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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 00:28:36
Message: <54dae884@news.povray.org>
Here's my latest version. Is it better? I think I am heading in the 
right direction. I still have to connect the outer solar panel ring to 
the ship. Right now it's just floating.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 00:50:41
Message: <54daedb1$1@news.povray.org>
On 2/10/2015 10:56 PM, green wrote:
> certain features of your design need attention drawn to i think.
>    having a non-rotating nacelle over the rotating pseudo-gee habitat can provide
> for shielding.  figure up to two meters of concrete/regolith/plastic.  with the
> shielding separate from the hab, you do not have to invest in the angular
> momentum.  however, your design is a 'long tom'; rotating cylinders on such a
> long axis are inherently unstable and will seek to precess to a rotation around
> a more stable principle axis, with disastrous results.  the instability can be
> overcome i think by carefully orchestrated counterweights moving radially from
> the axis of rotation, but clearance with your nacelle might be a problem.  most
> designs that deal with the stability problem just make the cylinder shorter,
> more like 'square', diameter=length.  'kalpana one' is such a design; it is near
> the size of yours.

I added a new outer ring for the solar panels and agridomes. They rotate 
in the opposite direction as the habitat. But they have very little mass.


>    if you intend to have near-earth-strength artificial illumination, then
> consider the basic efficiency of photon-in (to the solar cell) vs photon-out
> (from the lighting).  ten percent is ridiculously high i suspect; but that would
> mean having ten times the surface area of your hab in solar cell area, just for
> lighting alone.  usually this problem is solved with natural sunlight and
> mirrors.  a good example is the o'neill-type cylinders in alexis gilliland's
> 'rosinante' trilogy (available for kindle).  instead of giant whirling plane
> mirrors (at ten or twenty gees at the tips) gilliland embeds the habs in vast
> conical arrays of small mirrors, each steerable.  as a bonus, since the mirrors
> are stationary, they can be heavy, and are dichroric mirrors reflecting only
> visible light, no heat or u.v.   also, since the novels are set in the asteroid
> belt, much larger surface areas are needed than can be provided by the mirrors
> of the classic o'neill cylinder.

The ship has a regular reactor in addition to the solar panels. It's in 
the center of the big sphere that's kind of hard to see now. It's 
surrounded by water and fuels maybe. Maybe cargo.


>    you can hypothesize food plants that thrive in zero gee but that is a big leap
> of faith.  the classic o'neill cylinder had a ring of 'small' 'farm modules' to
> feed the cylinder (the gilliland habs were in the business of agriculture).  the
> o'neill farms were rotating structures about the size of your spinner.  even
> stipulating zero gee crops, i am wondering, why the domes instead of flat
> coverings (tho they do look cool).  radiation protection is another concern; i
> have forgotten if o'neill's 'high frontier' addressed it.  in a 'current state
> of the art' pragmatic cop-out, it might be necessary to move agriculture into
> the main hab, send everybody 'underground'.  coolness counts, tho, and every
> design feature, or bug, can be rationalized away.

The agridomes are rotating now, so they should have proper fake gee. I 
was thinking the dome shape would resist pressurization better. They're 
not well shielded though. I haven't modeled the parabolic torus (a 
surface, not a solid) yet to collect light and direct it to the domes.


> i fear my ideas seem limiting and stifling whereas i hope they inspire and help.
>   there are a lot of divergent ideas out there, and that is a good thing.

Thanks for your comments! Keep them coming!


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From: Le Forgeron
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 03:46:01
Message: <54db16c9$1@news.povray.org>
Le 10/02/2015 22:25, Mike Horvath a écrit :
> On 2/10/2015 3:50 PM, Le_Forgeron wrote:

>> Also, given the kind of scale for the blue rotating cylinder, you should
>> have a small line of agridomes from the main body to the current group.
>
> Not sure what you mean without a sketch.

  instead of --%%%--O--%%%--

the part between % and O could have some extra aligned agridomes

Something like --%%%**O**%%%--

Also, some water-tank(s) could be nearby
>
>
>> Which also mean that the current section of the support might actually
>> be unrealistic (they are too big in proportion), and the six shaped
>> stars might also enjoy being a mesh of triangular sections.
>
> Not sure what you mean.

What is the diameter of the rotating body ? compare it to the 
triangulated support used to attach the agridomes and to the section of 
the six lines which are making a star around the central axis: if you 
were able to make such big lines inside, why is the outer support meshed 
of thinner diameter ?



>
>
>> In Babylon 5, the central axis is a support for a transportation system
>> (kind of metro). Presently here, it does not seems to have a purpose and
>> its length (as a single segment) is unrealistic. Or I get really wrong
>> about the scale of the spinning colony.
>
> The central axis is actually the light source. It serves no structural
> function.

Make that central light modular (segments would have to be replaced as 
they get broken): small linear section as pavement on the cylinder. at 
least 6 sections (but more according to the diameter) to cover the round 
perimeter. A small variation of hue and saturation of the white "light" 
colour along the axis might be interesting.

-- 
Just because nobody complains does not mean all parachutes are perfect.


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From: Stephen
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 04:26:30
Message: <54db2046@news.povray.org>
On 11/02/2015 05:28, Mike Horvath wrote:
> Here's my latest version. Is it better? I think I am heading in the
> right direction. I still have to connect the outer solar panel ring to
> the ship. Right now it's just floating.

My solution ;-)
And you won't need solar panels you'll need radiators. And they can go 
in the shade. :-)


-- 

Regards
     Stephen


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 23:37:18
Message: <54dc2dfe@news.povray.org>
Today's render. I wish the ring better approximated a true circle. But I 
would have to rewrite "truss.inc" or find a different way to make 
circular trusses.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 23:59:27
Message: <54dc332f$1@news.povray.org>
On 2/11/2015 4:26 AM, Stephen wrote:
> On 11/02/2015 05:28, Mike Horvath wrote:
>> Here's my latest version. Is it better? I think I am heading in the
>> right direction. I still have to connect the outer solar panel ring to
>> the ship. Right now it's just floating.
>
> My solution ;-)
> And you won't need solar panels you'll need radiators. And they can go
> in the shade. :-)
>
>
I've been wondering about waste heat and how to handle it. I suppose I 
could say that the external trusses are for piping water and cooling it. 
But cylinders are not very efficient at distributing heat.

Also, I was looking at some pictures of the ISS, and their solar panels 
have a coppery sheen to them. How do I mimic that? Here's my current 
solar panel texture:

#local solar_panel_texture = texture
{
	#switch (TexQual)
		#case (-1)
			lowqual_pig(Seed)
		#break
		#case (0)
			pigment
			{
				brick gamma_color_adjust(0/4*<1,1,1>), gamma_color_adjust(1/4*<1,1,1>)
				brick_size panel_width/4
				mortar panel_mortar
			}
			translate +y * panel_width/16
			translate +z * panel_width/8
		#break
		#case (1)
		#case (2)
			pigment
			{
				brick gamma_color_adjust(0/4*<1,1,1>), gamma_color_adjust(1/4*<1,1,1>)
				brick_size panel_width/4
				mortar panel_mortar
			}
			finish {Glossy}
			translate +y * panel_width/16
			translate +z * panel_width/8
		#break
	#end
}


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 00:21:54
Message: <54dc3872$1@news.povray.org>
On 2/11/2015 3:46 AM, Le_Forgeron wrote:
> What is the diameter of the rotating body ? compare it to the
> triangulated support used to attach the agridomes and to the section of
> the six lines which are making a star around the central axis: if you
> were able to make such big lines inside, why is the outer support meshed
> of thinner diameter ?

The radius of the habitat is close to 300 meters. The metal rods are 2 
meters thick in both cases.



>>> In Babylon 5, the central axis is a support for a transportation system
>>> (kind of metro). Presently here, it does not seems to have a purpose and
>>> its length (as a single segment) is unrealistic. Or I get really wrong
>>> about the scale of the spinning colony.
>>
>> The central axis is actually the light source. It serves no structural
>> function.
>
> Make that central light modular (segments would have to be replaced as
> they get broken): small linear section as pavement on the cylinder. at
> least 6 sections (but more according to the diameter) to cover the round
> perimeter. A small variation of hue and saturation of the white "light"
> colour along the axis might be interesting.
>

Segmenting the light source would create strange shadows on the 
interior. Not sure what you mean about the pavement and 6 sections. I 
would like to make the light source more yellow, but haven't figured out 
how. Here's the LightSys code I use:

#local Lightsys_Scene_Scale	= Meters * 100;			// 1 = 1cm?
#local light_lumens		= 2;					// float
#local light_temp		= Daylight(6100);			// float
#local light_color		= Light_Color(light_temp, light_lumens);


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 00:31:22
Message: <54dc3aaa@news.povray.org>
On 2/11/2015 11:37 PM, Mike Horvath wrote:
> Today's render. I wish the ring better approximated a true circle. But I
> would have to rewrite "truss.inc" or find a different way to make
> circular trusses.

Here is the whole exterior of the ship. It's not as sexy.


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From: Thomas de Groot
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 03:28:07
Message: <54dc6417$1@news.povray.org>
I have been wondering about those six circular windows. While rotating 
do they not create a kind of blinking effect?

-- 
Thomas


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From: Stephen
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 06:39:50
Message: <54dc9106$1@news.povray.org>
On 12/02/2015 04:59, Mike Horvath wrote:
> Also, I was looking at some pictures of the ISS, and their solar panels
> have a coppery sheen to them. How do I mimic that? Here's my current
> solar panel texture:
>
> #local solar_panel_texture = texture

...
 >              finish {Glossy}

Instead of using a standard "finish" define your own with a reflection 
rgb close to one for copper.


   reflection {
     rgb <0.722,0.451,0.200>
     fresnel   0
     falloff   0.000
     exponent  1.000
     metallic  0.500
   }

-- 

Regards
     Stephen


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