Eskandare

[WIP] O'Neill Space Cylinder

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[WIP] O'Neill Cylinder

 

An O'Neill Cylinder using Kerbal Konstructs, More Coming Soon!

 

Dev Album

Planned Features:

  • Functioning Artificial Gravety
  • Artificial gravity for Kerbals
  • Cityscape (roads, buildings and landing pads)
  • 'Breathable' atmosphere with aerodynamics (may not be possible)

 

Dedicated to the Memory of Physicist and Futurist, Gerard O'Neill (1927 - 1992)

 

88x31.png

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

 

 

Edited by Eskandare

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Man, you're just full of ideas. Pretty cool, even though I had to Google this because I was confused at first. :) 

Also, KerbalKonstructs in space? Does it just statically stay in one spot or does it orbit something?

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Just now, martinezfg11 said:

Man, you're just full of ideas. Pretty cool, even though I had to Google this because I was confused at first. :) 

Also, KerbalKonstructs in space? Does it just statically stay in one spot or does it orbit something?

It has to be in geo stationary orbit because Kerbal Konstructs matches the rotation of Kerbin (or add celestial body here) as in it is really a building in space. I really didn't think it would work, but I tried it anyway with a simple 8x36km cylinder mesh... and I was pleasantly surprised it worked.

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6 hours ago, Daeridanii said:

Anyone else thinking of Rendezvous with Rama?

I think Arthur Clarke designed his Rama just a few years later. Not sure if he was inspired by O'Neill.

Nevermind Rama was written before Gerard O'Neil wrote his "The High Frontier: Human Colonies in Space." 

Edited by Eskandare

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When do you plan to put all the grass and trees and water in there?

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9 minutes ago, daniel l. said:

When do you plan to put all the grass and trees and water in there?

That is a challenge I am currently working on. I have quite a few assets that are being created for Cities of Kerbin, and Top Secret!.

I'm trying to figure out a good way to create a water effect. Most likely I'll be using a translucent texture on a mesh without a collider. The hills on a cylender will be a challenge  too.

Edited by Eskandare

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10 minutes ago, Eskandare said:

That is a challenge I am currently working on. I quite a few assets that are being created for Cities of Kerbin, and Top Secret!.

Whats the crash tolerance? :)

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2 minutes ago, daniel l. said:

Whats the crash tolerance? :)

0, it is a static object in GSO. 

Something that size, from my understanding, cannot be a part due to the physics and area controlled by physics not covering 36km.

Edited by Eskandare

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1 minute ago, Eskandare said:

0, it is a static object in GSO.

thats awesome! will it be possible to get some gravity goin in there?

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8 minutes ago, daniel l. said:

thats awesome! will it be possible to get some gravity goin in there?

That is another challenge. My hope is that the physics engine will recognize and simulate cintrifugal force. The rotation speed is one revolution every 126 seconds.

If not, maybe a savy coder can figure out a localized directional gravity attachable to a collider.

Edited by Eskandare

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The physics engine should handle it just fine. However, kerbals probably won't be able to walk on it.

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7 minutes ago, skykooler said:

The physics engine should handle it just fine. However, kerbals probably won't be able to walk on it.

Ikr? The walking system needs more work really.

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38 minutes ago, skykooler said:

The physics engine should handle it just fine. However, kerbals probably won't be able to walk on it.

My concerns are landing vessels and exploring the massive station on foot and in rovers. 

Anyone is welcome help brain storm on the matter.

Edited by Eskandare

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21 hours ago, Eskandare said:

The rotation speed is one revolution every 126 seconds.

Do you have a static object actually rotating - or is this what it would rotate at for X gee's on the inside?

If it's really rotating I would think the physics would take care of its self - though not sure the Kerbals would be able to walk - long time ago someone was trying to make a magnetic boot mod for spacewalks and an experienced modder was explaining why this would be difficult (link long since lost).

I'll be watching with interest to see where you go with this.

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Would it be possible to launch from the VAB to a shipyard at the back.

Also, it will be a feat of ingenuity to mirror and disperse sunlight inside!

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On 4/26/2016 at 1:26 PM, Daeridanii said:

Anyone else thinking of Rendezvous with Rama?

The Ramans do everything in threes. :)

On 4/26/2016 at 11:37 AM, Eskandare said:

snippy

Is this going to be a mod?

How much will it lag?

What will it look like when it's finished?

How big is it?

Edited by Spaceception

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13 minutes ago, Spaceception said:

The Ramans do everything in threes. :)

Is this going to be a mod?

How much will it lag?

What will it look like when it's finished?

How big is it?

Yes, it is a mod. 

At the moment I have little to no lag. This depends on computer.

Final design looks simmilar to this.

8x36km it is big, very, very big.

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1 hour ago, Hellbrand said:

*original gundam theme plays in the background* ...

 

I need to make space bourne mechs.

<Cue 'Gundam Zeta' opening  theme>

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Only if someone makes a sweet Gundam parts mod and calls it Kerbal Suit Kundam. If I were to make such a mod I'd set up the leg rigging and legs like Bahamutod's Critter Crawler (basicly an invisible wheel with leg animations).

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dude! That'd be awesome. bipedal animations but withlike a 1.25M attachment node up top >_> even if the legs are kinda stubby... Or even zaku-ish perhaps. 

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