This is a wip thread for VIA - universe. The models are more of 3D-blueprint, than actual models, so, I guess, they are permanent WIP`s
If the model will fit into universe, you will see the result in
VIA thread some day.
Comments, critics and advices are welcomed.
Here is the first one under construction. Should be the destroyer class spaceship fielded by RE, for quite a long time. As you can see, I`m building the model from the internals outside - rear section of the ship still have no support structure or external armored hull.
The bridge and central section are mostly a placeholder (but the shape will be somewhat close to this).
Posts
RE is the Russian Empire, right? The ship kinda has an old-school pre-WWI dreadnought/armored cruiser feel to it's aesthetic - it looks almost like it could have been in the Russian fleet at Tsushima Straights.
Thanx. The connection to the rail is articulated, and can flip the habitat at 90 degrees for thrust gravity position. On pics there are three positions - spin gravity (habitats parallel to the ship and spinning), thrust gravity (habitats perpendiculat to the ship) and combat (habitat closed).
Hangar bays for two fighters. Also in two positions - cruise and catapult launch. Fighters can be launched in both positions, but if launched from linear catapult - they can save some propellant. Just after the lasers there are another two hangars for shuttles or additional fighters, buth those are standard ones, without articulation.
Yes, RE stands for Russian Empire. As for the ship - I`ve started at something like space station with thrusters, but eventually, the design started to look more and more like naval ship. Rear section thrusters will be mostly covered by armored hull, it`s an internal structure, after all
As another design note - the external hull is NOT sealed, its just for protection purpose. Actual sealed area of the ship is very small, including habitats, part of central section and a few corridors in the front and rear parts of the ship. And of course, hangars are sealed during the maintenance.
The complexity of the spin system, not just for the crew but for the fighter hangers is redundant, can be remedied by just using decks perpendicular to the line of thrust, and modules which swing out from the front while spun up. You can also put the skirts of the modules on the spine to reduce the mass that needs to be spun up. That will cut down on mass and mechanical complexity dramatically, making the ship cheaper in construction and maintenance. You could also make it so the ship doesn't spin the modules separately from the ship, but instead spins the entire ship and uses an internal flywheel for more efficient spin breaking. This eliminates a spin collar exposed to space, and makes the spin system far more robust since it's based on the maneuvering system, which will be redundant and which already exists.
Giving the hanger decks gravity is admirable, because even slight gravity would simplify maintenance. But, if you use spin gravity, then you could have a deck which rotates parallel to spin, not constantly but to just flip the fighter out for launch. In the close position, with the ship spinning, which makes the deck's apparent gravity outward, you have the gravity you need for work. You can't work while under thrust, but you wouldn't be able to anyway since the ship don't use continuous thrust gravity. The hanger really needs robots for under thrust fighter work, including in-combat launches. Especially since launch involves evacuating the deck to depressurize. In this case, a small portion of the deck flips 180 degrees. If the ship is spinning, the fighter can just release and will be flung outward, or it can stay attached and be launched by rail even under spin or acceleration changes. That will complicate what needs to be compensated for in launching, but killing the ship's maneuvers is worse than a complicated fighter launch. I wonder if that principle is similar to US all weather, all hour, carrier operations. If that's the case, there would be stellar navies that won't do in-combat fighter launches, they'll only launch when in the clear. Besides, with this ship, two fighters would be more for scouting than anything, wouldn't they?
Really cool ship, I had a lot of fun thinking about it and you're obviously putting a lot of thought into it, too.
sorceress21 - Sorry, no renderer at all, and won`t be any, at least untill model will be nearing its completion. As I`ve said before - it`s a blueprint, not a 3D-art model. Also, I like "anime outline" that sketchup uses, and have no time to texture the model correctly
Major Diarrhia - actually, design is quite robust, as far as I can see, you are wrong on several points of the design.
Well, fighter hangars do NOT spin around the ship and have no gravity during the ballistic flight. However, during constant thrust, gravity in hangar is directed normally. Both launch and recovery is complicated, if you use fixed hangars perpendicular to the thrust direction. If you use some sort of lifting ramp for the fighter to be rolled into vertical position for launch - you have to use much more of sealed space, more hull armor and more space between the hangars. It is really much more simple, to tilt the whole hangar in vertical position, and use one robust joint in place of the complex launch system. Such design will allow maintenance over the constant thrust, and allow required launch without loosing the ship maneuverability. Also, the fighter CAN be launched from the hangar in "storage" position, just without using the catapult.
This could be done, for sure, but you`ll need the main hull of the ship to be totally unmanned, since the ship constantly spinning around you is a bit... disturbing. Also, the hull should be completely symmetrical, with observation and radar system at central axis, to avoid unnecessary errors in navigation. Well, that`s not usable with this design.
Yes, more for surveying and precise weapon delivery/support/interception. We`ve talked with bbzwbbzw, about how to make fighters really usable, without "star-wars magic", and my opinion was, that larger ships are unable to performe precize FTL jumps, unlike smaller ships. This way, fighters and shuttles, became "faster" then the capital ships, much like in seagoing navy. This ship design uses the same concept - fighters are used in-system to "get there fast, stike what you can and get back", while capital ship moves in real-space, providing long-range fire.
Also, you are forgetting the payload capabilities of RE fighters. 2 Su-247 could be just enough for an assault mission
Dream Pod 9
About 90% done with internal frame of engine section, and the outer armored shell for engines.
I`m trying the Kerkythea as renderer. Well, it renders mesh nicely, but textures (or colours, actually) and panel lining are gone.
The other ones are direct export from SU, no render.
Also, any ideas, how to make panel-lining 3d? The only way I see, is to extrude the sections, but on curved surfaces, its quite a pain.
One slight problem is the size, at 256+ metres the finished product is nearly twice the length of the USSN's Andrew Jackson-class of heavy cruiser and 75m longer than the R-USSR's Kynda-class. Maybe if you shave about 80m off it you can re-class it a heavy cruiser.
The openings in the front part of the hull - are they for retro thrusters or some kind of weapon?
Ok, I`ve found the problem. It was the "clay model export".
Here are renders with materials.
liam887 - can`t register at that forum - no confirmation mail received. Could you upload the plugin itself somwhere? To mediafire, for example?
edit: removed them now