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Orion aka "Ol' Boom-boom"


nyrath

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Honestly not much. The thing is that the orion would require MASSIVE boosters to get into orbit before the atmosphere would be thin enough for a nuke NOT to shatter the superstructure of the spaceship....

I was going to suggest a smaller version- The Hot Rod:

(That version would be useful for probes)

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A pulse-fission Orion drive is suited for take-offs from a planet... if you aren't overly worried about what happens to the launch facility. See: Footfall, by Larry Niven. :)

I believe the biggest concern is the feed mechanism. If it fails to load the second bomb, it's too late to do anything about it... you're already a mile off the ground.

The pusher plate should be large, though... I think the 10m size is fine but, if you want to go smaller, there are already mods with 3m (3.75m in-game) and 4m (5m in-game) parts.

Edited by RoboRay
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Landing gear is going to be a bit of a problem. Not to mention getting the Kerbals down to the ground. I'll have to think about this.
In this video by Rhys Taylor it uses the Pusher Plate as landing gear, wouldn't that be a possibility?
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In this video by Rhys Taylor it uses the Pusher Plate as landing gear, wouldn't that be a possibility?

Depends on the landing speed and strength of the pusher plate, imo...

Anyway, looking forward to this mod! Expect Jeb to fire up this thing right in the launchpad :D

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<div style='padding-bottom: 2px; line-height: 0px'><a href='http://pinterest.com/pin/32580797274446018/' target='_blank'><img src='http://media-cache-ec4.pinimg.com/550x/26/1f/a4/261fa4a877826b6eb40d51e0c1a00461.jpg' border='0' width='400' height ='300'/></a></div><div style='float: left; padding-top: 0px; padding-bottom: 0px;'><p style='font-size: 10px; color: #76838b;'>Source: <a style='text-decoration: underline; font-size: 10px; color: #76838b;' href='http://nextbigfuture.com/2009/02/updated-project-orion-nuclear-pulse.html'>nextbigfuture.com</a> via <a style='text-decoration: underline; font-size: 10px; color: #76838b;' href='http://pinterest.com/antval/' target='_blank'>Antoine</a> on <a style='text-decoration: underline; color: #76838b;' href='http://pinterest.com' target='_blank'>Pinterest</a></p></div>

umm...

what-sorcery-is-this.jpg

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I find a screenshot,to my 0.13 KSP files,from my Project Orion,when i was use some parts from different packs and i was work to change textures and .cfg parameters.

...what i can find in to my hard disk...lol

2tdShXg.jpg

Edited by CERVERUS
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Yes, that is Scott Lowther's work. Several issues of his Aviation Projects Review are the primary source of the data I am using for this mod.

Specifically these issues, which I would recommend for anybody interested in Orion drives.

http://www.up-ship.com/eAPR/ev1n4.htm

http://www.up-ship.com/eAPR/ev1n5.htm

http://www.up-ship.com/eAPR/ev1n6.htm

http://www.up-ship.com/eAPR/ev2n2.htm

I find a screenshot,to my 0.13 KSP files,from my Project Orion,when i was use some parts from different packs and i was work to change textures and .cfg parameters.l

Very interesting! Did you just use a .cfg file with the specific impulse and thrust adjusted to Orion values, or did you managed to make the animation of the pulsing explosions and the moving pusher plate?

Edited by nyrath
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Yes, that is Scott Lowther's work. Several issues of his Aviation Projects Review are the primary source of the data I am using for this mod.

Specifically these issues, which I would recommend for anybody interested in Orion drives.

http://www.up-ship.com/eAPR/ev1n4.htm

http://www.up-ship.com/eAPR/ev1n5.htm

http://www.up-ship.com/eAPR/ev1n6.htm

http://www.up-ship.com/eAPR/ev2n2.htm

Very interesting! Did you just use a .cfg file with the specific impulse and thrust adjusted to Orion values, or did you managed to make the animation of the pulsing explosions and the moving pusher plate?

I send you a dropbox link with a message to you.

The plate don't moving,and this pack "run" to 0.13 version,but is interesting the sound and FX parameters.

Is an "ancient" creation from me...i try and i find it today,i was forget this because now i use the newest version of KSP.

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I send you a dropbox link with a message to you.

The plate don't moving,and this pack "run" to 0.13 version,but is interesting the sound and FX parameters.

Is an "ancient" creation from me...i try and i find it today,i was forget this because now i use the newest version of KSP.

Thank you very much!

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This will be fantastic! Nice to see that several people try to make this method available (no surprise, really) :D

Yes, I was taken aback when I searched the forum. Apparently there were three or four attempts already to make an Orion drive mod.

Something about ol' Boom-boom fascinates people.

Currently I'm trying to make a mesh for the fuel tanks (actually bomb magazines), and learning how to program in C#. So far it has much the same syntax as C++

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Boosterspice has allowed me to peek at some of his Orion plug-in code, which is a huge help. It is under LGPL v3 licence, so I can learn from it but not use it. But this will give me a large head start, along with NovaSilisko's code. As a developer, I find I can get up to speed faster if I have existing code to read.

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Any News? I can't wait to bomb my ships around the Kerbol-system.:)

I know it is hard to wait. I've got a C# development system set up, and have successfully compiled some sample code. I'm trying to pick apart the Orion code samples I've been graciously gifted with to figure out how they work. It is slow going. I'm currently trying to make the mesh model that of the USAF 10 meter Orion, which is a bit taller. I'm working on the fuel tanks aka nuclear bomb magazines, they have odd shapes. In the images below they are not textured yet.

Patience, this all takes time to do all by myself. :)

USAFOrion005.jpgUSAFOrion006.jpgUSAFOrion004.jpg

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Just a heads up - you should look up info on "smoothing groups". Right now, all of your models are using one smoothing group, which accounts for their strange "soft" appearance.

Thanks! I will.

Though I will point out that those images were rendered in Blender. I will go on to point out that in Blender I was purposely setting everything to "smooth" because I did not know about smoothing groups in Unity. So thank you!

As a side note, as per the USAF 10 meter Orion, each "level" of those 6-clusters of melted looking white things is a separate "fuel tank" (actually a nuclear bomb magazine). You will be able to stack them, using only as many clusters as you need for the given delta-V requirement.

I need some advice from the mod-makers.

Look at these images, then I'll explain my dilemma.

magazine01.jpgmagazine02.jpgmagazine03.jpgmagazine04.jpg

The fuel tanks are called "magazines". They are those green fat poker chip shaped things. They are clustered around the central spine. When they are empty, they are ejected, as you can see in the last picture. Note the "ejection actuator" in figure 33.

The problem is that after they are ejected, the central spine remains.

I was thinking that I could get away with having the magazine part as six-magazine clusters with a slice of central spine. Stack them and you'd have stacks of magazines, and a central spine that was automatically the right height to accommodate the stack.

But then I cannot eject a cluster. If I do, everything below the cluster will be severed from the rocket proper and fall off. Including the Orion drive.

I could make a part just an individual magazine, instead of a six-magazine cluster. It seems to me that will create problems in making them work with the other standard Kerbal parts.

Or is there a way for a part that is six-magazines to somehow destroy just the empty magazines, and leave the central core alone?

What do you all think?

Edited by nyrath
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