Project Interplanetary ship (again)

Today's progress: some work on cabin and space viewpoint.

object04.jpg

What function these cylindrical attachments are supposed to have? Do you intend them to be crew modules? Otherwise, they are looking like propellant tanks.
 
What function these cylindrical attachments are supposed to have? Do you intend them to be crew modules? Otherwise, they are looking like propellant tanks.

I've no idea. I'm just copying from an image of the original model...

antares.jpg


There are some other images looking for "antares defying" on google.

---------- Post added at 22:26 ---------- Previous post was at 21:21 ----------

This is the final look of the thing today:

object08.jpg


More than 800m long, and still no engine (I suppose other 50~60m more at least). It will need some powerful RCS engines to rotate, I guess.
 
Is the ship ANTARES, from the TV series "Defiying Gravity" (canceled in October 2009 with a season) The mission of the ship be visiting various planets in a single flight (Venus, Mercury, Mars, Jupiter, Saturn and Pluto) . In turn, this comes from the PEGASUS the two-part documentary "Space Oddysey: Voyage to the Planets."

pegasus.jpg


Pegasus

[ame="http://www.orbithangar.com/searchid.php?ID=2879"]Pegasus Alpha 16 April 2007[/ame]

Pegasus Ares

[ame="http://www.orbithangar.com/searchid.php?ID=2717"]Pegasus Ares 01[/ame]

Hermes and Clyde

[ame="http://www.orbithangar.com/searchid.php?ID=3086"]Hermes and Clyde[/ame]

Not available

MESSIER - Comet lander

messier.jpg


ORPHEUS - Venus Lander

orpheus.jpg


Information

http://www.bbc.co.uk/sn/tvradio/programmes/spaceodyssey/pegasus.shtml
 
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Progress of the work:

object09.jpg


object10.jpg


Some textures for umbrella. Also scaled to 1.5x because it seemed to be too small.

object11.jpg


Reducing polygons: tubular thuss changed to rectangular. Also made some work on the airlocks structure, but it's still a stub.

object12.jpg


Rear airlocks.

object13.jpg


Fuel tanks scaled to 1.25x. All thuss structure has been changed across the ship to the new "low-poly" style.

See ya guys!
 
It's gonna be a built-in or detachable units?

I don't know which is the better method. I suppose that detachable units could allow things like ejection of spent fuel tanks to save weight, but it also could make too difficult mass center handling.

And I planned to make some of storage groups animated... not very compatible with attachments.
 
Then i suggest it is the right place to store the boxes.

It's still too early to think in these things.

Today's work: New viewspot designed and tested on Orbiter. Still no textures and no integration with the main ship mesh.

mirador.jpg
 
Holy cow, this looks incredible. Will be keeping tabs on this thread :thumbup:
 
Antares and Pegasus are the same ship. The TV show didn't have the budget for a different design.

Only for completeness to a few previous posts, they aren't quite the same ship: although it seems to be true / evident that there was some reuse of 3D parts and perhaps a few textures here and there or, at very least, some heavy inspiration between designs, there are however a number of differences between Pegasus (Voyage to The Planets) and Antares (Defying Gravity), for example, regarding modules (number, function, size), command section, cupola specs, propulsion (Pegasus has 3 main engines located at the Center of the Heatshield, covered by doors; Antares has the engines at the 'rear' - on the other side of that big disk - 6 of them plus apparently a central big one of another type, all located in a big propulsion module), also not sure if remember Antares having the radiation shield module (at least not at the position / visually similar of the one in Pegasus), power (Pegasus assumed solar panels at least for the inner Solar System first part of the voyage, as far as remember Antares did not have solar panels), Pegasus assumed refuel at a big Depot on Mars orbit, etc, etc

Pegasus:

pegasus.jpg


Antares:
ship.jpg



Anyway, this was just a side note: very nice work going on Hispaorbiter ;)

António
 
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I'm not dead. Just working slowly due to the hard hot wave on Spain. Here's the latest advances in the model:

cabina_01.jpg


A new cockpit/viewspot design. Not like the original model, but as I said, it's just a derived one.

cabina_02.jpg


Control seats to have a virtual cockpit.
 
I've no idea of how to make a virtual cockpit, so when the time arrives, I must learn how to make it. How many MFD do you want? I pretend to put them on a transparent glass facing the pilot, as if it were a HUD. The rest of the ship controls like animatons, doors, etc, could be also in this HUD.

If there's any experienced developer reading this, is it possible to have more than one virtual cockpit? I'd like to make two of them: one for the command brigde and other for the viewspot, just to watch the space from it.
 
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I've no idea of how to make a virtual cockpit, so when the time arrives, I must learn how to make it. How many MFD do you want? I pretend to put them on a transparent glass facing the pilot, as if it were a HUD. The rest of the ship controls like animatons, doors, etc, could be also in this HUD.

If there's any experienced developer reading this, is it possible to have more than one virtual cockpit? I'd like to make two of them: one for the command brigde and other for the viewspot, just to watch the space from it.

I know that you can have multiple viewpoints in a virtual cockpit which I suppose could be adapted to your application; but as far as multiple virtual cockpits I have no idea.
 
i think it is poissible to have more than one VC... as long as you're doing all the coding :hmm:

i have a similar idea for my G42 shuttle... there'll be different VC models for the flight pit and for the bay-operations panel (this helps save polys, since you really can't see one when sitting in the other)


but as far as Orbiter is concerned - you never really "leave" the VC view... you'd have to code for something like the "tab" key changing the view position and the visible mesh - effectively "changing VCs"....
tricky, but really worth it IMO :thumbup:
 
If the command bridge is right behind the viewport anyway, I don't see a mesh change being required. Do Atlantis does, and have CTRL+back toggle viewpoint between the command deck and observation deck. :thumbup:

Easier said than done, I know... :shifty:
 
What Moach said... though it might also be possible to build the other view as part of the same VC mesh, and then switch to a view within it when you want to. That'd be far easier coding wise than implementing an entirely seperate VC (I'm unsure as to whether it'd even be possible), but of course that other part of the mesh is going to take up memory and polys...
 
How many MFD do you want? I pretend to put them on a transparent glass facing the pilot, as if it were a HUD. The rest of the ship controls like animatons, doors, etc, could be also in this HUD.

I didn't mean i want something (it is not my ship after all :)), but according to my practice in Orbiter, i think, that two MFD's is not enough. Three or even four supposed to be minimum.

For example, the main problem of the Arrow freighter is only two MFD's, positioned at the left wall. Not enough and not wery handy.
 
since this is an interplanetary ship, i'd go with 4 MFD's.... IMFD alone can well occupy over half of those...

i think Orbiter allows up to 5.... but four may be good enough (the TotalImmersion DESCARTES vessel has that many - it's really something :thumbup:)


great ship so far - this one is gonna rock! :cheers:
 
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