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Concept Rockets


Sauron

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Do any of you other guys have a link to a tutorial for on how to do solar panels for OrbitusII? Anyway, great work! Also, judging from the size of the spheres above the engines (Fuel or combustion chamber?) in Sauron's drawings, you made them a bit too small. You should fix that, and also maybe start working on the manned variant! (The IVA can wait for a bit)

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Do any of you other guys have a link to a tutorial for on how to do solar panels for OrbitusII? Anyway, great work! Also, judging from the size of the spheres above the engines (Fuel or combustion chamber?) in Sauron's drawings, you made them a bit too small. You should fix that, and also maybe start working on the manned variant! (The IVA can wait for a bit)

I can probably find a picture of the Unity hierarchy somewhere, the Internet is a fantastic resource, after all, but I'll take all the help I can get. :P

As for the spheres, they looked really disproportionate to the amount of power they put out and the amount of fuel carried in that part. Since I opted to make the engines run on Monopropellant and thus don't need fancy combustion chambers, I figured I could make those spheres into fuel storage to improve the range. As it is now, the Orange has about 700 m/s of deltaV and it holds (between engines and service module) 600 units of monoprop.

sYQVzkL.png

Now I just need to decide which way is up... :huh: I'll probably put the branding on the bottom (it's currently on the side).

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Good work, Orbitus! I'll churn out some other asset concepts related to the cargo vehicle (RCS thrusters, antenae, etc). Also, you were correct (from a KSP perspective anyway) to use monoprop engines.

This aside, I present a much nicer-looking rehash of the rival power's 6-man pod. It's not quite done yet (needs a bit more detailing) and a launch vehicle to match, but it's a substantial improvement now that I've started to develop the rival power's visual style. Also, this vehicle would be used (sot-of Lunex-style) in a direct-ascent moon landing in combination with a bit of extra hardware (an nuclear EDS/LOI/Descent stage and a methalox ascent/(partial) departure stage).

Did I mention it's pretty!

(Pictured here in an LEO configuration with an orbital lab module that would be launched behind it)

qSU4OmY.jpg

Some notes:

-Modest habitation integrated (an extremely small chemical toilet and a bit of storage space, essentially) but without much in the way of comfort. An orbital module is required for a comfortable, sane crew.

-Also, the crew rides in Soyuz-style Kazbek seats--it's a fairly small-diameter spacecraft and that space counts. The seats fold away for more living space.

-Carries a surprisingly large amount of fuel for a ship of it's size (stored in the front--crew aft).

-When used as part of a direct-ascent stack crew capacity is reduced to 3-4. The extra space is occupied by additional consumables, equipment, and EVA-capable space suits. The airlock module and bulkier gear (such as a rover) is stored on the outside of the lunar ascent stage.

-A slightly magical thermal protection system is required (spooky!) :P

Edited by Sauron
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So it looks like it launches on the top of a stack, then glides back to KSC like Dream Chaser or something along those lines. It then has an orbital module that can launch with it or on another rocket and then dock with the main capsule to expand living space. Is there a chance you could make another view of the craft, preferably a side view? It's fairly easy to make cylindrical parts but something like that would have to be a lifting body with a more complex non-cylindrical shape.

I'll finish up the basic Orange series parts (the crew capsule is what I really need to do), make docking ports, release those, and then I'll take a look at doing this new craft. I can't guarantee I'll be able to devote as much time to this as I have been since Helldiver just got back and I'm sure he'll want me to work on game stuff over the next few days. :P

I'll open up a thread in addon releases when the docking port is done and dusted. That could theoretically be tomorrow.

Edited by OrbitusII
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Quick 1AM Update: took a stab at the docking ports earlier and I wasn't a big fan of how they were turning out, so I just now drew up an idea for what I might do in the end:

AheLrU4.jpg

The alignment system will be able to switch between active and passive so you don't need to worry about putting the wrong version on a particular node, plus the central cavity ought to be large enough to allow Kerbals to pass through. I'll post more updates as I get that done.

Edit: scratch that, I did some research and I was totally doing the docking port wrong, so I'll start over and try again. :P

Edited by OrbitusII
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So we will have to wait until you fix the docking ports for the mod to be released? Well, derp.

Don't worry, they're almost done. I just need to set them up to switch active/passive modes with an animation and set up their docking node.

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K, thanks. Also, are you planning for it to (Eventually) have an RSS/Realism Overhaul version, which has no reaction wheels and uses real fuels propellant? (And it's size is corrected)

We'll see. I at least want to get this released so that it's usable and then I can look into it. I'll probably make the cargo bay compatible with KAS at the least.

Edited by OrbitusII
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So it looks like it launches on the top of a stack, then glides back to KSC like Dream Chaser or something along those lines. It then has an orbital module that can launch with it or on another rocket and then dock with the main capsule to expand living space. Is there a chance you could make another view of the craft, preferably a side view? It's fairly easy to make cylindrical parts but something like that would have to be a lifting body with a more complex non-cylindrical shape.

I'll finish up the basic Orange series parts (the crew capsule is what I really need to do), make docking ports, release those, and then I'll take a look at doing this new craft. I can't guarantee I'll be able to devote as much time to this as I have been since Helldiver just got back and I'm sure he'll want me to work on game stuff over the next few days. :P

I'll open up a thread in addon releases when the docking port is done and dusted. That could theoretically be tomorrow.

So, a few point for modeling purposes:

-Yes, it's launched on a stack and glides for reentry. I'll leave the KSP weights to you--that's really a balance question. If we were talking about RSS it'd weigh ~12-18 tons. But that's a non-sequitur in stock.

-I'll try to finish the top view (realistic RCS placement/design is the current holdup) and get you a side-view. But note that it's a pretty minimal lifting body in the name of aesthetics.

-Note: The docking port on this is substantially larger than the ones in my other drawings (2x if you're sticking to the drawings. This may not track to a KSP conversion)

-I imagine the OM would be 2.5m

The actual craft would be divided like so:

1.875m cylindrical crew container (command with 3 crew capacity plus SAS in stock) (the black part)

1.8875>1.25m cylindrical adapter (with 3 crew capacity) (the first white part)

1.25>.6125 long (and vertically offset) adapter (with RCS fuel--I imagine engines would also use RCS)

.6125m nosecone (with probe core)

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Boom. Docking port done. I'll probably improve the mesh and textures later but it's awesome for now.

iOdEisP.gif

Very similar to the Soyuz docking port except it can switch between active/passive modes and has those pretty indicator lights. It also has a carrot for a docking probe. :3

It's 1.25m, so it works with stock parts. It can't dock with the stock ports because of how it's set up but it works really well with another one of its kind. HOWEVER, you do have to make connections between an active and a passive port. Trying to dock two ships with the ports both in passive mode will not work at all.

Edited by OrbitusII
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Carrot... They've been creative in response to the budget cuts lately? Anyway, perfect job! Will this be done and have it's own thread tomorrow?

I'm going to take a quick lunch break right now and then I'll get to it ASAP, so you should be able to check them out in an hour or so. :D

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Okay, I can wait. Also, how's the manned version going?

I haven't started on the manned version yet. That will require a bit more work since it will need a fairing and LES.

Worthwhile to use more polys on the cylinder?

Also, possibly best to re scale that to 1.875 for the spaceplane--given the route you've taken that may be best.

It's already got a decent polycount, but it does look like it could use more to fit with the rest of the parts better. Eh, I'll work on that after I get the manned capsule done.

I kinda like the 1.25m size but I can look at upscaling it for the spaceplane.

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I haven't started on the manned version yet. That will require a bit more work since it will need a fairing and LES.

Oh, k. Also, I think you could pretty easily add deadly reentry compatibility by making it have the same heat shield config as the 1-2 Pod heat shield. (There both 2.5 M diameter)

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Also, Sauron, how much in diameter would the orange cargo spacecraft be, life size? (In KSP it's 2 M, but it'd be surely wider IRL). If you wanna know why, I'm going to try making a realism overhaul version. Also, what propellant would it use? Would it be hydrazine or UDMH/MMH + N2O4?

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