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3DOriginal Universe Stuff

SchimpfySchimpfy396 Posts: 1,632Member
edited September 2013 in Work in Progress #1
For years I've had ideas running around in my imagination for years. Most are my teenage mind's attempts at creating an original universe. I guess with age, some of those are being refined in the back of my head. I started a while back with a frigate, which I'll be redoing as time permits. The thread's still around here somewhere, but I'm going to just start this one to put everything into one place.

Hey, it seems to work for everyone else. :lol:

First up is a cargo ship. It's very preliminary and I'd like to hear/read what y'all think. :) The one on the left is a maximum cargo load and one on the right is how the ship travels sans cargo.
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  • DannageDannage236 Posts: 634Member
    See, now you could take this nifty thing and then un-original-universe it and stick it in me dregs world... :p ...

    Looks nice from what we see so far, more shots, and some closer looking is in order methinks.
  • AlnairAlnair181 Posts: 255Member
    Looks like a good starting point. The shape has potential. Could evolve into an interesting and original model!
  • Dr LeeDr Lee2 Posts: 0Member
    I like the idea.... lots of potential there...can see a lot of variants coming out of something like that...
  • SchimpfySchimpfy396 Posts: 1,632Member
    First...thanks, guys. :)
    Dannage wrote: »
    See, now you could take this nifty thing and then un-original-universe it and stick it in me dregs world... :p ...

    Looks nice from what we see so far, more shots, and some closer looking is in order methinks.

    I followed your thread with your original universe stuff with interest. Perhaps, with some changes I'll be willing to share through some wormhole to your parallel reality. ;) As I get the chance to flesh this out more I'll post some close in shots. Right now, it's so low poly you won't see anything that's not clearly visible in the OP.
    Alnair wrote: »
    Looks like a good starting point. The shape has potential. Could evolve into an interesting and original model!

    I've been struggling with trying to come up with a layout that would provide as few non-realistic elements as possible and this has been the best compromise, IMO. I've got some back up ideas as far as configurations go so evolve it will. :cool:
    Dr Lee wrote: »
    I like the idea.... lots of potential there...can see a lot of variants coming out of something like that...

    Until I read your post I hadn't really considered other variants, honestly. However, now the gears are turning.
  • DannageDannage236 Posts: 634Member
    Well, then , more pics please. :D
  • VALKYRIE013VALKYRIE013547 Posts: 1,473Member
    looking like a good start! I myself need to do a near - future design.......
  • SchimpfySchimpfy396 Posts: 1,632Member
    With all of the critiquing going on of Spacefighter's work I finally broke down and started throwing some shapes together and come up with a rough design for an air interceptor/space fighter. Critiques gladly accepted, but I'd like to stick to this overall form as much as possible.

    Also, these are just screen caps with rough shapes and no lighting or textures. Just want to throw that out there before someone comes along and make uninformed comments. ;)
    103167.png103168.png103169.png
  • Knight26Knight26192 Posts: 838Member
    I like the overall shape, and given some refinement it will come out quite nicely. That being said the fuselage is a little fat for my tastes but then without knowing your tech level it is hard to say. I'd say slide the vertical stabs out onto the engine nacelles, their current position just looks off. The top view makes it look a little stumpy right now, but it might just be that shot, that said, extending the forward fuselage 25% might look good, but then you need to consider sliding the wings forward, say 10% and give it a smaller wing root chord, by say 20%.

    Looking forward to seeing how it progresses.
  • SanderleeSanderlee1 Posts: 0Member
    I agree with Knight that the overall shape is nifty.

    It has a lifting-body feel to it, but that is "spoiled" by the low-slung engines. I think the engines as is are quite cool, but have you tried them above the fuselage rather than below. Not much above, mind you, just mirror them "up" as it were.

    As to the thickness, it looks good to me. Thin enough to work as a high-velocity, low-drag form and yet thick enough to carry all the gear it's going to need.

    Interested to see where this goes.
  • SchimpfySchimpfy396 Posts: 1,632Member
    Thanks, guys. :)

    My plan is to make the bottom flatter and blend the nacelles into the fuselage to create a more efficient lifting body, but I think the nacelles will probably stay in the general location they're in albeit flipped and raised a bit to help with the blending. So, in essence, they'll still be slightly underslung, mainly for cosmetic reasons. Oh, and also because that's where the main gear will be housed. I'm torn on the vertical stabs because originally they were on the nacelles as you suggested, Knight, but I wanted to try something different. I'm kind of partial to where they're at right now, but as it progresses they may be moved. As far as your suggestions about proportions go I'm willing to give it a shot. ;) The proportions are in flux right now while I get a feel for what y'all think of the concept. Looking at the whole thing now I think I'm going to lean more toward a larger craft to fill an interceptor/bomber role since I was already going to have two crew members sitting side by side ala F-111. There won't be a traditional canopy per se either, just some ports to provide a view in case of emergency.

    Anyway, here's some background info concerning tech and time period:
    - Mid to late 22d century
    - Fusion technology is in wide use and relatively common place to include fusion "batteries"
    - Lasers are NOT in wide use as offensive weapons, but are commonly fitted to craft as automated defense weapons
    - Primitve "shields" have been developed for atmospheric entry, although they're pretty worthless as a defense to anything and they're very power hungry (tiles are still needed, though not as significantly as current tech)
    - Rail guns are the weapons of choice with guided ordnance
    - Gravity control has been applied in some cases as developing tech, but the vast majority of space life is either zero-G or in artificial gravity provided by centrifugal force
    - A new propulsion system is under development that allows a ship to travel 1 light hour in 1 hour (absolute maximum tested so far). The first use of the technology was used to transport an unmanned vessel 3 light minutes in 3 minutes. Essentially, this technology would be "light drive". It can go neither slower nor faster than the speed of light. Also, the drive is more of a fold device. Interestingly, the people in transit don't experience anything during travel time. For them it's the same instant when they come to a stop as it was when they began transit. A few caveats: 1)Only the most powerful ships can support this system so fighters, bombers, escorts, corvettes, et cetera are incapable of meeting the power demands, 2)The system always creates a sphere of the same size (approximately 3 km) and anything within its scope will be transported as well and 3)It will NOT operate in atmosphere as it requires vacuum. I suppose it's similar to the the fold drive in Robotech but this doesn't transpose one space for another and it's not insantaneous.
  • Knight26Knight26192 Posts: 838Member
    Thanks for the tech level information that will help a lot with comments.
    I do like the underslung engines, but blending them in with the fuselage will help alot, and I look forward to seeing more.
  • spacefighterspacefighter2 Posts: 0Member
    nice start on your fighter, forwrad swept wings are automatically cool and the canards are a very nice addition. you should alter the intake as at the moment they look like they have been just intersected with the main fuselage, they could be improved by flattening out the hull on the inward side of them. the overall hull shape is quite excellent and the side view reminds me of some of the xplane scramjet test devices, and of some missile concepts. also liking the positions of the tail planes and ventral fins. i would suggest a slightly greater forward sweep on the wings, and doing all that is possible to preserve the shape of the nose. engine nozzles need to be more like those on jets or rockets. the side profile is an excellent shape, so make sure the cockpit does not protrude(or make it a drone rather than a manned ship) and windows should be as small as possible. this design could look really great with shuttle like heat resistant panels beneath the nose, even if your shielding makes them unnecessary they would look awesome.
  • SchimpfySchimpfy396 Posts: 1,632Member
    Some updates...just rudimentary proportion adjustments. The vertical stabs have been moved out to the nacelles, but I'm not sure I like it because it seems like it makes it look too wide. Nacelles have been flipped and shortened along both the Y and Z axes. Note that there are NO exhaust nozzles and when I do get around to them they'll probably extend back a couple more meters. I also lengthened the forward half of the fuselage about 25% and raised the middle about the same along with flattening out the bottom a bit. I think I've decided against blending the nacelles into the fuselage. I prefer the abrupt lines created by intersecting the objects. I haven't messed with the wings other than aligning them to the nacelles so more to come on that.
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  • bosunbosun62 Posts: 0Member
    The problem with abrupt lines created by intersecting objects is that they create interference drag. That's why the most efficient aerodynamic designs use large radius fillets where components join. That's the point of the BWB (blended-wing-body) concept.

    OTOH, if you want to design to the "rule of cool" there's nothing wrong with that.

    PS: I like the look so far; will be watching your progress.
  • spacefighterspacefighter2 Posts: 0Member
    think i preferred the previous stubbier fuselage, the new one is still great but not as great. moving the tail fins out to the nacelles is a certain improvement and the craft looks all the better for it. wings could use some greater forwrad sweep and maybe move the ventral fins slightly backwards. the way the nacelles fit the fuselage now is nice but the intakes really should be altered.
  • SchimpfySchimpfy396 Posts: 1,632Member
    Bosun, it was definitely more a form over function choice, but I couldn't bring myself to leave it that way. So I started from the ground up with a sub-D object. The nacelles and fuselage will in fact be a single blended shape.

    Spacefighter, do you ever read posts before you reply? I already said that I plan on working on the wings later. What're there now are placeholders and are only minorly indicative of the final idea. Also, those are not intakes.
  • spacefighterspacefighter2 Posts: 0Member
    Juvat wrote: »
    Also, those are not intakes.

    sorry, what are they?
  • SchimpfySchimpfy396 Posts: 1,632Member
    Not sure yet, but there's no need for intakes considering the engines are basically fusion rockets and they're for use in space. More than likely I may have cannons of some sort in there.
  • spacefighterspacefighter2 Posts: 0Member
    Juvat wrote: »
    Not sure yet, but there's no need for intakes considering the engines are basically fusion rockets and they're for use in space. More than likely I may have cannons of some sort in there.

    ah ok, if they aren't intakes you might want to fully blend those areas into the main fuselage so they do not have that intake like rim.
  • Knight26Knight26192 Posts: 838Member
    Juvat, how about using those intake looking areas as ram scoops, or themal vents? On my designs they serve both purposes. Also, I do like the changes thus far, just need to see the wing revision before I can comment too much, see how it all flows together.
  • SchimpfySchimpfy396 Posts: 1,632Member
    I think, after very careful consideration, that I may take Spacefighter's recommendation of smoothing the "intake" area into the main fuselage. Where the mesh stands right now it should be fairly easy. The reason being is that there's really no use for them being there, honestly. Logistically, with such short duration missions, say no more than about 6-8 hours, there should be enough fuel on board and if something were to happen help should be a short time away. I figure giving a full week or two worth of life support "just in case" is sufficient enough to bar needing ram scoops. I may put some sort of vent type things for thermal venting while in atmo, but in space they would normally stay closed.

    Considering the wings, Knight, are you familiar with the idea of morphing wings? I read about them in some Dale Brown books and liked the idea, but I was hoping for some input on whether it sounds feasible or if it's just a waste. I'm also kind of stuck on how to tackle heat radiators, but that's down the road a ways.
  • Knight26Knight26192 Posts: 838Member
    Morphing wings, depends on how much you want them to morph. Are you talking an overly complex variable geometry or just morphing leading and trailing edges for control reasons? What are you considering? A very cool morphing wing is shown in Macross Plus during the YF-21 take off sequence.
  • SchimpfySchimpfy396 Posts: 1,632Member
    Just for control. I'm not looking to drastically change the wing shape.
  • ZeropointZeropoint0 Posts: 0Member
    Even with fusion engines, intakes would be useful for conserving reaction mass by operating in an air-breathing mode while in an atmosphere; you use the fusion power to heat up the incoming air like you'd heat up stored reaction mass.
  • SchimpfySchimpfy396 Posts: 1,632Member
    Hmm...I hadn't considered something like that. I will definitely learn myself something new because I'm going to go research this. Thanks for the idea! :)
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