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space dome addon
Posted: 13.07.2007, 23:44
by cyber_space_doc
I think a good addon idea would be a space dome greenhouse with a geometry similar to what is visable on this picture of the south pole - a geodisic dome:-
http://www.lib.utexas.edu/maps/islands_ ... thpole.jpg
although I think oxygen would be better obtained through electrolysis of water, it would be good to use a greenhouse to grow food.
Posted: 14.07.2007, 10:09
by eburacum45
I put a few space domes on the OA asteroid add-on
and I have made an unreleased version for the Moon, seen here
With Selden's moonship in the foreground.
The trouble is if you have a simple dome with no radiation protection you will get a lot of sick people; so domes have to be either very big, so that the atmosphere itself protects the people inside to some extent, or there would have to be some sort of artificial magnetic or electric field.
Or the inhabitants could be protected against radiation by genetic modification of some sort.
Posted: 14.07.2007, 11:14
by selden
As I keep telling you, that's not my moonship. It's by Re(i)mbrandt. With his permission, I did a very crude translation into a format that Celestia could use.
I did make some similar Mars ships from scratch, though.
Re: space dome addon
Posted: 14.07.2007, 11:51
by rthorvald
cyber_space_doc wrote:I think a good addon idea would be a space dome greenhouse
... Like this, perhaps?
(click for full-size):
RAN III. Soon.
- rthorvald
Posted: 14.07.2007, 12:03
by selden
o_O
So just how many GigaBytes is Ran III, anyhow???
Posted: 14.07.2007, 12:17
by rthorvald
selden wrote:o_O
So just how many GigaBytes is Ran III, anyhow???
1.4 GB without the hires folder. Add another 1.6 GB for the HiRes version... Not neccecary, but a different world entirely re eyecandy...
And, everything WILL run on a moderate (64 MB) graphics card. I put a lot of structural planning into that part.
- rthorvald
Posted: 14.07.2007, 16:11
by eburacum45
selden wrote:As I keep telling you, that's not my moonship. It's by Re(i)mbrandt. With his permission, I did a very crude translation into a format that Celestia could use.
Thanks to Re(i)mbrant in that case; they are nice little ships.
Posted: 14.07.2007, 16:21
by eburacum45
I am particularly interested in the view inside Thorvald's rotating cylindrical habitats; they look extraordinarily good. A nice rotating habitat surrounded by a few tens of metres of rock should be safe from almost all radiation.
Posted: 14.07.2007, 22:11
by rthorvald
eburacum45 wrote:I am particularly interested in the view inside Thorvald's rotating cylindrical habitats; they look extraordinarily good. A nice rotating habitat surrounded by a few tens of metres of rock should be safe from almost all radiation.
How about a Bernal Sphere? Like this one:
Outside:
Inside:
... Not as rocky, though
- rthorvald
Posted: 15.07.2007, 03:52
by cyber_space_doc
Its good to see all these great ideas!
Apparently the dome on the south pole was built for space research into the concept of a lunar base:-
http://cals.arizona.edu/media/archives/5.36.html
A demo script could take the user through a tour of the space environment and could include a discussion of the basic needs of a settlement, the basic ammenities such as the power supply, the defense against radiation, construction materials used and of course a description of the day-to-day lifestlyle.
I found these links very interesting:
http://cs.marlboro.edu/~jolande/off_cam ... rt2005.pdf
http://www.nasa.gov/mission_pages/explo ... r-hab.html
and concept art
http://www.spaceflight.nasa.gov/gallery/images/mars/
Posted: 15.07.2007, 06:48
by Tuefish
RAN III. Soon.
- rthorvald
Eagerly awaiting RAN III.
-Tuefish
Posted: 15.07.2007, 09:53
by m1omg
eburacum45 wrote:I put a few space domes on the OA asteroid add-on
and I have made an unreleased version for the Moon, seen here
With Selden's moonship in the foreground.
The trouble is if you have a simple dome with no radiation protection you will get a lot of sick people; so domes have to be either very big, so that the atmosphere itself protects the people inside to some extent, or there would have to be some sort of artificial magnetic or electric field.
Or the inhabitants could be protected against radiation by genetic modification of some sort.
Why do not use good old lead? Use thick leaded glass and you will have no problem with radiation.
Re: space dome addon
Posted: 15.07.2007, 09:55
by m1omg
rthorvald wrote:cyber_space_doc wrote:I think a good addon idea would be a space dome greenhouse
... Like this, perhaps?
(click for full-size):
RAN III. Soon.
- rthorvald
Very nice
And what about a domed village with a forest under the stars...
Much better compared to spartan Eburacum's urban areas under domes.
Posted: 15.07.2007, 10:04
by bh
Runar... stunning shots!
Re: space dome addon
Posted: 15.07.2007, 10:49
by rthorvald
m1omg wrote:And what about a domed village with a forest under the stars...
If i had found a way to make forests without using an infinite number of polygons, there would be forests in these shots. But a single decent-looking tree needs more memory than all the rest of Ran... I avoid using "cardboard cutout" models in this project.
- rthorvald
Posted: 15.07.2007, 13:42
by Fenerit
I have found a Win program for making tree. The version 1.2 is now free (download link at page end). It export the file in .DXF form.
http://www.treegenerator.com/
Posted: 15.07.2007, 13:57
by rthorvald
Fenerit wrote:I have found a Win program for making tree
Thanks for the tip!
But the problem isn??t making trees, it is that the polygon count for a realistic tree will be too large for a forest to work in Celestia...
- rthorvald
Posted: 15.07.2007, 14:00
by Fenerit
Indeed. At the least a fruit garden...
Posted: 15.07.2007, 15:22
by eburacum45
Maybe the trees could be rendered as individual objects, over and over again, so you would only need one or two models... I might try it myself if I ever get time- but it sounds tricky to do.
But the Bernal sphere looks wonderful as it is.
Posted: 15.07.2007, 15:59
by selden
While the number of different models affects the size of the Addon and memory usage, the total number of models that is drawn affects runtime performance. 100x the same model is just as bad for performance as 100 different models, although it uses a lot less memory. (I'm assuming the different models all have the same complexity.)