Marking of pipes ~ at Runboard.com

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LarsHB
Imperial Tourist
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Registered: 10-2005
Posts: 16
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Marking of pipes


Today I have two questions.

In this threat we will discuss the first one:
-> How to mark different types of pipes?

For example:
-> Electrical conductor
-> Fuel pipes
-> Coolant pipes
and so on...
10/13/2006, 6:46 am  
 
Lucas P
Emperor
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Registered: 09-2005
Location: Vancouver, Canada
Posts: 3362
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Re: Marking of pipes


oh my.

In bluescale, that would really clutter up a design with a mess of lines all over the place, and then we would not be able to distinguish parts.

I would have to say that if we make something in yellowscale, then it might make sense to break it down into different views. For example;

exterior
Interior - machinery
interior - electrical
Interior - pipes

But wow, that is a hell of a lot of work.

---
Only 2 things are infinite; The Universe, and human stupidity and I'm not sure about the former. - Albert Einstein

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10/13/2006, 7:43 am  
 
The VOID
Emperor's Hand
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Registered: 03-2006
Location: European Union
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Re: Marking of pipes


Well, I have a very simple suggestion:

Draw the pipes and cables as we have done ever since and if you want to designate them, make the first inner pixel of it colored, using most of the colors we use for the tanks. Light red for ion drive fuel, dark red for hyperdrive fuel, yellow for coolant,... We could use brown for electrical conduits.

That way the overall appearance stays the same and those insane enough to actually follow the pipes and cables can make out what they are.

However, pipes and cables tend to be hooked up to something and when you know what that is, you often know what kind of cables and pipes might be connected to it.


The great risk in such a degree of detail is, that it will not become more credible, but the exact opposite. It will be damn hard to make up really credible layouts. Actually, I think it is close to impossible.

---
"The sand people are easily startled, but they will soon be back, and in greater numbers." — Obi-Wan Kenobi

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10/13/2006, 8:04 am  
 


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