:33 +0000 UTC]

That's the idea!
When the Kirovs come, throw as much AA as possible at them!
And to clarify, the standard AA for the Allies will be the SkySec (Rocketeers), Strike Fighters (okayish), Wildcat (IFV) and Patriots;
The Soviets will be using Flak units and MiGs.
Of course, the AA air units are better bet, as the Kirov can't use its new weapon against enemy air (solitary ground units on the other hand aren't safe at all)!

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Tacomaster233 [2012-09-15 08:30:29 +0000 UTC]

Good idea.

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Harry-the-Fox In reply to Tacomaster233 [2012-09-15 11:19:18 +0000 UTC]

Thanks!

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Tr01ka [2012-05-18 06:40:11 +0000 UTC]

Great set!

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levitan71 [2011-10-02 23:50:10 +0000 UTC]

nice one! :3

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Harry-the-Fox In reply to levitan71 [2011-10-08 06:00:53 +0000 UTC]

Thanks! I should be doing a refined version in a while!

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Gauntes [2011-08-05 05:07:19 +0000 UTC]

"We will bury them"

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Harry-the-Fox In reply to Gauntes [2011-08-05 09:58:28 +0000 UTC]

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catornocat [2011-05-23 19:14:52 +0000 UTC]

wow

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Harry-the-Fox In reply to catornocat [2011-05-24 07:12:57 +0000 UTC]

Cheers!

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RoundEyeE [2011-04-17 05:49:31 +0000 UTC]

Cool!

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Harry-the-Fox In reply to RoundEyeE [2011-04-17 12:32:58 +0000 UTC]

Cheers! (And thanks for the favs!!)

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VMetalic [2011-04-07 19:16:19 +0000 UTC]

Now that I read all the info about the units, I must say only one thing. Grinder-Magnetron is not possible in this way to code. SAGE engine (on which Generals runs) dont supports an attack of "pulling enemy to your unit". But me and one other guy had the same idea, which partially solves it. Instead of pulling the enemy unit to your's (lets presume it is your Magnetron), Magnetron will immobilize enemy unit, drive to it and shred it with its grinder. With its appearence, it has a decent armor, so it can risk to be on the first line. This goes for Generals and Zero Hour. In RA3 it is possible (evidently ). Its your decision.

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Harry-the-Fox In reply to VMetalic [2011-04-08 01:32:41 +0000 UTC]

Dude! Having the unit drive towards the Magnetron is even BETTER (I always thought levitating was a tad hokey actually)!
Would it be possible to have the targeted victim unit rotate on its axis while being pulled in? (just an interesting effect so while driving it looks more like the vehicle is desperately trying to steer away from the magnetic field, as opposed to steering deliberately into it).
Thinking about it would this also mean that if a vehicle were being 'driven' towards your magnetron, it would trample enemy infantry but not your own (as if it were under your control)? Possibly other vehicles it may 'bump' into as its pulled away?
(This would be an awesome icing on the cake to help players use this unit in convenient settings, to make up for not being able to 'drop' units atop each other anymore).

For Engines:

I was actually thinking Generals might be the best because I already know it could use both fog of war and shroud (I wanted to add intelligence gathering and surveillance as a gameplay element in this one, so that players would need to tactically apply scouts and spotters to assist their long-range artillery and specialist units
RA3 is another option- though I don't actually have RA3, but have checked it out (never got around to buying it, been quite busy and budgeted this past year- though I'm near the end of the tunnel now).

As for the Mag-Grinder; Yup, it's on the mildly heavier range and can take on vehicles head-on with little fuss- and being a 'national' unit it can afford to be particularly more dangerous. It's handicap is of course that it has no attack against infantry except to try to run them down with its grinder (but being rather slow poses a balanced problem for that tactic too).
Otherwise, the handicap is that it is vulnerable to any additional units while working its magnetic waves on a vehicle until it is told to deploy or to target another unit- thus cancelling his beam.

Hopefully this is all possible with Zero Hour?

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VMetalic In reply to Harry-the-Fox [2011-04-08 09:31:35 +0000 UTC]

No, no no no, you dont understand me. Magnetron cant pull enemy units TO its grinder, this is what I said is not possible. Levitating the unit into the air... that is kind of possible, but only this. Pulling units by other units is not possible... thought in one mod I remember there was a unit capable of throwing enemies into the air from the unit... it was named somehow like Fan Truck (the mod was in fact named Crazy Mod ). Maybe it could be somehow done the same, but cant tell it for sure. My option as I said before is that Magnetron will with its magnetic beam immobilize enemy unit ont he spot, so it cant drive away, and then Magnetron will drive to that unit and destroy it with grinder. It is less fancy, but unfortunately Generals and ZH have some weak spots... a lot of weak spots. Like constructing buildings in way like in RA-series and Tiberium-series, is not, or hardly, possible in Gens/ZH. So you will probably must draw a constructing vehicles, which makes buildings, if you will really want it in Gens/ZH (ZH is better). RA3 is better in this, but in RA3-modding community there is less coders, which have enought time.

As for your gameplay elements, yours are equal to these of Cold War Crisis mod. Really great ideas!

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Harry-the-Fox In reply to VMetalic [2011-04-09 09:56:26 +0000 UTC]

Ah thanks!

I was thinking for the Magnetron, would it actually be possible to have the Magnetron's attack actually cause the unit's AI to both block out all player control, and then instruct the victim unit to drive towards the magnetron itself (and die when it gets within range- which I suppose turns it into suicide-truck AI- except that doesn't do damage to the target)?
That might work- the only problem left is to somehow get the model of the vehicle to do something like spin, or even face the opposite way it's driving to make it look like it's not actually steering itself in).

And thanks for the heads up about the building style problem: but luckily I had gone over a few alternatives:
For one version that kinda mixed the Generals and CNC interfaces together, that I suppose would be like the Generals Super-weapon interface:
1- click the command center
2- pick a structure to build
3- the structure is built inside the Command center like a unit (Cnc style- this is the point the cash is deducted)
4- when the structure is ready you click its portrait and pick the spot you want it built on (Cnc style)
5- the command center sends out a builder unit (can be a reskinned Gen. Dozer, or even just a full supply truck) that rolls to the intended spot, and builds the structure instantly upon arrival; the builder is otherwise uncontrollable and once it builds the structure it basically disappears or returns to base and disappears from play (destroyed without exploding or a 'unit lost'.

Some rules for that would be when you send out the builder, the build icon you clicked is greyed over- and remains so until the structure is complete (and the button disappears) or the builder is destroyed (in which case it returns and you can simply click it again).

Hopefully it would be a more streamlined version of either interface, without being so fiddly.
The cool part about it is that you can que up lots of buildings at one time if you want and send them out at the same time.
Even better is that it retains the emphasis on proximity to the Command Center without being limiting to a specific radius like in CNC- you can build anywhere within your line of site- but the further away the site is from the command center, then the longer the builder must travel and thus the longer it will take before the structure is built- and also the greater the chance it will be destroyed on route, as the builder will singlemindedly follow a straight line to the site- ignoring any enemies waiting on the way.

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VMetalic In reply to Harry-the-Fox [2011-04-09 12:04:45 +0000 UTC]

I am afraid this is not possible. To make a unit uncontrollable for its owner, that is possible, but forcing the enemy unit to drive where you Ε―want", that isnt. As i said, SAGE engine is really not perfect, its really old.

It is a great idea But dont know if it will works. But when I think about it, a normal CnC style can be possible. I know that it is possible to create a structre where you are by General Power. The same could work normally.

1) In Command Center you will select a building
2) Place it in the radius of your Command Center or other buildings
3) It will start constructing it, and constructing anything else will not be possible for the time the building will be constructed
4) When the building is completed, you can build another one.

It is a theory, but is most likely possible.

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Harry-the-Fox In reply to VMetalic [2011-04-10 09:54:48 +0000 UTC]

Hmm- that's unfortunate:
I have an idea.
Is it possible to have an attack that 'creates' a ground or air unit from the target's location that simply travels to the control unit and dies?
Also, is it possible to have an attack that causes the targeted unit to "disappear" inside the Magnetron (as if it were a transport)?
If so, we could combine them; have it that the Magnetron 'stores' that unit while spawning a fake object that duplicates the 'stored' unit's appearance, that floats towards it- if the fake unit is destroyed, the stored unit is also; but if it is dropped back down it disappears and the 'stored' unit is respawned on that position?

For building- it should be possible, as it would simply involve you commanding a unit to build a structure via the command center- though the General power idea is also good!

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VMetalic In reply to Harry-the-Fox [2011-04-10 10:42:38 +0000 UTC]

I dont know

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Harry-the-Fox In reply to VMetalic [2011-04-10 13:23:05 +0000 UTC]

Hmmm- it actually might work......
It would be a bit abstract from the existing program, but it might be very possible....

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VMetalic In reply to Harry-the-Fox [2011-04-10 13:56:30 +0000 UTC]

I am not a coder, so I am really not sure if that is... RA3 is better in this way, but I kno less about it than ZH.

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Harry-the-Fox In reply to VMetalic [2011-04-10 22:28:17 +0000 UTC]

Hmmmm- worth looking into I reckon:

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VMetalic In reply to Harry-the-Fox [2011-04-13 20:58:58 +0000 UTC]

When I think about it, this option (about Magnetron) is not possible to code. Even it will be a duplicate of the original unit, the problem with pulling the object will remain, only will affect different object. As I said, my option that magnet immobilizes enemy and Magnetron drives to it to grinde it is the only option.

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Harry-the-Fox In reply to VMetalic [2011-04-14 06:11:45 +0000 UTC]

Hmmm- What if it caused the targeted unit to actually fire this object at the magnetron itself? (sort of like the way the SCUD launcher launches its missile at its target?)
So the total effect is whatever unit it targets, that unit will launch a "SCUD missile" object directly at the MAgnetron (that duplicates the model of the unit that shot it, and then disappears inside the Magnetron's storage?) All we need is that the MAgnetron continuously fires its beam at the fake SCUD (not doing anything but maintaining 'attack mode' to make it look like its dragging it back (I've drawn up some rough effects for this).
The magnetron doesn't actually have to pull anything itself or causing any actual object to reposition towards it- it just has to look like it is In fact, the magnetron wouldn't be doing anything at all- its only function is to cause other units to shoot SCUDs at itself, store them, and shoot its fake raygun at that fake SCUD to appear to be doing the work.

Coding wise, it would technically be like mixing the SCUD surface-air-surface missile and a continuous beam weapon that targets a specific projectile and continuously traces its path and firing at it. (the only question is if a unit can cause another unit to shoot weapons at specific other units (which would be necessary for the Prism gun and Tesla weapons that bounce between targets)
And, whenever the MAgnetron suddenly stops its attack, the original captured unit is paradropped from the SCUD (this was in Zero Hour's airport code) and the SCUD is destroyed (disappears).

I can draw up a chart- it's a bit gobbledygook what I said above.

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VMetalic In reply to Harry-the-Fox [2011-04-14 10:25:25 +0000 UTC]

No, I clearly understand what do you mean I really dont know most of the limits of SAGE, so I cant clearly say if this could work. I am not sure if you can cause enemy unit to attack on you... maybe that it will be Magnetron itself who launches SCUD on itself, not the enemy unit. Then, it might work. I have asked for this, and if not, I will ask.

And there is one thing which troubles me about Siege Hopper. Its not anything related to coding, but the model. I dont know how the gun can fit inside, and when deployed, how it slides out of the hull. What RA2 has is more easier to make, because the gun is all the time outside, it is on its tail (on, not it). When it deploys, the rototr spins forward 90Β° and gun just rotate up.However, my mind is quite technical, so I dont truly understand how the howitzer can be there when there is rotor's engine... I think that making it easier,the Siege Hopper could have two rotors like RA3 Twinblade, and the gun will be exactly between them. This clearly shows how it works: [link] While your concept is really nice, I am not sure if it will look like good with the gun on the front. But I will model it (even it will be hell) if you will stay on your concept.

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Harry-the-Fox In reply to VMetalic [2011-04-15 04:04:43 +0000 UTC]

If it can't actually cause the targeted unit to fire something at it itself, what if it summoned an object on the position of the victim, that itself shoots the SCUD (or in the case of Prism, the split-beams)? Eh, I'm sure there are ways around this!

The Siege Hopper- if you are implying specifically the gun on the front raises... certain images you are actually not alone- I've gotten some comments by some friends at home pointing out the rather disturbing imagery. I could reposition the legs so it looks more like a grasshopper with a mortar for a head- or maybe the gun more entered (that shouldn't be too hard).
How the gun actually fits inside I have in fact figured out:
While in transit the gun is entirely stored in that big belly underneath (with the full length of the barrel facing forwards and the breach at the rear).
When it deploys, the feet come down, the cockpit slides way back, and the gun inside the belly slides forward along the belly, up and out; so the breech is now at the front,- after that the cockpit slides back over.
Generally wanted something a bit of an inversion on the original, and figured a front-side gun centered gave it a heavier, more business-end look than if the cockpit was at the front- plus it makes it a less identifiable machine (which was partly necessary because this machine is actually a mech that walks around when on the ground- so I wanted it to look like an attempt to merge a Siege Chopper and a Terror Drone together).
A twinblade configuration was very tempting actually, but I already had the larger twinblade Kamov Carryall- and decided that any other Soviet choppers must be single-bladers to keep them more distinct.

Actually, now that you mention it I might redesign it a bit (complete with a chart showing the transformation and any other surprises you may need to know about it- such as where the legs go while in flight)- so let me know any other design considerations you would recommend.

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VMetalic In reply to Harry-the-Fox [2011-04-15 09:27:26 +0000 UTC]

So the gun dont... "foldes into itself"? You see, I dont knew that Well, the problem isnt that it is on the front, but if it is that long (as long as the hull itself), I am not sure how it can rotate out of the hull on the front. There is not much space for it (the cocpit is still blocking it). Thats what actually bothered me. Othrwise I understand its transformation (I am a TF fan after all ), just that imagine how that long gun can rotate in such small space... I suggest that the front piece of bottom part will also rotate, so the gun can go through this space, and when the breech will be on the front, the gun will rotate up. In this way it will work out

Yeah, somehow Siege Hopper stands out of the line of Soviet vehicles, maybe some small details or something Like these exhausts some helicopters have on the sides (MH-53 Pavelow) or more like Hind (on the front of the rotor section), it is quite plain compared to Kamov or Blackhawk Maybe the legs can be longer (grass hoppers have quite long legs ), but this isnt recomended

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Harry-the-Fox In reply to VMetalic [2011-04-15 12:34:31 +0000 UTC]

Yep, that rotation is pretty much what I had in mind (although the gun shaft collapsing in on itself like a spyglass and extending outwards is an even better addition- and makes more sense)

Aye, I see what you mean for the rest too- I'll see what I can do!

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VMetalic In reply to Harry-the-Fox [2011-04-15 18:34:23 +0000 UTC]

Ok

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VMetalic In reply to Harry-the-Fox [2011-04-10 23:01:06 +0000 UTC]

I will

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Harry-the-Fox In reply to VMetalic [2011-04-14 06:11:51 +0000 UTC]

cheers!

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