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Aperture Research Inc. - Spacecraft Propulsion and Engineering Manufacturing.


requimrar

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Hello! Our engineers have been hard at work designing and prototyping new parts for the upcoming spacecraft industry. As our top investors, you guys get a sneak peak of our latest advances in fuel storage and consumption technology.

New:

Our engineers have decided to switch from a series of motorised, rotating blades in a closed chamber to a fast cat with black spots.

As such, the render may be different, but I can definitely make better textures thanks to the solid lines, although UV map adjustment is troublesome.

Our newest model, a replacement for the LAE series of engines. Those engines will be removed from our catalog and remaining stock will be euthanised. The XFT-SR series will also share the same fate.

The latest in curved-exhaust-cone technology, the GRS-44T allows for more efficient fuel consumption through the new bell shape. This model also features 4 hydraulic actuators which can gimbal the nozzle up to 0.93 degrees. This particular engine is designed to replace the LAE series of model, permanently. (Mostly because they sucked).

Also, an early design decision allowed subsystems to be implemented that would enable the chaining of multiple engines through a single fuel pump, similar to those of our Russian friends.

Specs:

Height: 1.75m

Diameter: 1.0m

7568567338_49cd6d0dc1.jpg

Our standard fuel tank;

Here we have the XFT-S100, a simple fuel tank; slightly higher capacity than the rugged fuel tanks, (which I lost the specs and there will be no 2m version) due to the larger volume. It is bare, however also we offer double length, 2m double length and 2m quad length versions.

As you may notice, there are sets of cross struts on the top (and bottom); this was because our engineers noticed that the tank liked to crumple and flatten like an aluminium can. (Shh, Don\'t tell anyone we just used a bigger version). So we added the cross struts.

Specs:

Height: 1.0m, 2.0m, 4.0m, 8.0m

Diameter: 1.0m, 2.0m

7423255410_e2ba74f4cb.jpg

That\'s it for now!

In case you\'re wondering...

I do have a data sheet for the specs of each tank I make; this way I can have consistency etc etc. However... We lost the spec sheet for the rugged fuel tanks; scaling them doesn\'t work as expected. And I don\'t see the need for a 2m version... so I\'ll just leave it out there.

Ok, enough bull. I\'m very pleased with the models, however I have a few problems:

One: Shadows.

Two: Textures. I have 'meh' textures right now, and I\'m having difficulty texturing the engine; I\'m a bland guy. I need someone for hire to help with the textures; I\'ll send the blender files along so you can reference the model. You will be listed as a co-producer of this part pack, as well as an employee of the engineering and design department of Aperture Research Inc.

EDIT: Texturing has been made easier thanks to C3D, but I\'ll still appreciate people who come forward to help.

Thanks, folks! Please give constructive criticism on my models and design style.

Check out other products from Aperture Research Inc:

OrionOS: https://github.com/requimrar/OrionOS, our in-house project.

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Thanks, done :P

Anybody have a clue on the shadow problem?

With my tanks, they are treated as separate vessels or something; i.e. they angle towards the sun, offset by around 20 degrees. However, the shadows are drawn as 2 'lines'; two separate shadows for the 2 tanks. With the stock tanks however, (i textured them white so i could see better), the shadows don\'t angle at all; they simply fade when not in view of the sun.

WTS?

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Thanks, done :P

Anybody have a clue on the shadow problem?

With my tanks, they are treated as separate vessels or something; i.e. they angle towards the sun, offset by around 20 degrees. However, the shadows are drawn as 2 'lines'; two separate shadows for the 2 tanks. With the stock tanks however, (i textured them white so i could see better), the shadows don\'t angle at all; they simply fade when not in view of the sun.

WTS?

You use blender, right? Try to apply edge-split modifer from the modifer menu. :)

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How, and what does it help?

On the right side, you have tab with scene, object, material etc., also, there you have icon with tool picture (I can\'t remember what\'s name of that tool, but it\'s blue icon). That\'s modifer tab. Here you can find edge-split. Try it, probably it will work fine.

Also, if you can, try to apply the subdivision surface modifer on all engine objects and after apply smooth shading from the left tab (push the T key for show it).

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On the right side, you have tab with scene, object, material etc., also, there you have icon with tool picture (I can\'t remember what\'s name of that tool, but it\'s blue icon). That\'s modifer tab. Here you can find edge-split. Try it, probably it will work fine.

Also, if you can, try to apply the subdivision surface modifer on all engine objects and after apply smooth shading from the left tab (push the T key for show it).

I meant how it will help and what it will help.

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Great. I just found a new problem: turns out I never actually launched the craft except from the runway. And it so happens that all 3 parts that I made spontaneously explode when the rocket loads. The tanks, and the engine. I don\'t see the problem; I have a node_collider, I assigned it a mesh collider component inside unity. WTS man.

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I think that the game gets funny about collision meshes, make sure your node collider mesh is slightly bigger then the mesh your using for the part and that it covers over all of it.

Slightly? How much is 'slightly'? I don\'t want to overestimate here...

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I think I\'ve narrowed down the problem. There\'s definitely something wrong with my collision mesh...

Watch:

I don\'t think other parts do this. At all. (intersection)

7185510767_2d8fe50d61.jpg

Seriously. I swear that my node_collider object has a Mesh Collider component in Unity.

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Looks like your connection nodes are off, look at the coordinate of the top face in blender and edit the .cfg to match that.

No, I\'ve got the nodes right. What\'s happening in that photo... is that I have the top node of my tank, which is at the top torus, connected to the top node of the capsule, thus intersecting parts.

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Success! I was randomly clicking and toggling settings in Unity; checking the CONVEX box in the mesh collider fixed the problem. My question now is:

What would the collision mesh be, if not convex? I\'m very sure that Unity uses PhyX, which does not support concave meshes. Stupid. That toggle should be on by default!

Now: Shadows. I tried everything; adding lamps in Blender; adding lights in Unity; All the objects that have a Mesh Renderer in Unity have both Cast Shadows and Receive Shadows unchecked.

AFAIK, there are no shadows being rendered in Blender. I import the .blend file directly into Unity; that\'s where the shadows occur.

Help?

Also, is anyone willing to do the texturing? Else I\'ll have to come up with a simple colour theme that\'s not attractive at all.

Also play testers;

Please be advised that these parts are very much in testing. As such, please let me know of any errors, omissions or general 'OMFG this part is HAX' sort of concerns.

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  • 3 weeks later...

Damn, this got neglected to the ends of the world. Anyway, I\'ve been working on a new engine and some concepts.

Also a question: How can I use the emissive textures on static parts? AKA they stay on constantly. That would be cool.

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Damn, this got neglected to the ends of the world. Anyway, I\'ve been working on a new engine and some concepts.

Also a question: How can I use the emissive textures on static parts? AKA they stay on constantly. That would be cool.

I know how. Just PM me when you need it.

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  • 2 weeks later...

I think you use the SDK for looking for node coordinates on parts, that way the node_collider properly fits with attachment of other parts, and also, with the node coords, I think you put them in the cfg under the part\'s 'Node Properties'(I have little knowledge of parts, since I make plugins). Hope I helped in some way that you could figure out something.

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I think you use the SDK for looking for node coordinates on parts, that way the node_collider properly fits with attachment of other parts, and also, with the node coords, I think you put them in the cfg under the part\'s 'Node Properties'(I have little knowledge of parts, since I make plugins). Hope I helped in some way that you could figure out something.

The SDK is completly outdated and useless at the moment

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