Project XR3 Phoenix (WIP)

BruceJohnJennerLawso

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Slowly cutting more holes

pas-win01.jpg


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Payload bay with 3.6m diameter module support:

XRcbay0001.jpg


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max module lenght: 10 meters

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Some "magical sci-fi" tech: "Double plank" scram engines along with cutout.

doubleplank_scrams.jpg


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And cargo bay doors modelled:

XRcbay0002.jpg

Lookin snazzy :thumbup:

Has there been any discussion on what the interior will look like? Being the biggest VC done on the XR fleet, it might be able to have some really interesting features included. Some wide view windows to the cargo bay might be nice.
 

wehaveaproblem

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Lookin snazzy :thumbup:

Has there been any discussion on what the interior will look like? Being the biggest VC done on the XR fleet, it might be able to have some really interesting features included. Some wide view windows to the cargo bay might be nice.

And cup holders...

Coming along nicely Loru, she's becoming a real beaut. Will there be an airlock/door from cabin to payload bay?
 

yagni01

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Definitely needs some overhead windows with a dorsal docking port.
 

Ark

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Definitely needs some overhead windows with a dorsal docking port.

I agree. A rear station with overhead windows and a large window to the cargo bay would be great. With an MFD screen there, you could manage the whole docking maneuver from the most logical spot with the best view.
 

Loru

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docking system will resemble XR5 with "docking RCS mode". Windows are in plans and will be modelled soon.

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t-win.jpg
 

MaverickSawyer

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Just thought of something: Will the infamous "Fuzzy Dice" make an appearance in the XR3? :)
 

Hlynkacg

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...And cargo bay doors modelled:

XRcbay0002.jpg

Looking good loru! :thumbup:

I really like how payload bay and docking port are shaping up. Have you considered putting a small cupola in that blank space to the port side of the docking port? Seems like the perfect spot for a Docking / RMS operator's station.

ETA: The overhead windows in that case would be for the passenger's benefit.

also... if you'd like help modeling the interior drop me a line.
 
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Loru

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Looking good loru! :thumbup:

I really like how payload bay and docking port are shaping up. Have you considered putting a small cupola in that blank space to the port side of the docking port? Seems like the perfect spot for a Docking / RMS operator's station.

ETA: The overhead windows in that case would be for the passenger's benefit.

also... if you'd like help modeling the interior drop me a line.

Thanks.

I've considered it but actually place is occupied. On one side we have precission aproach & docking radar and on the other we have EVA hatch. All that space is used for quite complex airlock as it would use single airlock with 3 separate ports (APAS, EVA hatch and ground hatch in front gear bay)

As for help with interior: I greatly apreciate the your offer however one of my goals in this project is to learn making more complex meshes that I've done up till now.
 

DaveS

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I've considered it but actually place is occupied. On one side we have precission aproach & docking radar
Have you thought about going the shuttle way? That is a edge mounted assembly along the side of the bay.
 

Loru

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Although boolean operations are very quick for cutting RCS nozzles, I decided to make them manually. It's slightly more time consuming but does not produce smoothing errors and strange polys (1m long, 1mm wide)

nose_rcs.jpg


side-perspective.jpg
 
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MaverickSawyer

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Ok, I'm seeing pitch down, -Z translation, and yaw thrusters. Where's the pitch up sets?
 

Loru

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Ok, I'm seeing pitch down, -Z translation, and yaw thrusters. Where's the pitch up sets?

Actually you can see: Pitch up and pitch down (translation up/down), and -Z translation. Those on the side are pitch up (difficult to see from this angle)

Nose Yaw + X translation will be modelled either today or tomorrow.

---------- Post added 02-17-13 at 12:35 AM ---------- Previous post was 02-16-13 at 11:00 PM ----------

This evening :p

nose_RCS-set.jpg


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And final for today:

pad.jpg
 

Ark

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Oh hell yes this thing is shaping up. Good textures will really make that thing pop when the time comes.
 

MaverickSawyer

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Actually you can see: Pitch up and pitch down (translation up/down), and -Z translation. Those on the side are pitch up (difficult to see from this angle)

Nose Yaw + X translation will be modelled either today or tomorrow.

---------- Post added 02-17-13 at 12:35 AM ---------- Previous post was 02-16-13 at 11:00 PM ----------

This evening :p

nose_RCS-set.jpg


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And final for today:

pad.jpg

Ah, okay. I see what you did there... :p
Looks awesome. Can't wait to see a "Loru Limbo" shot of this at CSSC! :lol:
 

Loru

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some minor progress:

fuselage/wing part is splitted into top/bottom sections for UVW mapping

btm-hull2.jpg
 

Ark

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Sweet.

I'm assuming it will have the same custom skin system as the other XRs?

I'm kind of curious about the coding, how much more goes into it than just taking the XR2 code, inputing a new set of flight characteristics, and assigning the buttons to the XR3 model's animations?
 
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Loru

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Sweet.

I'm assuming it will have the same custom skin system as the other XRs?

Most likely yes. However I'm not sure I'll be providing paintkit. I can provide layered psd file instead.

today's update #2:
uvw-top.png



I'm kind of curious about the coding, how much more goes into it than just taking the XR2 code, inputing a new set of flight characteristics, and assigning the buttons to the XR3 model's animations?

You have to ask dbeachy1 about that. I'm not a coder :p

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Goofing around :p

flames.jpg
 
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