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CommanderSpock

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Posts posted by CommanderSpock

  1. On 12/1/2018 at 12:46 AM, Mad Rocket Scientist said:

    You have two options:

    The first is solidworks or another engineering 3d modelling program. These are typically called "solid modelling" programs. Solidworks is reasonable easy to learn for simple shapes, as long as you are OK with approximations rather than precise shapes. Unfortunately, it and other professional CAD programs cost so much that the only reasonable way to use it is if your school has purchased it already. However there are some free options, search for "solid modelling" or "CAD software." Some of these are what is known as "parametric" which means that you can change one part and have everything after changed to match, which is really convenient.

    The second is more art or visual design oriented 3d modelling programs. These are called "surface modelling." The workflow is quite a bit different, and more focused on ease of making complex shapes than precision and mathematical definition. Blender is pretty much the best option, and it is entirely free. However, compared to solidworks, blender has a much steeper learning curve, but many more tutorials online.

    If you want to do any kind of analysis of the model (even just center of gravity calculations) CAD software is a much better option.

    You could also consider just carving and sanding wood, like old wind tunnel models.

    Thanks! I'll look into the software you recommended!

  2. Hi folks, it's been a while since I've been on. 

    For a little background, I'm a senior in high school. I've been in a program for three years now called Science Research, where students are given the opportunity to conduct original research, culminating in the writing of a research paper, as well as a variety of science fairs. For my project, I've been working on a design study for a single stage to orbit spaceplane (big surprise) that uses three modes of propulsion to get into orbit and back onto the ground. Here's an excerpt of my paper, to give a description of the craft itself:

    "The concept of this spaceplane is a hybrid three mode aircraft based on the design of the SR-71 aircraft. The aircraft is already optimized aerodynamically and structurally for high mach flights, and are proven designs. While it’s the basis for the design, the only visual commonality between the spy plane and spaceplane will be the bird’s-eye profile. From the side view of the SR-71, the design of the spaceplane will be different both above and below the chine of the fuselage. Below the chine, the fuselage will be squared, and covered with heat protective tiles. This has three purposes: one, to simplify the process of applying the tiles; two, to create a lifting body effect on the fuselage; and three, to increase the area inside of the fuselage for fuel. The wings will be lowered and thickened slightly, in order to meet the bottom of the fuselage, and provide more area for fuel. Additionally, the lift from the body will allow the wings to be shortened width-wise, creating a slimmer profile for more efficient high-mach flight. On the wings, housed in the nacelles of the Pratt & Whitney J28 engines used on the SR-71 will be pre-cooled turbojet engines, build to take the spacecraft from the ground to mach 6 and 20,000 meters. Halfway down the bottom of the spacecraft will be the intake for the scramjet, which will take the spacecraft from mach 6 to mach 17, and 70,000 meters. The scramjet will exhaust from the bottom rear of the spacecraft, with the engine also covered in protective tiles.    

    Above the chine, the body of the spacecraft will be radically changed. The cockpit will be removed, along with the rest of the upper body of the Blackbird. In its place will be a large conformal tank, with a fuel and  an oxidizer tank within. Between these two tanks will be a small cargo bay, with a 5,000 kg capacity. At the end of the conformal tank will be two Aerojet Rocketdyne AJ10 engines, proven as reliable vacuum engines over the past 60 years. (May be switched to one Merlin 1D vacuum engine)"

    I have the technology and math covered- what I need to do now is create a printable 3d model of it, both solid and cutaway. The images of the craft in KSP included are what amount to a rough sketch for me, as I have no skills in actual sketching on paper. 

    https://imgur.com/a/4e7uexY    (I don't remember how to embed albums, oh well).

    I'd really appreciate it if y'all could help me create models of this craft, as it would both aid my presentations at fairs, and provide a really nice final product for all the work I put into my research over the past three years.

     

    Thanks!

  3. 57 minutes ago, StinkyAce said:

    Well I just figured out weapons and turrets, have finished the First Order Troop carrier. (The.one that lands on Jaaku,  ) so with a little time, there will be releases. 

    Mostly sci fi stuff, some anime. (Yamamato from star blazers. And the such)

    Work kinda impeads progress. But thanks for inquiring.

    Sweet! Obviously, work comes first when it comes to KSP, and I do not want to rush you in any way. Looking forward to the next release!

  4. 56 minutes ago, Redneck said:

    ehhh! not really things to do are

    1: get the RCS engines in

    2: Animate docking port and assign hatches/ladders for EVA

    3 cargo bay animations

    4 landing gear (gear will be last due to learning curve involved and the time it will take to update the Deltaglider as well)

    5 Retro engines and Rudders 1/2 working.(animations done)

    6: Control flaps are in (no speed brake animation yet although I think using the FAR drag model will actually make the speed brake work now and not just animated to look like it)

    7: Need to get a basic IVA cockpit in (not necessarily the props but at least imported. Its using the Deltagliders now as a place holder)

    8: hover engines and animations 

    *: any unforeseen glitches or hangups that slow me down (FAR may be one. Dont anticipate it to be to bad) Any little touchups on the model such as normals maybe some bump maps for depth little stuff (I hope)

    Right now the XR2 is flyable in a straight line and can get to orbit. Turning does work but results in a unrecoverable spin. FAR should fix this problem and its really something Ive been wanting to get to work even when working on the deltaglider. The goal is to get these craft flying as smoothly and as maneuverable as can be made

    You know, I could help you with the flight characteristics like I did last time. 

  5. Just now, hraban said:

    The flight behavior of very small objects with corresponding control surfaces is completely unrealistic. For this purpose there is the difficulty of placing the control surfaces on small objects accurately. The calculation of the correct center of mass is very difficult. The control movements of the control surfaces would, realistically, so small that you could almost do not recognize in the simulation.

    Alright. On the other topic, do you think you could maybe make an unrealistic version of the ship and add a crew module without changing the size? It's totally fine if you can't, I just want to cover all the bases.

  6. 3 minutes ago, hraban said:

    Control surfaces was not planed. For crew, the CX-37b is to small. There is a cargobay and it's planed to build foldable solarpanels and some equipment for 'GOGI' and 'SWAN' CX-37b.

    Well, I know it's too small. I just have a thing for small crewed spacecraft. If you can't though, it's fine.

     

    Why aren't you doing control surfaces though?

  7. 2 minutes ago, Redneck said:

    well im also looking into how to maybe reduce the amount of dependent mods required. not sure im going to be able to pull this off without some custom code which i have no clue about

    Well what I can do for you is give you properly balanced VTOL engines; if I make it front and rear engine parts, I can manually balance them, and then change the CFGs to reflect that.

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