I made another cylinder similar to the first one I made. My only question is, how do you make a hollow tube? Can you do it with Anim8or? I probably will have a barrage of questions later, so get ready.
I wonder how hard it would be to make a Java tool of my own, which does the multistage calculations. It is not too hard to calculate such rockets, optimizing them is the problem, as you can get really many variables and really many "local optimal" configurations.
I have some special java programs which optimized special launch vehicle configurations by using genetic algorithms, but I have not yet managed to turn it into a general form for n-staged rockets or parallel staging rockets.
I still haven't found out how to make a hollow tube. I don't think you can do it in Anim8or.
I wonder how hard it would be to make a Java tool of my own, which does the multistage calculations. It is not too hard to calculate such rockets, optimizing them is the problem, as you can get really many variables and really many "local optimal" configurations.
I have some special java programs which optimized special launch vehicle configurations by using genetic algorithms, but I have not yet managed to turn it into a general form for n-staged rockets or parallel staging rockets.
Thank you so much. Earlier you said the hollow tube needs to be the same diameter as the bottom launcher. Do you configure that in the ini file?Sure you can.
If you draw a straight line at 1m distance from the z axis, and parallel to it, then select that line and then select "build-->lathe" and it will spin this line around the axis you select (z) and create a hollow tube of 2m diameter.
Technique tip: If you want the inside and outside of your tube to look different, make two tubes, one just slightly smaller than the other. The inside tube can have a "framework" (ribs and stringers, pipes and wires, etc.) texture applied, and the exterior of the tube can be clean white, with logos and such.
Another tip: watch out for "flipped normals" where the thing you just made has its "normal" vectors (perpendicular to the surface of each polygon) pointing the wrong way. Result of flipped normals is that the surface looks like a hole, rather than a solid. I think the key N will flip normals for you in Anim8or for the selected object.
EDIT: Anim8or is not helpful when it comes to "flipped" normals because the surfaces look solid in Anim8or...it's not until you get your mesh to Orbiter that you see the problem(s). But sometimes you can detect flipped normals early. In Anim8or, if you are modeling stuff that's for example, white, and you see something that should look white look yellowish instead, it may well be because it is "flipped." Keep an eye out for this.
MT
Do I configure the diameter in the ini file? You said it needs to be the same size as the bottom launcher. I also don't really know where the z axis is. How do I measure a meter in Anim8or?Sure you can.
If you draw a straight line at 1m distance from the z axis, and parallel to it, then select that line and then select "build-->lathe" and it will spin this line around the axis you select (z) and create a hollow tube of 2m diameter.
Technique tip: If you want the inside and outside of your tube to look different, make two tubes, one just slightly smaller than the other. The inside tube can have a "framework" (ribs and stringers, pipes and wires, etc.) texture applied, and the exterior of the tube can be clean white, with logos and such.
Another tip: watch out for "flipped normals" where the thing you just made has its "normal" vectors (perpendicular to the surface of each polygon) pointing the wrong way. Result of flipped normals is that the surface looks like a hole, rather than a solid. I think the key N will flip normals for you in Anim8or for the selected object.
EDIT: Anim8or is not helpful when it comes to "flipped" normals because the surfaces look solid in Anim8or...it's not until you get your mesh to Orbiter that you see the problem(s). But sometimes you can detect flipped normals early. In Anim8or, if you are modeling stuff that's for example, white, and you see something that should look white look yellowish instead, it may well be because it is "flipped." Keep an eye out for this.
MT
The beta version I uploaded to the Hangar has things tweaked hard enough to get an 8500kg Dragon system to LEO with reasonable amounts of fuel remaining (about 0.5% for both stage 1 and 2 at each cutoff).
I'm going to have to take another look at all those numbers soon to make sure I'm not cheating :lol:
MT
Yep. I am paying attention. I am trying my hardest too. So a box is 1 meter?
I'm on my way to the Hanger to give this a try. I'll be looking at your "tweaks" as well, for the simple reason (MJR - are you paying attention?) that this is a great place to understand how things work.
LEO, here I come!
I made a "hollow tube but I am not so sure that it is hollow. Besides that, what is next? I got the bottom launcher, and the hollow tube. Do I make the third stage? Is it going to be smaller, but with the same diameter? Do I use the cylinder method?MJR, one more hint:
n0mad's Cylinder idea is a good one. What I sometimes do is create a cylinder to the approximate size I want, say 3.6m diameter by 30 m long, then there it is, sitting right there, showing me the size of the "finished product." So if I want instead to make a hollow tube, I can simply "trace" along one edge of the cylinder, then "lathe" the line into a new, hollow cylinder.
If you look at my current stage 1, it's simply a dumb cylinder with a bunch of engine shapes hanging under it. Detail can be filled in later.
MT