Solar Power Facility

Spacecrafts, buildings and other 3D asset creation
WKFO
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Re: Solar Power Facility

Post by WKFO » Sat Sep 21, 2019 3:51 pm

WKFO wrote:
Thu Sep 19, 2019 4:46 pm
When I add one more layer of panels, it becomes this big:
https://imgur.com/a/iF5Qu7y

Unfortunately, I think the struts I am using are quite tri-heavy and I've already reached 191k tris with no details involving the panels or... well, anything at all.
Using 16 vertices cylindrical tubes instead of truss struts reduced the tri count to something to around 3k- 3,5k.

WKFO
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Re: Solar Power Facility

Post by WKFO » Tue Sep 24, 2019 8:09 pm

https://imgur.com/a/EXottkk

^ ^ What about this arrangement? ^ ^
(I know they are placed badly, I was in a hurry.)

The blue thing is a space station ring for scale. (I think the largest one.)

nozmajner
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Re: Solar Power Facility

Post by nozmajner » Tue Sep 24, 2019 8:44 pm

Looks good to me!

WKFO
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Re: Solar Power Facility

Post by WKFO » Sun Dec 01, 2019 9:29 pm

https://imgur.com/a/mBtPI0V

^ A small in-game visual test ^
I created different materials for collectors, tubes and the beamers to make it easier to texture.

The station in the picture is not very large but it is a pretty modular thing so we could theoretically make it infinitely large. The problem is the further I enlarge it, the more presicion mistakes I make and collector nodes and connector tubes end up mis-aligning. I found some problems like that in my last model so I ended up starting over because it was a pain trying to fix all those mistakes. There were too many hexagons already!

Anyway, I need to replace the placeholder textures with actual good-looking ones. Any suggestions/material help about textures is welcome!

Also, I don't know if I mentioned this or not, but I am planning of having different versions of power stations ranging from very small (only 7 collectors like in the link above) to anything short of a Dyson sphere.

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Unless...

:) Just joking.

nozmajner
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Re: Solar Power Facility

Post by nozmajner » Mon Dec 02, 2019 11:03 am

Could you upload the game files? I'd like to take a closer look on it.

Based on the images, it feels a bit simplistic modeling-wise, but the concept is certainly looking good.

WKFO
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Re: Solar Power Facility

Post by WKFO » Mon Dec 02, 2019 11:45 am

Yes, it still has a mockup level simplicity.

I am actually planning to ditch the solar panel in the center and replace it with docking pads/antennas/beamers and some other stuff; so it would be better if you waited for me to create the last version in my mind.

Maybe I can get my hand on it tonight.

WKFO
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Re: Solar Power Facility

Post by WKFO » Mon Dec 02, 2019 8:24 pm

This is a newer version: https://www.dropbox.com/s/xw0o7cnqkn643 ... blend?dl=0

TO DO:
  • Add more support structure
  • Add stationkeeping engines
  • Increase model detail for aestethic pleasure

WKFO
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Re: Solar Power Facility

Post by WKFO » Wed Dec 04, 2019 9:26 am

Newer version
https://www.dropbox.com/s/i15zh3tmsre3i ... blend?dl=0

I've added a rotating ring section to hold some crew. It should provide something pretty close to 1g according to https://www.artificial-gravity.com/sw/SpinCalc/

Two thruster blocks for stationkeeping. I've only added two because it breaks the radial symmetry and gives a sense of direction.

Put the energy beamer further away from the station and supported it with extra struts as Nozmajner suggested.

Added some extra support structure that will help keep the solar panels/radiators in place.

Added a couple of omnidirectional antennas on top of the docking ports... for style.

WKFO
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Re: Solar Power Facility

Post by WKFO » Wed Dec 04, 2019 11:15 am


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