Indeed it wouldn't need to be... but where's the fun in that?IMHO a pure "hauler", especially in a futuristic background, doesn't have to be crewed at all...
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Indeed it wouldn't need to be... but where's the fun in that?IMHO a pure "hauler", especially in a futuristic background, doesn't have to be crewed at all...
Right, clarified that first one a bit.And it is supposed to be a unwinged, pure spacecraft.
I always liked the cockpits from Rogue Spaceship, with massive display screens instead of heavy, vulnerable windows.
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(Reference Image)
I'm not familiar with the specifics of LANTR engines but given that it's nuclear then this caveat probably applies to it as well, in which case those radiators would probably need to be moved forward towards the crewed section; but otherwise i really like the design, has a nice rugged and reliable feel to it.Here is a first quick suggestion for a spacecraft configuration based on the early discussions, without any trace of vanity, I decided to name this configuration U0:
It is based on a small LANTR engine as main propulsion and main power source, the cargo and the crew being stacked above. I think a crew of two could be minimum there, while the primary structure could likely also be large enough to allow carrying 3-4 passengers. From an organisational POV, I think a crew of three might be smarter, having one person dedicated to the cargo handling and engineering duties, while the other two handle navigation and communication, and command and management.
Boring? I'm loving this! It's already a lot more detailed than I could have come up with!Again, its just a first quick drawing done during the idle holiday hours. I hope I will see some less boring ideas from others here.
Might be a bit tough in a VC, I'm not sure, I've never worked with them. But if the controll interface is to be more like touchscreens rather than switches, and implemented as a panel, I do have that UI framework lying around (it's essentially a high-level abstraction of the orbiter panel with a toolkit for common UI elements like buttons, listboxes etc), so at least in a panel something like this would actually be easier for me to do than a traditional panel. Trouble is, I like switches... ?Yeah, maybe harder to produce in Orbiter, but makes sense.
Might be a bit tough in a VC, I'm not sure, I've never worked eith them. But if the controll interface is to be more like touchscreens rather than switches, and implemented as a panel, I do have that UI framework lying around (it's essentially a high-level abstraction of the orbiter panel with a toolkit for common UI elements like buttons, listboxes etc), so at least in a panel something like this would actually be easier for me to do than a traditional panel. Trouble is, I like switches... ?
Found this small PDF about LANTR, not much, but the lander looks again a bit Burch'ish IMO.
https://ntrs.nasa.gov/citations/19950005290
As for this, I was thinking maybe it could be spherical, or kind of "LEMish" (I don't even know how to describe that shape... "roughly cubical with lots of edges?").The crew module looks conical towards the docking port now, but even that is not necessary. It could be come more complex shaped.
I was rereading this, and now I can't get the idea of a small screen going through the boot log of the mainframe after power-up out of my head anymore... I might be getting a tiiiiny bit ahead of myself ?For example, like this concept: First booting up the core system of the spacecraft and then using this for bringing the top level functions online with increasing automatisation.
I was rereading this, and now I can't get the idea of a small screen going through the boot log of the mainframe after power-up out of my head anymore... I might be getting a tiiiiny bit ahead of myself ?