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Design / Re: Introduction
« on: December 23, 2017, 08:18:57 AM »Here are a bunch of new pictures.
Also posted transparent png images of the ship at
Thanks,
Cameron
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Design / Re: Cargo Design
« on: December 14, 2017, 05:11:48 PM »I setup
Have been reworking the ship to have the detachable cargo hold, added more lift capacity, and greater living space in the lower levels. Still working out the details.
Also worked on the ion drives in the tail. Thinking about doing the same to the bottom of the ducted fans, but at the same time I worry about crossing over into SCI-FI. I think the ship should stay realistic & practical (with bleeding edge technology). So no laser guns, photon torpedoes, or warp drive : )
Still trying to figure out how they should look.
All this required structural changes to the ship's mesh. Had to rebuild the bottom of the ship and the tail (there are still parts that are "carved out", that need fixing). Still trying to clean up the model.
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Design / Re: Introduction
« on: December 08, 2017, 07:38:43 PM »Quote from: "Eduardo Blomar 1679" post_id=208 time=1512134745 user_id=78
When a Space Shuttle was working with a 'tethered object' that it was lowering into the atmosphere they found out that somehow electricity was being harnessed in the process and it fried out a bunch of stuff. Is it possible that this phenomena can be used...?
Thanks again EB! I had forgotten about the tether experiment (
I'm also interested in a "solar fabric" that could be lighter than standard solar panels. The ship is currently so huge, the solar array (as drawn) covers 20 acres!
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Design / 3D Printing
« on: December 08, 2017, 07:23:36 PM »But I can post what I have to give you something to play with. There are 3 STL files
The files aren't perfect, but you can try using your 3D printing tools to separate and close the meshes. Please post your progress (with pictures!). Good luck.
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Build the Ship / Re: Orbital Mechanics
« on: December 08, 2017, 07:16:23 PM »52
Design / Re: Cargo Design
« on: December 08, 2017, 07:12:02 PM »I was hoping for something more rigid that would "dock" with the ship. That way you could have an airlock between the cargo and the ship. If you wanted a flying indoor driving range, people could move to the cargo hold while in flight. Still working on redesigning the arch to make this possible.
I posted a .blend file of
Still trying to figure out how these different cargo holds will attach to the ship, so the design could always change. Or the entire thing could change (shrink?) based on how much space is truly needed.
Currently, the inner "envelope" is just over 2.3 million cu.ft. Roughly 500' long, 125' wide, and 74' tall. The very bottom is 14,400 sq.ft. and 50' up is roughly 40,500 sq.ft.
I still think the volume is too big for the amount of weight it can hold. 0.43lbs per cubic foot isn't much cargo. I think the cargo ships (in the ocean) average 100lbs per cu.ft. making the cargo hold smaller could give more space for the lifting envelope (i.e. more weight capacity).
Of course this is all based on a 500ton capacity (1/2 of total lifting capacity). We still don't know what the rest of the ship will weigh.
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Build the Ship / Re: Orbital Mechanics
« on: November 30, 2017, 08:44:02 AM »I was searching for "gravity calculators" and found this.
Does this suggest that gravity is 97% at 100km altitude vs. on the surface? Or are acceleration calculations different than weight calculations?
I was also thinking about geostationary orbit. Those satellites are essentially "hovering" over the same spot 36,000 kilometers high. Does that mean gravity is 2.3% that far out?
As long as the ship "floats" below low earth orbit (372 miles), it seems like gravity wouldn't be an issue (83% at 600km) unless you started travelling at orbital speeds.
Disclaimer: I don't know anything about orbital mechanics. Hoping someone else can help with the math.
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Design / Re: Cargo Design
« on: November 28, 2017, 06:48:28 PM »1 cu.ft. of water weighs 63lbs.
1 cu.ft. of steel weighs 490lbs.
1 cu.ft. of gold weighs 1206lbs.
To use an Ernie-ism... "Get my point?" If you filled the cargo hold with marshmallows, it would weigh 14,950 tons!
If you're mainly transporting 40' shipping containers, they can weigh up to 30 tons each.
Is a 2.3 million cu.ft. cargo hold extreme overkill? Or is my math completely wrong?
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Design / Cargo Design
« on: November 28, 2017, 12:29:37 PM »Does anyone have ideas how the cargo hold would attach/detach? Locating pins? Docking collar? Ropes & chains? Magnets?
Keep in mind that the mating surface is over 600' long. If the ship were to land and pickup a cargo pod, trying to get it aligned would be a monumental task. Even though the ship is lighter than air, adjusting a floating 500 ton ship would be hard to move around to dock with the cargo docking collar.
And once it's located, how does it "lift" 500 tons of cargo without tearing the ship and/or cargo hold apart? How does the mating surface hold 500 tons to the ship? For example, if they were bolted together, those "bolts" would have to lift and hold 500 tons while in flight (plus any g-forces created by acceleration).
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Design / Re: Introduction
« on: November 21, 2017, 08:10:53 PM »Then the whole thing can rotate up to 360 degrees on the Y axis (left to right).
Having a hard time imagining how this connection would mechanically work and if the torque generated by the engine would damage this connection. Some kind of universal joint?
Will take another stab at it, but it will likely change if/when someone can come up with the best mechanical & structural joint.
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Build the Ship / Re: Two pins and a T-shirt.
« on: November 20, 2017, 07:55:22 PM »I wanted to do something to help Ernie. But if I knew how hard it was going to be, I probably wouldn't have started (like I didn't start the "firebird/phoenix-to-space" animation).
After the first month trying to convert the 2D sketches to 3D, I didn't want to give up and not produce something. I had time invested and didn't want to waste it. So I had to generate something, rather than nothing. I just wish I could have done it faster.
Then again, if it were easy, it would have been done already. I've lost track of hours spent. But for example, I spent several days just trying to get the wings connected to the fuselage properly. I'm sure someone who does Blender for a living could do it faster, but simply put, they didn't.
In most cases people don't want to work on other people's projects (especially for free). If they're going to build a ship, they'd rather build their own instead of someone else's. They would much prefer (& enjoy) 100% ownership of their ideas/design instead of working on someone else's vision.
I don't mind working on the ship in my spare time. Especially since the heavy lifting of creating it is done. But if it were a paying gig, I'm sure I could do even more.
Having said that, I am hesitant about sharing the .blend files without getting something for the work/value/time I put into creating the model from a 2D sketch. I'm sure people could build on my work, and likely create something better than I ever could. But I would feel cheated knowing it was based on my (uncompensated) work. It may be a long shot to do all the work up front, but I'm hoping it will eventually generate some crypto. Perhaps a "Release the Ship" campaign is necessary so others can build on what I've done?
The hard part about digital assets, be it 3D modeling, programming, or graphic design, is that the creativity and execution is nearly 100% labor. Which people think should be free. I've heard many times "my kid could have done this", or "this should take you 5 minutes". But in reality, I spend hours squeezing my brain trying to figure out the best way to write code or model something. Nothing is ever "easy", and as Ernie says, "there's no just button".
If "building the ship" is an exercise in open source design. I'm hopeful that knowledgeable people would contribute (we'll see how many people offer their services). But if something is really going to be built, even if it's Christmas ornaments & drone toys, I think it needs to be funded (via kickstarter or the Funding Center) and people need to be compensated for contributing.
Sorry this was so long. Hope I made a point somewhere. : ) Thanks for reading.
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Design / Re: Introduction
« on: November 20, 2017, 06:22:47 PM »Changed the windows to match the structural floors (in the
Created the pink 1,000 cu.ft. "balloons" and changed the body to a carbon fiber mesh. Maintained metal for the leading edge of the wing, the (future) flaps, and the enclosed living space.
Still working on the detachable cargo module, merlin engines, flaps, ion drive, hover craft, & flat solar panels before making the website graphics. I also have ideas to redesign the archway/lift platform to make space more usable without impacting the lift envelope.
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Build the Ship / Marque & Reprisal
« on: November 18, 2017, 11:51:19 AM »Someone who better understands the characters (Davi?) could design them in 3D using MakeHuman. There are hundreds of sliders to design ears, feet, cheeks, etc.
Once you get something you like, you can export to Blender, or export STL files for 3D printing.
I'm sure skin, hair, & clothing will require more than the software can provide, but once you get the basic characters, you can import to blender and continue working on textures & drawing clothing.
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Build the Ship / Orbital Mechanics
« on: November 16, 2017, 07:55:23 PM »If the ship is lighter than air and can "float" to an altitude of 62 miles, can it just "hang" there and not require orbital velocity?
Of course if you wanted to go anywhere you would need forward thrust, but is it unnecessary to go 17,000 MPH to maintain altitude?
And if it were hanging there, would you have gravity since you're not "falling" at orbital speed?
Would re-entry be insignificant since you're just floating back down, and not coming in at 17,000 mph?
Of course you would have to watch out for satellites who *are* moving at orbital velocity!