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Old 08-17-2019, 10:51 PM   #31
Interceptor
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Yeah,I would like to see a robotic arm.
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Old 08-20-2019, 05:47 PM   #32
N_Molson
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Quote:
Yeah,I would like to see a robotic arm
Should be possible, Martins even provides a sample in Space Shuttle Atlantis source code. And yeah, the more I think to it, the more I see it necessary to grapple small satellites and service them, would make the spacecraft quite versatile despite its limited dimensions. Maybe not something as articulated, but enough to secure things in the payload bay.

---------- Post added at 08:02 PM ---------- Previous post was at 12:16 AM ----------

Spend the (dev) day on the docking mechanism again. Those hooks looked ugly, so I redraw them the proper way (the IDSS document has schematics for nearly any part). In fact each pair of hooks has an active and a passive one. Which makes sense, so that they can grapple the hooks on opposite docking port. Each active hook locks with a passive hook, and vice versa.



Also found a much better picture of the Shuttle docking port.



So still work to do, but it begins to look better :



The interesting thing is that you have to understand (at a basic level) how the thing works to model it properly.

---------- Post added 08-19-19 at 07:17 PM ---------- Previous post was 08-18-19 at 08:02 PM ----------

Took a looot of time, but we're getting there. Still a couple of pins to add, but I have good hope to merge it with the spacecraft tomorrow. Now I see that kind of model as an investment. Animating it in Orbiter is going to be a looot of fun. But first things first.



---------- Post added 08-20-19 at 05:47 PM ---------- Previous post was 08-19-19 at 07:17 PM ----------

Here we go. Should fit just right under the bay doors once the docking collar retracted. The docking tunnel will be as large as a phone booth but well, that's the idea.



Given the small size of the payload bay, the robotic arm needs 3, maybe 4 segments to be really useful.


Last edited by N_Molson; 08-20-2019 at 08:08 PM.
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Old 08-21-2019, 02:17 AM   #33
Interceptor
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I am Really liking what,I am seeing N_Molson great job.
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Old 08-21-2019, 06:34 PM   #34
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Tried to export my mesh to Orbiter using Vlad's Blender import/export script... Well, it works. Now it will take a lot of practice to get something that really looks as it should. One thing is that Blender and Orbiter (D3D9 client) handle materials quite differently. Getting normals right is quite obvious for exterior parts such as the hull, but a bit tricky for inside. And I'll have to get into textures & UV mapping at some point, which scares me a little bit. Need to watch a bunch of tutorials
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Old 08-21-2019, 07:06 PM   #35
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Blender's realtime OpenGL preview is close to Orbiter rendering. So use that and you should be fine.
Normals can get flipped on export. A solution is to use double sided faces.
For the VC you might have problems with Orbiter camera clipping distance. Depends on your view and if you are using multiple meshes or not.

Good luck!
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Old 08-23-2019, 03:21 PM   #36
N_Molson
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Import in Orbiter begins to look the way I want :



Exterior is mostly finished. Let's make a small list of what remains to be done in Blender :

- "External view" interior (in progress)
- Landing gear details (in progress)
- Robotic arm details (in progress)
- Payload bay details
- Crew meshes
- "True interior" aka Virtual Cockpit
- "FX meshes"
- Clean mesh names and logic, join them "smartly" to lower the count and prepare texturing work

- Launcher
- Some payloads (including the stowable solar array for extended duration missions)
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Old 08-25-2019, 06:24 PM   #37
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Some progress on the main landing gear :

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Old 08-25-2019, 09:39 PM   #38
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Those details remind me of my Hermes mesh.
I have it exported to Orbiter but never got around to coding.

N_Molson, if you are interested on programing it someday (code should be similar to DG-R), just PM me.

No thread derailing intended

Last edited by 4throck; 08-26-2019 at 09:13 PM.
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Old 08-26-2019, 06:46 PM   #39
N_Molson
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More work on the main landing gear. I can't wait to animate this

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Old 08-30-2019, 06:19 PM   #40
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I've been working mostly on the "holes" those last days. More precisely on making the "outside holes" match the "inside holes". A lot of time-consuming vertex-to-vertex hand work.

In short, we now have an interior. It's still raw of course but will be fine with minor changes (and of course heavy texturing !) for the "through the windows" exterior views. It will also serve as a template for the VC.

The row of three seats could be removed for extended duration missions, providing some living space for two 'nauts. The doorway is meant to be used on the ground as an exit or why not to bail out should the need arise.




Last edited by N_Molson; 08-30-2019 at 06:23 PM.
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Old 08-30-2019, 07:01 PM   #41
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BTW if you're talking about having two separate meshes, one for the exterior view and a second for the VC view, you don't necessarily have to use two different meshes (for example, the XR2 only has one mesh -- it just uses the same mesh for both the exterior and VC views). In any case, cool ship here!!
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Old 09-02-2019, 10:13 PM   #42
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Looks good. For texturing go simple. Use black and shadows for areas with no detail.

Remember that you can add dials and even lights by modeling it all in 3D.
You simply animate them. Need a red status light to come on? Simple, put it on a mesh group and move it forward related to the panel background
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Old 09-02-2019, 11:05 PM   #43
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Quote:
Originally Posted by 4throck View Post
 Need a red status light to come on? Simple, put it on a mesh group and move it forward related to the panel background
Or better yet, change the UV coordinates of light mesh group.
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