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RO - Saab's Misc. RO Parts - Progress


saabstory88

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More Wings3D users! I don't feel so lonely.

I really like the pipework on the engines, what is your method for making those?

It's all just extruded cylinders. To make the turns, I select one of the end planes, rotate it, and scale it along the X and Z axis to create an ellipse, extrude it normal to that, then move , scale, and rotate the end to create the correct form. Took me a bit to figure that one out :P

And again, thanks for the Wings tutorial. Easiest UV mapping system I've ever dealt with.

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Thor Able fit-together testing. Ready for unity.

http://i.imgur.com/PU3vJFn.png

AJ-10-118 first pass. Need more info on what the skirt actually looked like on the able version.

http://i.imgur.com/Et56EFu.png

Very Nice! I can't wait to see this in action. One small note (though I am no expert and you may already know this!) I think you want to make the small fins at the bottom a separate part, or they will not actually do anything at all.

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Very Nice! I can't wait to see this in action. One small note (though I am no expert and you may already know this!) I think you want to make the small fins at the bottom a separate part, or they will not actually do anything at all.

AFAIK the fins on the Thor were not gimbaled. Guidance was performed by the engine gimbal, as well as the two LR-101 vernier engines on the bottom of the first stage.

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AFAIK the fins on the Thor were not gimbaled. Guidance was performed by the engine gimbal, as well as the two LR-101 vernier engines on the bottom of the first stage.

Not for control, for stability. As far as I know, neither FAR nor Squad's new aerodynamics in 1.0 recognize or compute drag on winglets that are part of the tank. If the winglets are to be for any purpose other than aesthetics (i.e. aerodynamic stability) they have to be separate parts (I think!) It's probably not that big of a deal though since they're pretty small. I just wanted to make you aware of this fact before you really started to put this through Unity.

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Not for control, for stability. As far as I know, neither FAR nor Squad's new aerodynamics in 1.0 recognize or compute drag on winglets that are part of the tank. If the winglets are to be for any purpose other than aesthetics (i.e. aerodynamic stability) they have to be separate parts (I think!) It's probably not that big of a deal though since they're pretty small. I just wanted to make you aware of this fact before you really started to put this through Unity.

Thanks! Just talked to Ferram4 and you are totally right! My second pass at this booster will have to correct configs.

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Thanks! Just talked to Ferram4 and you are totally right! My second pass at this booster will have to correct configs.

Just glad to help. There had been some trouble with this sort of thing when people were trying to make RO configs for some existing mods. Long story short, some unsavory words were said...

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This weeks progress so far:

Still working on nodes for the Thor series, it's getting more logical though. Still have to fix the vernier rockets on the main tank.

Titan and Centaur seem to be good to play! Still need to fix the FX for the LR-87-LH2 to make it fully Realplume compatible. The other engines seem to be working just fine FX wise.

And of course, decided a LR-79 was in order. It's tonight's project:

g1l9Tht.png

And how about some tanks from Eyes Turned Skyward?

Kl9BPdx.png

Edited by saabstory88
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Could you make a non-RO version?

I do not plan on making a non-RO version myself. My licensing permits reconfiguring and redistribution, so if you want to, go ahead!

I like your AJ10!

Eyes Turned Skyward is really not very realistic. I would rather have S-IB rocket stage!

The FASA S-IB is already great. I'm not here to duplicate models which are up to spec. I may at some point release some textures and configs to re-skin the KSP references, and make then true to life.

Edit: Just to try to be clear, the whole reason I am doing this is, is not to try and make every piece of every vehicle. The goal here, is that someday, I want to be able to load up RO, pick any mission I fancy from history, and fly a craft which pretty much looks like the real thing with minimal procedural parts. No need to redo mods which do things better, I just want to fill in some gaps.

Aside from that, I love alternate history, and building models. It's just as much about having the "Model on the shelf" as it is about flying it.

Edited by saabstory88
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Update: Still working on the latest parts. In the mean time, I have been musing about possible future plans for theoretical boosters. Some possible "Alternate STS" plans based on LR-87 and HG-3 engines. Not all the way thought out, but I thought I'd share.\

1. "Light" Apollo LEO configuration 2. Centaur based GTO launcher 3. DOD KH-11 launcher

wicRASI.png

HG-3 / S-IVB based booster

d5G0HwQ.png

Edited by saabstory88
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New preview release available. The part are now much, much more playable. There are couple texturing issues to work out, and the AJ-10 needs another FX pass. Many more real-plume configs. Now with more Thor!

z9gBUVS.png

HG-3 in the pipeline

5XQNXis.png

Edited by saabstory88
Cool stuff!
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  • 3 weeks later...

I will be adding the HG-3 tonight, as well as all of the current FX updates. I would really like some feedback as far as playability, so I can push forward towards the 1.0 update. I have also been working on my alternate history STS. I have been doing some calculations, and arrived upon a 32mt to LEO stack, which could satisfy both NASA and Air Force requirements. Concept images below...

5pMx4xb.jpg

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