Thats essentially the idea... I was thinking mission specific modules & payloads (spycamera/satellite, first aid packages, etc) but i like the idea of more mundane or even trading items.
Will this add-on have a limited APU fuel like XR1 or unlimited like DG-IV?
Lol, I leave the forum for a couple of days and then there's a rash of updates.
Now for the inevitable $0.02. I really like the idea of a payload bay, anything that can haul 1.2 mT of flesh into orbit is just begging to be a minisat launcher. The only thing that bugs me is that with the current arrangement the payload bay cuts significantly into the XR2's already limited fuel volume. (Of course it doesn't really matter in Orbiter, but IMHO the more "realisticish"you can make make an Orbiter craft the better.) Since there probably aren't too many missions where you'd need to transport both a large crew and a large payload, perhaps a more realistic solution would be to make a separate "cargo version" where the payload bay replaces most of the crew cabin, leaving enough room for, say, 3-4 crew (2 pilots and 1-2 payload specialists). Or maybe you could just have a crew module that drops into the payload bay, Titov V style (although that's always struck me as a rather inelegant solution). Or maybe...
Of course all of this would add a fair amount of complexity to what's already a very complicated craft, which means more work for you guys and a longer wait for us, so maybe it would be better to just say screw reality and let us have our fun.Either way this is almost certainly going to be my favorite ship when it comes out. (One of these days I'm going to have to learn to stop trying to tack all of my ideas onto other people's projects and just do one myself
.)
P.S. As long as we don't have to euthanize the furry dice at the end of the mission I'm all for it. Hail the Furry Dice!
Good points. The XR series isn't particularly realistic to begin with, and what you've come up with is no worse than the XR5, so I think I agree with you about it just not being worth the extra complexity.Well, The default setup i would use to get to LEO is the mostly fuel and the passenger quarters modules, so about 2/3rds of the space is taken up with fuel. this is essentially the same as i've imagined the internal space being divided up all along anyway.
It would really complicate things to produce different geometry, if i was making a totally realistic as possible version a lot would go, including hover thrust and the airlock.
A long time ago i did mention a booster to doug and he said it was a possibility, so if you wanted to fly a payload from earth and make it more realistic there's perhaps that option. Aside from that, the DGIV seems to get away with a payload bay, so i don't see why it would be a big deal for this to have one.
At the end of the day a payload bay adds so much more scope for missions, & hopefully end user customisation, so i think it'll be better with it than without it.
How about conformal bladder tanks for more fuel ?
What a great looking bird, I'm extremely excited!
Will there be any betas? (sorry if this has been asked before).
On a side note...what about ground support i.e. vehicles. I know this would be a seperate project but...was just wondering.
Keep up the good work, can't wait to fly her!
That's just wrong. :lol:
I'm awed by the details you're putting in - amazing. :speakcool:
what about ground support i.e. vehicles.
The only gound vehicle i'd thought of is something that drives out and connects with the docking collar to make it look easier to get in and out of. And something similar but pressurised that could ferry people from a landed ship to a nearby base.