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Nuka Corp shuttle project ( and apparently other stuff :D )


Anariaq

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Really nice pics ;D

Thanks. But all credit goes to the brecht van lommel who made the cycles render. Made all things so easy to setup :D

Looks great, and I like the interior, but in 0.15 it can be a problem... Daniel is working on animated kerbals, and when you want to get out with one of his kerbals, your own is already in the shuttle. :)

But other is good, the shuttle is much better then my own.

Seems that one was pushed back. Sad, but at least I hope there will be an option where I can use his model instead of mine. So there should not be a ghost kerbal in the cockpit :D

Shuttle could be better If I had the same freedom as X-Plane, 50,000 polys was no problem for a model I usually end up in the 70,000. Though in KSP, you have to think that there will be a lot more objects than just your model. So have to get it way low to support that.

Loooove that cockpit view !

I suppose the crew is Jebediah pilot, Bill copilot and Bob engineer (so he doesn\'t see outside :P) ?

exactly my idea :D

And some updates. want to support Zoxygene plugin with my shuttle. So I added some solarcells ( and it will be optional, I just think it is a great plugin )

NTH_CL_Shuttle006.jpg

NTH_CL_Shuttle007.jpg

NTH_CL_Shuttle008.jpg

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Haha, look a the face of that kerbal :D !

That solar panel idea is good.Where will the ZO2 tanks be ?

Thanks, I hope he will make it support Pods. So I can use the pod as ZO2 tank.

Thanks for reply and...

I think the solar panels can be better on the outside side of the winglets. ;)

Yes thats true. But there is no other place to put them. There is no place inside the wing or winglets, to store the solarcells.

Looks very nice! :D Will the Solarpanels fold in and out like this: MultiJointPart Showcase HD ?

From this topic: http://kerbalspaceprogram.com/forum/index.php?topic=9017.0

Yes that is true. That is exactly the way I want them to fold.

And going to OT my own thread :D

Was having a hard time falling asleep. So in the process I came up with an idea about a Mun lander. It\'s mission will be to transport cargo/personnel to Mun surface base. And it will be more like a space truck, transporting things back and forth. And it will not go down to Kerbin surface. It is meant to dock in orbit around Kerbin, where it will be refueled and loaded with cargo for the next mission.

And some first render of the cockpit.

Munar_Lander_mk1_003.jpg

Munar_Lander_mk1_001.jpg

Munar_Lander_mk1_002.jpg

EDIT:

added more detail. So you can see what way I\'m going. The big cube in the middle, can be change for other parts. Like moon base part. Or crew transport unit.

Munar_Lander_mk1_005.jpg

Munar_Lander_mk1_004.jpg

Munar_Lander_mk1_006.jpg

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You can replace the cube with a cargo module and put any rover with docking module to it. ;)

yes that is the plan for it.

Added a hatch at the bottom of the crew cabin, so if transporting personnel in an external pod, there will be access between them. And added solarpanel ( not solarcells ups :D )

Munar_Lander_mk1_008.jpg

Munar_Lander_mk1_007.jpg

Munar_Lander_mk1_009.jpg

this is when it dos not have any cargo at all.

EDIT:

Now its called Dragonfly. Just made some extra solarpanels, they are going to support up to 11 kerpals at the time. So it need more area of solarpanels. And made an excuse for me to call it Dragonfly :D

Munar_Lander_mk1_010.jpg

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Wow... that is beautiful! Love the extra solar panels.

Thanks!

Added now a pressure chamber with stairs that doubles as a hatch for docking.

Munar_Lander_mk1_011.jpg

Munar_Lander_mk1_012.jpg

Munar_Lander_mk1_013.jpg

EDIT:

Well I for now finished with it. Still need to model interior. This one will not be finished into KSP until there is cockpit view. There is to many functions in this one, that it will be impossible to use with keys. Want a functioning cockpit to cover all system on this one ( even then I may need some sort of a plugin to drive this one )

Munar_Lander_mk1_014.jpg

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Great work !

About your cockpit thingy, Unity can handle compasses :)

BTW Orbiter has a vehicle called Dragonfly, isn\'t it the orbital cargo manipulator ?

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Looks cool.

I wouldn\'t count on the cockpit views supporting toggle switches and such though, any time soon anyway.

I\'d suggest a pop-out control panel like mechjeb to control all the systems.

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Great work !

About your cockpit thingy, Unity can handle compasses :)

BTW Orbiter has a vehicle called Dragonfly, isn\'t it the orbital cargo manipulator ?

Forgot all about the dragonfly in orbiter =P but at least my looks like a dragonfly :D

Well was going to continue with the shuttle. But with the new upcoming normal map. I\'m in the process of making highres version of the Mun lander.

the only picture so far. The solarpanel

Munar_Lander_mk1_015.jpg

I am new to the normal mapping part. Been working with them a little with my fps project. So I think what I do is right. But any input is great.

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Thanks!

Added now a pressure chamber with stairs that doubles as a hatch for docking.

Munar_Lander_mk1_011.jpg

Munar_Lander_mk1_012.jpg

Munar_Lander_mk1_013.jpg

EDIT:

Well I for now finished with it. Still need to model interior. This one will not be finished into KSP until there is cockpit view. There is to many functions in this one, that it will be impossible to use with keys. Want a functioning cockpit to cover all system on this one ( even then I may need some sort of a plugin to drive this one )

Munar_Lander_mk1_014.jpg

Wow ! :o That looks beautiful !

I cannot wait to see the textured model in action !

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Wow ! :o That looks beautiful !

I cannot wait to see the textured model in action !

Well in the process of texturing and experimenting with Cycle render, to see if I can use that as base render, instead of blenders internal render.

And have a little preview that I hope I can use for rendering the texture of Dragonfly

Munar_Lander_mk1_016.jpg

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I don\'t know about you guys. But I was getting tired of the launchpad stickiness. So as a third side project =P I\'m modelling a launchpad, where I will make decouplers in different sizes.

NTH_launchpad002.jpg

NTH_launchpad001.jpg

EDIT:

forgot about showing scale =P

NTH_launchpad003.jpg

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I don\'t know about you guys. But I was getting tired of the launchpad stickiness. So as a third side project =P I\'m modelling a launchpad, where I will make decouplers in different sizes.

NTH_launchpad002.jpg

NTH_launchpad001.jpg

EDIT:

forgot about showing scale =P

NTH_launchpad003.jpg

I had been considering a launchpad for the CSS shuttle for the longest time.

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I had been considering a launchpad for the CSS shuttle for the longest time.

I have changed the design to look a little more like the one shuttle uses. Though could be cool to make a replica of the original launchpad.

I would also use that for TiberDyne :)

hopefully it will work ;)

NTH_launchpad004.jpg

NTH_launchpad005.jpg

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Oh, I want to make some universal ESA launchpad for Ariane rocket family, but I don\'t know is there any way how to change current pad with any other, like in the Orbiter (simulator, not spacecraft).

Your one looks really good, also the texture on lander is looking good, but maybe much significant. ;)

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Oh, I want to make some universal ESA launchpad for Ariane rocket family, but I don\'t know is there any way how to change current pad with any other, like in the Orbiter (simulator, not spacecraft).

Your one looks really good, also the texture on lander is looking good, but maybe much significant. ;)

The current launchpad will be an object sitting on the current launchpad. It job is to hold the engine above the launchpad, so there will be no stickiness on launch. And hopefully will the rocket have a strong enough engine, if not. Well something is going to explode :D

The current texture on the lander is temp. I\'m testing out how to do things in Cycle renderer. And see if it is possible to use it as texture baking ( and hopefully I can bake the noise map as normal map =P )

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Hmmm, looks really good. How many polygons it has in the moment?

And in the render are already lowpoly kerbonauts?

As of now. It has 5210 polys.

The kerbals in the render is still the highpoly versions.

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