Project "Starlab" space station

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Various modifications are needed in the internals. For example, we have four central racks in the laboratory area - main workshop, upper deck - that aren't always correctly visualized. Orbiter engine seems to not manage correctly objects that are very close to the observer, so we have glitches as faces and polygon that disappears, etc...

These racks must be thrown away, i think. More opened space, more distance from walls and objects, fewer glitches.
Also, the opened floor with the esagonal motive, Skylab style, causes some other strange effects. Maybe i will replace it with a closed floor.
 
The narrower areas (node, tunnels) shows the same glitches, but i can't modify these areas because it would mean a remake of much of the station's layout... :thumbsdown:

---------- Post added at 01:30 PM ---------- Previous post was at 01:28 PM ----------

When do you think you will be able to release it?

I don't know yet. Surely it will be a Tuesday. :lol::thumbup:
 
As long as the glitches are caused by the orbiter engine there's nothing to do about, except a remake with a possible fps drop!!
 
If you were thinking of using Starlab as a deep space habitat for any reason, you could add some orbit insert propellant to it, as well as some main thrusters, which would make it more adaptable. (Just a suggestion).
 
If you were thinking of using Starlab as a deep space habitat for any reason, you could add some orbit insert propellant to it, as well as some main thrusters, which would make it more adaptable. (Just a suggestion).

Starlab has four main 980N engines located in the aft section, with 25,000 kg of storable propellants, for 487,91 m/sec of total Delta-V. These engines are intended for auto-reboost or modest orbit modifications; for more impegnative deep space maneuvres, a propulsive module with far more powerful engines and high Delta-V capability must be added.

---------- Post added at 06:06 PM ---------- Previous post was at 01:59 PM ----------

Other images of the internals.

Main workshop - upper deck - laboratory. This is the new configuration I tested, that must be validated from my "interior designer" Vittorio. Too open space?
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Main workshop - middle deck - gym, services, meeting room area.
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Main workshop - lower deck - storage area.
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Shelter - sleeping area.
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the "ball" at the center of every image, that I named "Wilson" is a small Sc3 vessel that I created for the exploration of the internals in this phase of the work. Maybe Wilson will be part of the final package ;-)
 
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Awesome!! I really like the interior. Another thing I wonder, any thoughts about EVA handrails?
 
Wilson is very reminiscent of NASA's Personal Satellite Assistant, and is a great solution for "exploring the internals" within the simulation. Who is it named after?

I would also like to ask: what search terms did you use to find the images that you used for your rack textures, and where did you look?
 
We have (not working) handrails around the EVA hatch and on the external surface of the station. Because Starlab will be a Sc3 vessel (at least for now), EVA must be managed from the attached DLL spacecraft (Antares or Eridanus).
Then, the Starlab airlock is mostly eye-candy for now.
 
Fine by me ! :thumbup:

I'd been thinking, using the same Quasar rocket with the same sized fairing ment for Skylab, a single launch could deliver several though different modules like the module without a name . Several stacked inside the fairing.... also an extra booster for possible moon and/or mars (or other) could be a possible payload. All based on Skylab (size). Just my thoughts. :tiphat:

Cheers,
Hank
 
Wilson is very reminiscent of NASA's Personal Satellite Assistant, and is a great solution for "exploring the internals" within the simulation.
Thanks! It is very practical!


Who is it named after?
Have you ever seen the movie "Cast Away" with Tom Hanks? :thumbup:


I would also like to ask: what search terms did you use to find the images that you used for your rack textures, and where did you look?
This question must be turned to Vittorio, that is responsible for the internals!

---------- Post added at 07:37 PM ---------- Previous post was at 07:21 PM ----------

Fine by me ! :thumbup:

I'd been thinking, using the same Quasar rocket with the same sized fairing ment for Skylab, a single launch could deliver several though different modules like the module without a name . Several stacked inside the fairing.... also an extra booster for possible moon and/or mars (or other) could be a possible payload. All based on Skylab (size). Just my thoughts. :tiphat:

Cheers,
Hank

You have a point here. Some time ago, i did this sketch for an hypotetical Mars spedition with FOI hardware. You can see the hab module (Starlab) and the propulsive modules, all derived from the same rocket stage. All launched with Quasar 452.

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For the different modules... first we must have the modules, and then stack it under the Quasar fairing! :rofl::thumbup:
 
Only a concept... nothing concrete. Moon first!
Also, at the moment at FOI we lacks time, energy and... programmers :lol:
An entire Mars manned spedition with Vinka would be a little limited...

---------- Post added 01-21-15 at 07:38 AM ---------- Previous post was 01-20-15 at 08:29 PM ----------

Would a 50-tonne radiation shield really be needed for a Mars mission?

We are beyond the protection of the Earth magnetosphere. For a total travel time of one year or so, some sort of protection, if not absolutely needed, is highly recomended. This volume of water results in a layer of 50 cm of thickness, all around the shelter module, or 50 g/cm2, that is more or less the amount indicated in the Mars One page (that states 40 g/cm2), that I took as reference. In fact, that layer can be a protection adequate against radiations of solar origin (solar flares) but totally insufficient against cosmic rays, that necessitates prohibitive quantity of water or a more exotic type of protection not yet invented.
 
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Is that project still alive?

It's on hold. With limited time I have I'm focusing on game currently.

Outside mesh is pretty much done. It needs VC, cargo bay modelling and some texture work.
 
So i can't steal your name, right? :hmm::lol:

(just kidding)
 
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