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FT3D — Calypso-class LRSE update. Hanger #3

Published: 2021-11-17 05:28:21 +0000 UTC; Views: 887; Favourites: 4; Downloads: 0
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Description Big changes, still facing aft.
UPDATE/Foreward image:

So I was browsing Artstation Marketplace and found this asset pack from the user Voloshenko: tinyurl.com/3t48ntn2

I used a bunch of those to add much more base-detail to the inside walls of the hanger while also making it more roomy. I think it was well worth the $3 it cost. 

I also made some pipes and ran them around the entire room, though I don't know if I like the way it wraps around for no real reason. I might make it go up into the ceiling instead.



Also, I'm still not sure what is going to be at the end of the left catwalk. Right now it just sort of ends there. 

 The room right behind the door on the bottom right is an airlock and de-con area. The room with the windows to the left is going to be both the door/hanger control room and the bottom of the stairway leading up.

Because of that, I'm not sure if having a second doorway leading to the hanger makes much sense as it would defeat the purpose of a sealed airlock and de-con chamber. 


So, I have two ideas. One is to shorten it up a bit and put a second staircase on the end, as well as a small drawbridge that will connect both side directly over the door but fold up when in use. Or maybe do two, on either side of the door. 

I also am floating the idea of a folding catwalk on the ground level which will only exist over the door and fold flush with the wall when the door is open. 


The other idea is similar. Since the T-27 has two doors on it's back and the ships were literally built and designed to work together. Maybe I could add two sets of small drawbridges that only extend far enough so that crew can get to the upper entrances of the ships. 


Regardless, on both catwalks on either side I added one of the greebles from the pack and arrayed it along the length to create a sort of pallet-rack like structure on top of the catwalk supports. On each, I plan to make, or reuse from other scenes, a series of storage cases, crates, and the like to place on to of. 





Aside from that, I got rid of the ceiling full of cranes and replaced it with a single one, now on a rail that moves around the hanger. There is JUST enough room for it to swing 360 degrees, and I added some robotic arms I made a while back.

So now it's a gravitic crane (tractor beam) to pull an object in, or push it out as it works booth ways. Whether it be a ship or rock sample. With robotic arms that are used for precise movement and manipulation of that object.  

I gotta add more detail to that robotic arm base, because it was made to be a launch clamp, but I over-did it and it has like 6 axis/degrees of freedom, or whatever.  Those arms are now what align shuttles perfectly for launch.


Another thing is, this ship is pretty advanced for it's day. But it's no where near as advanced as the ship that come later and I tend to just make... I forgot it still needs to have similar devices along the top for artificial gravity. Which is called "Push gravity" as it pushes on you from the top down. 

That was sort of the secondary use for the cranes, artificial gravity. Now that their gone, something else will need to be made. Which is fine, it'll look better and make more sense in the end. 

As silly as it may sound, I follow Bob Lazars testimony and the basic idea of the Alcubierre drive as my design perimeters because... Well, they work well for constant space ship designs. There are no FTL ships in Starlite without the ring. Unless you count the split-rings.

So for a "gravitic thruster" any simply, "Garbage can-like" thing will work. I just like to add more detail because it's too boring and easy if it's a total Lazar. He said it was all very plain. That's fine for aliens, but that's not Human-style. We like things to have visible pipes and girders and look a bit rougher. 


Later ships use their deflector/focusing arrays to do create gravity throughout the entire ship, the most advanced ships with the split rings like the divinity-class use only their engines; But those technologies are still more at least 1,400 years away from even this ship, which is an early 31st century design.

Which means if the Divinity-class was built today in 2020, the LRSE was built around the year 600AD. 

So the LRSE only has artificial gravity is select areas. The crew compartment, bridge, medbay, and hanger when in use. Everywhere else is microgravity


On the floor I plan to make some more, flat storage cases, or rather the top facades of them which will fit inside those gaps on the middle set of greebles so there is extra storage on the floor for tools and other hanger-related stuff.

I'll model 4 or 5 unique ones for both the floor and the sides and that should be enough to fill the gaps out. If not, making good-looking storage storage boxes is a pretty quick process. 


The other thing I added was the pressure-safe lights I've used on hangers before. Green = Safe, Red = Dead. They, like the crane are re-used, canon assets that are already textured. 



Most important of all. Blue accent lights!!!! You literally cannot have a spaceship without sweet accent lights! Though, those are just quick placeholders. I have an idea for a way sweeter accent light setup. 

Ohh, and I added some fuel tanks as well. MLH-1, or "Metallic Liquid Hydrogen - Fuel 1." Which is used to power the shuttles and ships auxiliary reactors. The ship carries enough for a 200 year mission. 



Any ideas for what I should add, change, delete entirely?  Let me know.  Lights around the door are already on the list, as are cables hanging. I have string some cables up here and there. But that's usually one of the last things I like to do, as you never know what'll change and now none of the cables make sense.  
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Comments: 2

TheRealBeef1213 [2022-01-20 04:39:07 +0000 UTC]

👍: 0 ⏩: 1

FT3D In reply to TheRealBeef1213 [2022-01-21 23:14:38 +0000 UTC]

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