Project Space hotel

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mikusingularity
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Based on the Shimizu Corporation's concept

hU4X1Qg.png


It will be released as a monolithic vessel, like the [ame="http://www.orbithangar.com/searchid.php?ID=3908"]European Space Station[/ame] or [ame="http://www.orbithangar.com/searchid.php?ID=5881"]NASA Station[/ame].
 
A space hotel already exists...in reality, too! Except an average joe couldn't get in. It's called a space station! :rofl:

Seriously though, it seems pretty cool; I'll pay attention to this!
 
Actually the Genesis of Bigelow is an (empty) hotel
 
You'd need a pretty big mass on the end of that boom to keep the station that way up. Looks like a massive gravity gradient boom to me and with those the heavy bit goes ends up nearer the earth.
 
I managed to re-create the structure in the middle made up of truncated octahedrons.

TCx0a2B.png
 
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What do you suppose that structure is? A reactor?
It says right here that it's the public area/zone.

Shimizu Corporation said:
This large truncated octahedron complex structure is composed of several modules, such as a lobby, restaurants, and an amusement hall. Sports, games and meal under microgravity will be unforgettable experiences for tour participants.
 
I tried to add the lattice/truss structures. Originally, the truss was fully meshed out, but since I found out that that would have been too complex to export, I decided to go with a simpler blocky mesh + transparent textures instead.

uxPdU67.png


Probably might want to decrease the cylinders from 32 sided to 16 sided as well
 
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This looks good. No there is (or at least I do not know) add-ons in the hangar of futuristic space stations (in the distant future). Good job:thumbup:.
 
This looks good. No there is (or at least I do not know) add-ons in the hangar of futuristic space stations (in the distant future). Good job:thumbup:.
There are several futuristic space stations:

[ame="http://www.orbithangar.com/searchid.php?ID=2548"]The Big Wheel[/ame] (Just wondering, how is the atmosphere held in place? Invisible forcefields?*)
[ame="http://www.orbithangar.com/searchid.php?ID=2626"]Celestium 3[/ame] (this one is more plausible for the mid/late 21st century)
[ame="http://www.orbithangar.com/searchid.php?ID=4475"]Ceres[/ame] (Deep Space 9-like)
[ame="http://www.orbithangar.com/searchid.php?ID=4955"]Stanford Torus[/ame]
[ame="http://www.orbithangar.com/searchid.php?ID=4581"]O'Neill Island 3 Colony[/ame] (biggest space station add-on that I know of, that doesn't originate from a science fiction franchise, unlike the Death Star)

as well as the aforementioned [ame="http://www.orbithangar.com/searchid.php?ID=3908"]ESS[/ame] and [ame="http://www.orbithangar.com/searchid.php?ID=5881"]NASA Station[/ame].

*edit: This describes a 1000 km radius habitat "able to hold in atmosphere with a combination of its spin and tall (200km) retention walls."
 
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There are several futuristic space stations:

The Big Wheel (Just wondering, how is the atmosphere held in place? Invisible forcefields?*)
Celestium 3 (this one is more plausible for the mid/late 21st century)
Ceres (Deep Space 9-like)
Stanford Torus
O'Neill Island 3 Colony (biggest space station add-on that I know of, that doesn't originate from a science fiction franchise, unlike the Death Star)

as well as the aforementioned ESS and NASA Station.

*edit: This describes a 1000 km radius habitat "able to hold in atmosphere with a combination of its spin and tall (200km) retention walls."

I think I did not express myself well. I was referring to more modern add-ons, with new textures and more complex models. Still did not know the recommended stations, I only know the ESS.

Thank you for your advice. And I repeat: good work:thumbup:.

Excuse my bad English.
 
I'm facing some sort of a dilemma right now.

In Wings3D, here are the material settings for my texture. The material is called solar because I thought it was going to be just the solar panels, but later I realized that I can have room for all the textures. I plan to make the untextured part have a texture with transparency to represent the trusses.* Also, the final texture for the modules will probably be more grey with a hint of blue instead of blue/purplish-grey.

*edit: I found out that doesn't work. Instead, I made a lattice mesh in Sketchup, but as one object as opposed to being made of many objects grouped together.

As you can see, the specular and shininess settings are set to their maximum (ambient is grey because I don't want the station to be pitch black during orbital night)

MEKFQgL.png


But this is what it results in:

gdpSYaR.png


I cannot quite get the shiny "highlight effect" seen in the modules of [ame="http://www.orbithangar.com/searchid.php?ID=5744"]this add-on[/ame].

ScreenShot21[1].jpg
 
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I cannot quite get the shiny "highlight effect" seen in the modules of this add-on.

Look at the material entry in said modules and use similar. After all .msh is just text file and you can peek/edit it with notepad.
 
Thanks, I discovered the solution:

with these parameters in the .msh file:
Code:
MATERIAL solar
0.739 0.739 0.739 1.0
0.739 0.739 0.739 1.0
1.0 1.0 1.0 1.0
0.001 0.001 0.001 1.0

it resulted in the image above.

but I realized that the parameters for the materials in the Project-Outposts module had an extra number in the fourth line, and so I did this (bolded/underlined for emphasis):

Code:
MATERIAL solar
0.739 0.739 0.739 1.0
0.739 0.739 0.739 1.0
1.0 1.0 1.0 1.0 [U][B]39[/B][/U]
0.001 0.001 0.001 1.0

Ow0Re9R.png


So that fifth number determines shininess. (the closer it is to zero, the bigger the highlight is - 1 would be too shiny!)
 
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