raidernick Posted December 11, 2014 Share Posted December 11, 2014 (edited) So I have been playing around with some 2001 models I found online and thought it might be fun to work on these in-between my replica mods. I have models for Space Station 5, Disovery, Discovery Pod, Moon shuttle, Orion "plane" and some interior parts or the space station.I've been playing around with adding some of the parts to the game as a test. Unfortunately I haven't decided exactly how I want to do this yet as in order to keep them in scale they have to be HUGE. For instance, to even get the station to load in the game I had to scale it to 0.1% and it is still larger than the entire KSC launch complex. Something like this would obviously have to be hyperedited to orbit. I'm thinking maybe I might make a series of "docking ports" inside the station shuttle bays for the other crafts to dock to.For now this is just an idea I'm playing around with and I don't know how far it will actually go.Here is a quick mockup of Space Station V in orbit. Edited December 11, 2014 by raidernick Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 11, 2014 Share Posted December 11, 2014 Why couldn't you put it in a lower orbit? Link to comment Share on other sites More sharing options...
raidernick Posted December 11, 2014 Author Share Posted December 11, 2014 It was causing orbit errors where it's velocity would get stuck at 0. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 11, 2014 Share Posted December 11, 2014 (edited) It was causing orbit errors where it's velocity would get stuck at 0.That's a major problem. Mass shouldn't be part of it. You can put the full-size U.S.S. Enterprise-D into low orbit or high orbit or whatever. If you're breaking the game with a station of that size, you're doing something wrong. At any rate, the scale ought to be 64% real scale. At full scale it's 300m in diameter. This is shorter than the USS Enterprise TOS version in full scale. Edited December 11, 2014 by GregroxMun Link to comment Share on other sites More sharing options...
raidernick Posted December 11, 2014 Author Share Posted December 11, 2014 (edited) It's a hyperedit bug. If I launched it manually it would work. Once it's in a high orbit I can lower it down to 70km and it will stay in orbit. For instance, hyperedit it to 5Mm then back down to 70km once in orbit will work. Hyperediting it directly into a low orbit doesn't work. It's not an issue though as it's not throwing any exceptions. Edited December 11, 2014 by raidernick Link to comment Share on other sites More sharing options...
nli2work Posted December 11, 2014 Share Posted December 11, 2014 nice! so whats the diameter on the rings? Link to comment Share on other sites More sharing options...
White Owl Posted December 11, 2014 Share Posted December 11, 2014 I rewatched the movie recently and was disappointed to realize we never see the spaceplane actually dock in the station's hangar bay. We see it approach, see it synchronize rotation... and then the scene cuts away.If you can make this work in KSP, then you'll get to see what the movie only suggested. That would be cool. Link to comment Share on other sites More sharing options...
Neutrinovore Posted December 11, 2014 Share Posted December 11, 2014 Wait a sec... If we accept GregroxMun's statement that the FULL SCALE station is 300 meters in diameter (which sounds about right to me), then 64% of that is only 192 meters. Yeah, that's pretty big, it's about twice the height of the VAB, but I don't accept the assertion that 192 meters would encompass the ENTIRE space center. I mean, the runway is 2 kilometers - that's Two THOUSAND meters - long by itself! I think something's going wrong when the parts are getting scaled in-game if it's showing up to be that large. Link to comment Share on other sites More sharing options...
raidernick Posted December 11, 2014 Author Share Posted December 11, 2014 (edited) I actually forgot that unity flips the y and z axis. It is actually 5km in diameter. With that scaled down to 64% here it is over the KSC.nice! so whats the diameter on the rings?I'm going to go with the wiki diameter of 300m, scaled down 64% to 192m.Here is what it looks like simply scaled down 64% of the original size:Here is it scaled "properly" for ksp(This is the size I'm thinking of using): Edited December 11, 2014 by raidernick Link to comment Share on other sites More sharing options...
Gaalidas Posted December 11, 2014 Share Posted December 11, 2014 I'd release a full size version just so some crazy video makers can try to see if they can get it into orbit the old fashioned way. I mean, attach enough boosters to it and you should be able to get it up there, you'd think. In theory... Link to comment Share on other sites More sharing options...
Guest Posted December 11, 2014 Share Posted December 11, 2014 1:1 size would be nice for RSS, I guess. Though the design doesn't lend itself to on-orbit assembly, one would need Extraplanetary Launchpads or a save with it pre-orbited.I really can't wait for the Discovery. Aside from lacking heat radiators (there are concepts with it having them, but they didn't make it into the movie), it's one of the most realistic spaceships around. Link to comment Share on other sites More sharing options...
philotical Posted December 11, 2014 Share Posted December 11, 2014 My Biggest object is 17Km diameter and has a weight of 6'000'000'000 tons..I've made 2Km diameter walkable stations with dooranimations and lights..KSP has no such limitation - trust me..And may I suggest, that you have a look at NCI?if you add some minor technical details to the mesh (actionpoints) and an NCI-CFG, the way to orbit is solved and one could even include it in NCI-missions.Intrested? I can help you with the interior...This onject would fit well with NCI. Link to comment Share on other sites More sharing options...
raidernick Posted December 11, 2014 Author Share Posted December 11, 2014 My Biggest object is 17Km diameter and has a weight of 6'000'000'000 tons..I've made 2Km diameter walkable stations with dooranimations and lights..KSP has no such limitation - trust me..And may I suggest, that you have a look at NCI?if you add some minor technical details to the mesh (actionpoints) and an NCI-CFG, the way to orbit is solved and one could even include it in NCI-missions.Intrested? I can help you with the interior...This onject would fit well with NCI.The thing is it's not supposed to be 5km, even in the movie. I think it was just scale incorrectly when I converted it from 3ds max to blender. The second picture is what it actually should look like. Link to comment Share on other sites More sharing options...
philotical Posted December 11, 2014 Share Posted December 11, 2014 I see.Blender has (probbably like other apps too) a real world scale feature..So far, I had good experiance with this..Go to the "Scene" tab, click on "Metric" button.then select your object and the scale in the info-panel (hit N in 3d view) will display the size in real world meters.After you adjusted the size of the object to display correct meter value, hit ctrl+A to get the "Object Apply" menu and apply "Scale" - after that, it should be ok in unity..hope that helps.., but maybe you allready know that..are you planning to making it walkable? EVA I mean not only IVA.. Link to comment Share on other sites More sharing options...
raidernick Posted December 11, 2014 Author Share Posted December 11, 2014 (edited) I already know that...No it's not going to be walkable in eva because well, it's not supposed to be walkable in eva. Edited December 11, 2014 by raidernick Link to comment Share on other sites More sharing options...
nli2work Posted December 11, 2014 Share Posted December 11, 2014 My Biggest object is 17Km diameter and has a weight of 6'000'000'000 tons..I've made 2Km diameter walkable stations with dooranimations and lights..KSP has no such limitation - trust me..And may I suggest, that you have a look at NCI?if you add some minor technical details to the mesh (actionpoints) and an NCI-CFG, the way to orbit is solved and one could even include it in NCI-missions.Intrested? I can help you with the interior...This onject would fit well with NCI.really? I tested a part that's 1500m and the shadwos were all messed up and none of the controls respond. and what is NCI? Link to comment Share on other sites More sharing options...
Lohan2008 Posted December 11, 2014 Share Posted December 11, 2014 How do I make the arc, IF I want to launch/ assemble Clarke station ?? Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 12, 2014 Share Posted December 12, 2014 I actually forgot that unity flips the y and z axis. It is actually 5km in diameter. With that scaled down to 64% here it is over the KSC.I'm going to go with the wiki diameter of 300m, scaled down 64% to 192m.Here is what it looks like simply scaled down 64% of the original size:http://i.imgur.com/Nh5GLDw.pngHere is it scaled "properly" for ksp(This is the size I'm thinking of using):http://i.imgur.com/FJMx7q0.pngYeah, the oversize version is a bit past the boundary of hard, near-future sci-fi. It's not a space station, it's a space city. And that's not what the 2001 version was. It's definitely smaller. Link to comment Share on other sites More sharing options...
DavidBowman Posted December 12, 2014 Share Posted December 12, 2014 Looks good. Consider this: when you switch to the station, instead of the usual stock music, "On the Blue Danube" starts playing. Or when trying to dock, when the station gets within physics range.(Just reading this thread makes me hear it in my head! Da ra ra ra... dum dum... dum dum!!) Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 12, 2014 Share Posted December 12, 2014 Looks good. Consider this: when you switch to the station, instead of the usual stock music, "On the Blue Danube" starts playing. Or when trying to dock, when the station gets within physics range.(Just reading this thread makes me hear it in my head! Da ra ra ra... dum dum... dum dum!!) Relevant. Link to comment Share on other sites More sharing options...
shoe7ess Posted January 5, 2015 Share Posted January 5, 2015 WANT. WANT SO BAD. I recently implemented the JoolianDiscovery craft to my game and would love to be able to add this craft in as well, if anything just for looks Link to comment Share on other sites More sharing options...
NathanKell Posted June 6, 2015 Share Posted June 6, 2015 Locked at OP's request. Link to comment Share on other sites More sharing options...
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