Local Space Transportation System Redux

Is that bottom tube a payload of sorts or is it a part of the rest of the vehicles superstructure? It would be great to have a decent way to haul payloads up from bodies with no atmosphere (without resorting to the XR5, of course). :)
 
Is that bottom tube a payload of sorts or is it a part of the rest of the vehicles superstructure? It would be great to have a decent way to haul payloads up from bodies with no atmosphere (without resorting to the XR5, of course). :)

Yes. That's about 1/2 the size of a "standard" module, and will be a separate piece This will haul these half-size modules and unpressurized cargo carriers. There will be a medium-duty lander for full-sized modules, as well.

All in good time.
 
LSTS2212.jpg
 
It looks just cool!!
Could you make legs to be retractable and add some wheels?
I think you might need to reinforce the structure for thrusters. Torque might break the structure.
 
That looks Good :) cant wait to fly it
 
It looks just cool!!
Could you make legs to be retractable and add some wheels?
I think you might need to reinforce the structure for thrusters. Torque might break the structure.

One reason it's so wide is to accommodate a wheeled vehicle: Both to come underneath to load payloads, and also AS payloads.

As for the torque forces, remember, this is made from diamond-phase carbon ;)
 
Greg,
After looking at the LSTS201 documentation, I questioned the basis of the propellant capacity, you said its sized for a plane change in LEO followed by TLI rather than being sized for a off-plane or two plane transfer. But after flying a couple of flights with it I think you hit it right. I made a flight from celestium to the moon station that came with SSBB4.0 (both of them in equatorial orbits). I used the technique I discussed here to rendezvous with the moon station. I ended up with ~35% propellant remaining. I just finished a return flight to celestium. I used IMFD to get to Earth and set up a 200km PeA. I used synch orbit to (set to ship's periapsis) to set up my orbit inset burn. I burned retrograde until Sh-ToR and Tg-ToR matched. I made a 13* plane change on the subsequent orbit and ended up 600km from celestium. Some adjustments on the next orbit took care of this and I ended up docking with about 20% propellant remaining. The 13* plane change accounted for a big chunk of my fuel usage. There's not really any way to avoid this (that I know of) other than launching when the moon is at a node (twice a month). I imagine heavy shipments would be scheduled for these times with lighter cargo and passanger flights being able to avoid the larger plane change burn. Overall a great ship as always. Thanks Greg, I'm really looking forward to the upcoming releases.
 
The suits are pretty thin-skin looking. Are they pressurized throughout, or are they the "skin tight" type of suits we've been hearing of for years?

Also, it has occured to me that any advance spacesuit should include some sort of "nose scratcher" feature, since I think I would go nuts wearing a helmet for long periods of time...
 
The suits are pretty thin-skin looking. Are they pressurized throughout, or are they the "skin tight" type of suits we've been hearing of for years?

It's definitely the latter. What you're seeing is the outer layer, which is relatively loose, compared to the actual "skin" layer. I don't publicize my work on that part, to protect the delicate sensibilities of younger Orbiter users.

Also, it has occured to me that any advance spacesuit should include some sort of "nose scratcher" feature, since I think I would go nuts wearing a helmet for long periods of time...

OK, then. We'll definitely specify a nose-scratcher as standard equipment on the Mark II Suit.
 
OK, then. We'll definitely specify a nose-scratcher as standard equipment on the Mark II Suit.

Skilled astronauts can use the drinking tube for scratching their nose. You sure remember that astronauts need to be able to drink during EVA, right? :cheers:
 
OK, then. We'll definitely specify a nose-scratcher as standard equipment on the Mark II Suit.

I'm thinking [L-Shift-9] and a little piece of 200grit sandpaper glued to a flat square extends out like the HUD on the BSP.

Skilled astronauts can use the drinking tube for scratching their nose. You sure remember that astronauts need to be able to drink during EVA, right? :cheers:

The drinking tube can be [L-Shift-8].
 
I'm thinking [L-Shift-9] and a little piece of 200grit sandpaper glued to a flat square extends out like the HUD on the BSP.

The drinking tube can be [L-Shift-8].

Man, you guys aren't getting into the whole Burchismo Aerospace thing. It'll be a separate spacecraft3.dll robot, with animated arms, that floats around inside the helmet and maneuvers with little, itty-bitty compressed air thrusters ....
 
Does poser come with lower res meshes that you can use in realtime apps? The model you've got there looks like the sort of thing you'd use to make normal maps, not the actual realtime mesh. I hate to ask greg, you know whats coming... but whats the triangle count? looks like you've got a couple of thousand in each boot!

The suits are called mechanical counter pressure suits btw, if you look it up you might find some good ideas for detailing and texturing, like the inside of knee, elbow and shoulder joints are specially designed so they don't produce any creases that the body would swell into, you could reflect this in your modelling and textures (better off in textures and save your polys though man!) those visible creases in the mesh for example should probably be eliminated - she'd probably get a nasty welt or something between her breasts in real life, not good for such a fine figure.;)
 
Does poser come with lower res meshes that you can use in realtime apps? The model you've got there looks like the sort of thing you'd use to make normal maps, not the actual realtime mesh. I hate to ask greg, you know whats coming... but whats the triangle count? looks like you've got a couple of thousand in each boot!

The suits are called mechanical counter pressure suits btw, if you look it up you might find some good ideas for detailing and texturing, like the inside of knee, elbow and shoulder joints are specially designed so they don't produce any creases that the body would swell into, you could reflect this in your modelling and textures (better off in textures and save your polys though man!) those visible creases in the mesh for example should probably be eliminated - she'd probably get a nasty welt or something between her breasts in real life, not good for such a fine figure.;)

Those are, in fact, Poser-native meshes and yes, the poly count is best done in scientific notation. I run the bits and pieces through 3dsMax's optimizer at different levels before it's done. I tend to do my very early design and development work at extremely high polygon levels at this early stage but, as we were discussing on another thread, start the optimization process in the next stage.

As for the suit, as I say above, that's intended to be the outer layer, which isn't the mechanical counter-pressure layer. The inner layer's just too sexy for Orbiter.
 
As for the suit, as I say above, that's intended to be the outer layer, which isn't the mechanical counter-pressure layer. The inner layer's just too sexy for Orbiter.

:censored:;)
If someone wore a thing like that outside around here, they'd probably get severe hypothermia. I hate to think what it would be like in LEO.:lol:
 
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