Hey there! I have a meager bit of progress to report and a technical question to ask (first of many, I'm sure).
Firstly, the new stuff. Work has been progressing slowly, as time allowed. I've gotten both the conceptual and physical design and layout of the ship to a stage I'm comfortable with. Plenty of details remain to be determined as the need arises, but I've got this beast pretty well cornered in my headspace, so to speak.
On the exterior, little appears to have changed since my original post:
One of the more major functionality changes has been a rearrangement of the XR2 class docking berths. You can see along the top, directly under the bridge, is the primary berth. Should look pretty cool to come in for docking along the dorsal side of a large chain of modules! The second one was moved to the ventral side. The XR5 class berth remains unchanged. You can also see that an RCS maneuvering scheme has been decided upon and added. Also, the engine nozzles have been redesigned to more accurately reflect the decided upon propulsion tech.
On the interior, however, things look much different! I've planned out the general arrangement and approximate scaling of most major internal systems (for the drive module, at any rate). Check it out!
I got a hold of a bunch of delightfully speculative but surprisingly detailed journal articles and NASA research proposals on fusion propulsion and gleaned enough knowledge to put together a rough design for a decidedly futuristic space truck. He3-He3 fusion was selected as the obvious choice for such a futuristic vehicle. The "Plasma Channeling System" and it's ancillary system, the "Plasmic Hydrogen Holding Apparatus," are even more futuristic (read: probably impractical, likely impossible :thumbup
. Together they enable "relatively vigorous" RCS and retro thrust and add a significant kick to the main engines. Don't expect a moment-of-inertia miracle when you've got a silly number of modules attached though. Leave plenty of time to adjust your orientation, m'kay?
Naturally, none of the internals will be present in the in-game model. I plan to incorporate the layout of the systems above into a master systems display in the VC when I get around to that. For the interested, here's a roughly complete resource flow diagram:
On to the trouble!
This weekend I finally had enough free time to dive into giving the J-Class a proper model. I'm having an issue with the Blender 2.5 to Mesh export addon. Does it work with Blender 2.61? It appears like it's not exporting textures at all. It creates the folder, but doesn't even put the dummy .dds file in it. The ship in-game is invisible. Mesh Wizard shows that the mesh is fine, so it must be an issue with the texture. Anyone have any experience or tips on using that tool?
Also, any comments or ideas or whatever on the design side of things are of course welcome! Sorry it's taken me so long to get just this far. Things should start coming along faster now that I've got a solid design laid out.
Happy orbiting!
Firstly, the new stuff. Work has been progressing slowly, as time allowed. I've gotten both the conceptual and physical design and layout of the ship to a stage I'm comfortable with. Plenty of details remain to be determined as the need arises, but I've got this beast pretty well cornered in my headspace, so to speak.
On the exterior, little appears to have changed since my original post:
One of the more major functionality changes has been a rearrangement of the XR2 class docking berths. You can see along the top, directly under the bridge, is the primary berth. Should look pretty cool to come in for docking along the dorsal side of a large chain of modules! The second one was moved to the ventral side. The XR5 class berth remains unchanged. You can also see that an RCS maneuvering scheme has been decided upon and added. Also, the engine nozzles have been redesigned to more accurately reflect the decided upon propulsion tech.
On the interior, however, things look much different! I've planned out the general arrangement and approximate scaling of most major internal systems (for the drive module, at any rate). Check it out!
I got a hold of a bunch of delightfully speculative but surprisingly detailed journal articles and NASA research proposals on fusion propulsion and gleaned enough knowledge to put together a rough design for a decidedly futuristic space truck. He3-He3 fusion was selected as the obvious choice for such a futuristic vehicle. The "Plasma Channeling System" and it's ancillary system, the "Plasmic Hydrogen Holding Apparatus," are even more futuristic (read: probably impractical, likely impossible :thumbup
Naturally, none of the internals will be present in the in-game model. I plan to incorporate the layout of the systems above into a master systems display in the VC when I get around to that. For the interested, here's a roughly complete resource flow diagram:
On to the trouble!
This weekend I finally had enough free time to dive into giving the J-Class a proper model. I'm having an issue with the Blender 2.5 to Mesh export addon. Does it work with Blender 2.61? It appears like it's not exporting textures at all. It creates the folder, but doesn't even put the dummy .dds file in it. The ship in-game is invisible. Mesh Wizard shows that the mesh is fine, so it must be an issue with the texture. Anyone have any experience or tips on using that tool?
Also, any comments or ideas or whatever on the design side of things are of course welcome! Sorry it's taken me so long to get just this far. Things should start coming along faster now that I've got a solid design laid out.
Happy orbiting!
