Project Babylon 5 SA-23 StarFury

Raven

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picture.php

picture.php

picture.php

Lighting angles to show normal mapping
picture.php

Added details to the retro thrusters and a rough draft of the claw


After a few false starts in add-on development, I'm actually getting somewhere this time!
Scarecrow graciously gave permission to use his excellent model/textures and build on his project, so rather than taking forever to research and obsess over my own modeling, I decided to get straight to making something happen. It's still based on SC3 for now but will eventually be a module when I become reasonably competent in C++...

The StarFury has always been one of my favorite space fighters. Her design is about as technically believable as it gets and they even used somewhat Newtonian physics in the TV series. NASA actually gave serious consideration to using the design for a real spacecraft. Her performance specs are ridiculously overpowered, but they had to suspend disbelief somewhere I suppose. (Test flights showed that enough thrust to push 50+ metric tons at 9.5 Gs is also enough to go from zero to crispy in about 5 seconds flat. Definitely not for atmospheric flight.) RCS placement is very good. No noticeable rotation during translation when on autopilot, outstanding maneuverability, pretty much everything it was meant to be.

I started playing with it after reading an interview with the original designer; apparently the tail vanes were intended to be animated thrust-vectoring baffles, but never made it into the show because of hardware limitations. It sounded interesting, so I chopped them away from the model, tied them to the control surfaces, and it worked. Then I got hooked and decided to see what else could be done... So here we go:

The plan is to create two, maybe three, versions: one 'canon' with specs based on what little information I can find, another that's a bit easier to fly and atmosphere capable (just because it's fun), and maybe a third that combines the two.

Already done:
-More or less optimized model with animated contol surfaces and opening canopy*
-Basic normal mapping for D3D9 client. Still needs more definition in some areas, less in others.
-Static VC
-Canon and custom SC3 .ini. Almost there, still being fine-tuned.
-Close-to-accurate exhaust textures

To Do:
-Learn C++!
-Figure out how to code everything
-Fully active VC with switches, buttons, MFDs, radar, whatever fun stuff I can fit in there. I wanted to put in fuzzy dice, but that's already taken by the XR2. Maybe a photo taped to a console or something instead. Some sort of personal item(s) to add character.
-Grappling claw, as seen in the episode "Soul Hunter", coded as an RMS. Doable with SC3, not sure if it would translate through Artlav's SC3 converter.
-UMMU support. Maybe UCGO. No room for cargo but could maybe use other features.
-Skin support. There's a lot of canon nose art out there, and I like nose art.

Wish list:
-Escape pod. Found indications that the cockpit section is also an ejectable lifeboat. Not sure what it would take to code though.
-Working weapons. Maybe just to impart force for 'tag' dogfighting, damage if possible. Both would be great since there is precedent in the series. (A training session showed non-lethal weapons.) Missiles are already easy enough with the AAMissile add-on.
-Whatever else I can reasonably stuff in there. Any technical or canon information would be helpful. I'm currently dividing time between building, flying, and researching.

*Haven't yet found any reference regarding how exactly the canopy opens or if ingress is through a hatch somewhere else. If anyone knows of an episode reference, I would appreciate it. Trying to stick to the 'real' thing.
 
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Raven

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The Claaawww...


Animation sequence for the tow cable is working. Still have to figure out the hierarchy to make the 'grab' sequence not fall apart if the cable is retracted while holding something. It's hard to resist the temptation to add one of theose little green guys from Toy Story...

---------- Post added at 06:14 PM ---------- Previous post was at 06:11 PM ----------

picture.php

Probably should have checked scale before doing all the animations... The only spec sheet I've found says the wingspan is 17.87 meters, but that means the pilot is huge as compared to an UMMU.
Original size in background, rescaled in midframe, UMMU and Deltaglider for reference.
 
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PhantomCruiser

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You need a little teddy bear mesh to attach to the viewscreen (like the alien on the Ravenstar each halloween?)

Bear-bylon 5? Cute scene from the show...
 

Kendo

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Threre,s a Starfury here with a pilot. You could ask the author for permission.
Or you could go to the Foundation3d website.
[ame="http://www.orbithangar.com/searchid.php?ID=5118"]SA-23 Starfury[/ame]
 

Raven

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@PhantomCruiser: I'm thinking of doing something like that if I can figure out how. Maybe fireworks instead of weapons for Independence Day, for example. As for the teddy bear, do you know which episode that was?

@Kendo: That's the model I'm using, with permission from the original author.
It was a bit out of scale. Animations are mostly coordinated again as of yesterday.

Which leads to a stupid question: Dr. Schweiger's DeltaGlider tech sheet list an empty mass of "11.0*10e3 kg" but SC3 shows only 12000 (kg?). Either my math is really rusty or SC3 is missing a zero. Is the Deltaglider's empty mass roughly 110 metric tons? or 11? It's been a while since I've had to use exponents. (Feel free to laugh at my ignorance.)
The only tech sheet I can find for a StarFury gives an empty mass of 45.2 metric tons. Doesn't make sense if the DG is only 11 tonnes...

Found the episode. 'There All the Honor Lies'. It does rather fit the same idea as the XR2's grey alien.
 
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MaverickSawyer

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It's 11 tons. 10e3 is the same as 10^3, or 10*10*10, which is 1000. ;)

I look forward to seeing what becomes of this. Looking great so far, though!
 

PhantomCruiser

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Dang... I got it wrong, it Ba-bearlon5.

Here's the clip
 

Raven

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Thanks, MaverickSawyer. It's been a long time since I've used exponenential notation.

And thank you, PhantomCruiser. That is a cute scene. The clip I found started just after Zeta 1 launched, just before the bear hit the canopy, so I missed their conversation. I wonder why Sheridan would have been so offended by a teddy bear?

It looks like I'll have to fudge the numbers a bit... Available tech data lists between 41-50t dry mass with additional 4-7t of propellant mass. Most of which also mentions extensive use of carbon nanotubes in the frame and armor. So if it's smaller than the DG, which only weighs 11t, and built with superlight materials, where does all that mass come from? And more importantly, roughly how much should it weigh? More research needed...
 

Raven

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Some experiments with advanced texture maps:
picture.php

A bit too heavy on the specular map. Accidental discovery of good effects for an AC Cobra or Delorean though.
picture.php

Chrome won't get you home, but it's shiny!
picture.php

And a better specular map. Not too shiny, not too flat. It shows up better while in motion.
 

Raven

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Animation problems

Ok, I've spent the last week trying to get this thing properly animated and still having problems. It looks like my rotation points are 'floating' somehow and making the motions fall apart. It's not written as a robotic arm yet, this is still the proofing stage, but not sure if that would make any difference. Can anyone give me a hint as to what's going on here?

[ame="http://www.youtube.com/watch?v=9Z-PTVaF-7c"]orbiter 2013 07 15 13 15 39 28 - YouTube[/ame]

Here's the relevant section from the .ini:

Code:
[ANIM_COMP_9]
;Cover
SEQ=2
GROUPS=16
RANGE=(0,0.3)
TYPE=TRANSLATE
SHIFT=(0,0.025,0.59)

[ANIM_COMP_10]
;CableDeploy
SEQ=2
GROUPS=17
RANGE=(0.3,1)
TYPE=TRANSLATE
SHIFT=(0,-1,0)

[ANIM_COMP_11]
;CableDeploy
SEQ=2
GROUPS=18
RANGE=(0.3,1)
TYPE=TRANSLATE
SHIFT=(0,-1.9,0)

[ANIM_COMP_12]
;CableDeploy
SEQ=2
GROUPS=19,20
RANGE=(0.3,1)
TYPE=TRANSLATE
SHIFT=(0,-2.5,0)

[ANIM_COMP_13]
;Claw1-1
SEQ=2
GROUPS=21
RANGE=(0.3,0.7)
ROT_PNT=(0,-1.3464,2.1681)
ROT_AXIS=(1,0,0)
ANGLE=-100
PARENT=12

[ANIM_COMP_14]
;Claw2-1
SEQ=2
GROUPS=22
RANGE=(0.3,0.7)
ROT_PNT=(0.01495,-1.3464,2.1399)
ROT_AXIS=(0.27,0,0.5)
ANGLE=100
PARENT=12

[ANIM_COMP_15]
;Claw3-1
SEQ=2
GROUPS=23
RANGE=(0.3,0.7)
ROT_PNT=(-0.01479,-1.3464,2.1399)
ROT_AXIS=(0.27,0,-0.5)
ANGLE=100
PARENT=12

[ANIM_COMP_16]
;Claw1-2
SEQ=2
GROUPS=24
RANGE=(0.5,0.8)
ROT_PNT=(0,-1.4826,2.1681)
ROT_AXIS=(1,0,0)
ANGLE=-160
PARENT=13

[ANIM_COMP_17]
;Claw2-2
SEQ=2
GROUPS=25
RANGE=(0.5,0.8)
ROT_PNT=(0.01495,-1.4826,2.1399)
ROT_AXIS=(0.27,0,0.5)
ANGLE=160
PARENT=14

[ANIM_COMP_18]
;Claw3-2
SEQ=2
GROUPS=26
RANGE=(0.5,0.8)
ROT_PNT=(-0.01479,-1.4826,2.1399)
ROT_AXIS=(0.27,0,-0.5)
ANGLE=160
PARENT=15

[ANIM_COMP_19]
;Claw1-3
SEQ=2
GROUPS=27
RANGE=(0.7,1.0)
ROT_PNT=(0,-1.3921,2.1681)
ROT_AXIS=(1,0,0)
ANGLE=-120
PARENT=16

[ANIM_COMP_20]
;Claw2-3
SEQ=2
GROUPS=28
RANGE=(0.7,1.0)
ROT_PNT=(0.01494,-1.3921,2.1399)
ROT_AXIS=(0.27,0,0.5)
ANGLE=120
PARENT=17

[ANIM_COMP_21]
;Claw3-3
SEQ=2
GROUPS=29
RANGE=(0.7,1.0)
ROT_PNT=(-0.01479,-1.3921,2.1399)
ROT_AXIS=(0.27,0,-0.5)
ANGLE=120
PARENT=18

[ANIM_COMP_22]
;Grapple1
SEQ=3
GROUPS=21,24,27
RANGE=(0,1)
ROT_PNT=(0,-3.8464,2.1681)
ROT_AXIS=(-1,0,0)
ANGLE=-80

[ANIM_COMP_23]
;Grapple2
SEQ=3
GROUPS=22,25,28
RANGE=(0,1)
ROT_PNT=(0.01495,-3.8464,2.1399)
ROT_AXIS=(-0.27,0,-0.5)
ANGLE=140

[ANIM_COMP_24]
;Grapple3
SEQ=3
GROUPS=23,26,29
RANGE=(0,1)
ROT_PNT=(-0.01479,-3.8464,2.1399)
ROT_AXIS=(-0.27,0,0.5)
ANGLE=140

[ANIM_COMP_25]
;CableRetract
SEQ=4
GROUPS=17
RANGE=(0,1)
TYPE=TRANSLATE
SHIFT=(0,1,0)

[ANIM_COMP_26]
;CableRetract
SEQ=4
GROUPS=18
RANGE=(0,1)
TYPE=TRANSLATE
SHIFT=(0,1.9,0)

[ANIM_COMP_27]
;CableRetract
SEQ=4
GROUPS=19,20,21,22,23,24,25,26,27,28,29
RANGE=(0,1)
TYPE=TRANSLATE
SHIFT=(0,2.5,0)
 

Raven

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picture.php

Not much of an update, but I wanted to take out some frustration caused by animation problems and discovered how to arm SC3 vessels with AAMissile...
 
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