after finishing mesh 1/2 (or maybe even 3), ive decided its time to get a verdict from you guys
i decided that ESA didnt have a sound answer to Apollo, so i made it for them (anybody working at ESA, just send a cheque
)
Names after Sir Walter Norman Howarth (i didnt know he was a chemist until a few days ago) mainly because my college's science department is named after him
it follows the rough shape of the Apollo, and matches its endurance and Dv, but thats where similarities end.
starting at the front end: it uses an APAS-95 docking mechanism, identical to the STS docking mechanism, because it is more versatile than most European docking mechanisms, it uses no airlock, but EVAs are possible through controlled de pressurisation of the cabin, followed by egress through either docking port or hatch (seen just at the bottom)
the cabin is significantly larger than Apollo's, allowing more material to be returned to earth, as well as possibility for increased crew at the cost of cargo capacity
the service module is what makes up most of the craft, giving delta-v for LOI, small plane changes, rendez-vous with lunar lander, TEI, and a small brake burn closer to earth, to relieve the CM heatshield from direct re-entry (thoguh the HS can take it as a contingency)
now: images!
the Service module from behind
the SM, INGAME!!! *from the front
the CM from the lower side, showing the hatch
the CM from the front the APAS-95 clearly visible
the CM and SM joined in matrimony
although im happy with the models, the CM was made badly, and texturing will be a real pain, so im going to re-make it with later stages in mind, i can probably remake it in 5 hours at this stage
i also plan to make a new launcher, a cross between the Saturn and Ariane (for clarity: making the Saturn a little smaller, then slapping two huge boosters onto it)
all that is left, is two questions:
1) most importantly, how can i make a transparent material in 3dsmax that max2msh will be able to handle? at the moment it always feeds back that "opacity" is an unknown variable
2) for the landing chutes, it it best to have the mesh present (but hidden) at all times, then simply scale it out when they're deployed, or to add completley seperate meshes when they're deployed (im going to delve into C++ anyway, i may as well make it REALLY challenging for myself)
hope to get back to you guys soon!
i decided that ESA didnt have a sound answer to Apollo, so i made it for them (anybody working at ESA, just send a cheque
Names after Sir Walter Norman Howarth (i didnt know he was a chemist until a few days ago) mainly because my college's science department is named after him
it follows the rough shape of the Apollo, and matches its endurance and Dv, but thats where similarities end.
starting at the front end: it uses an APAS-95 docking mechanism, identical to the STS docking mechanism, because it is more versatile than most European docking mechanisms, it uses no airlock, but EVAs are possible through controlled de pressurisation of the cabin, followed by egress through either docking port or hatch (seen just at the bottom)
the cabin is significantly larger than Apollo's, allowing more material to be returned to earth, as well as possibility for increased crew at the cost of cargo capacity
the service module is what makes up most of the craft, giving delta-v for LOI, small plane changes, rendez-vous with lunar lander, TEI, and a small brake burn closer to earth, to relieve the CM heatshield from direct re-entry (thoguh the HS can take it as a contingency)
now: images!
the Service module from behind
the SM, INGAME!!! *from the front
the CM from the lower side, showing the hatch
the CM from the front the APAS-95 clearly visible
the CM and SM joined in matrimony
although im happy with the models, the CM was made badly, and texturing will be a real pain, so im going to re-make it with later stages in mind, i can probably remake it in 5 hours at this stage
i also plan to make a new launcher, a cross between the Saturn and Ariane (for clarity: making the Saturn a little smaller, then slapping two huge boosters onto it)
all that is left, is two questions:
1) most importantly, how can i make a transparent material in 3dsmax that max2msh will be able to handle? at the moment it always feeds back that "opacity" is an unknown variable
2) for the landing chutes, it it best to have the mesh present (but hidden) at all times, then simply scale it out when they're deployed, or to add completley seperate meshes when they're deployed (im going to delve into C++ anyway, i may as well make it REALLY challenging for myself)
hope to get back to you guys soon!
Last edited:
