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Here are the different building types used in my spinner scene. Does
anyone have any other suggestions?
Mike
Post a reply to this message
Attachments:
Download 'gh_scene_spinner_buildingstrip_curved.png' (179 KB)
Preview of image 'gh_scene_spinner_buildingstrip_curved.png'

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On 2/1/2016 9:49 PM, Mike Horvath wrote:
> Here are the different building types used in my spinner scene. Does
> anyone have any other suggestions?
>
>
> Mike
Oops. Here's a better version with finishes turned on.
Mike
Post a reply to this message
Attachments:
Download 'gh_scene_spinner_buildingstrip_curved.png' (380 KB)
Preview of image 'gh_scene_spinner_buildingstrip_curved.png'

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Am 02.02.2016 um 04:21 schrieb Mike Horvath:
> On 2/1/2016 9:49 PM, Mike Horvath wrote:
>> Here are the different building types used in my spinner scene. Does
>> anyone have any other suggestions?
Concave highly reflective glass facades can be a seriously bad idea...
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On 2/1/2016 11:56 PM, clipka wrote:
> Am 02.02.2016 um 04:21 schrieb Mike Horvath:
>> On 2/1/2016 9:49 PM, Mike Horvath wrote:
>>> Here are the different building types used in my spinner scene. Does
>>> anyone have any other suggestions?
>
> Concave highly reflective glass facades can be a seriously bad idea...
>
Yeah, except the light source is mostly perpendicular to the building's
facade.
Mike
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The boring sadly gray towers are bad. Replace their sad color with some
natural colors (one of the earth shades). Use also golden mirror
fassades, or brown glass, maybe even olive-tinted glass.
I also don't like that white block. Use sand color instead. Remember,
your space travelers need to feel comfortable for a long, long time.
Also, consider to use the roofs for plants, too, as they provide oxygen
and make feeling good.
Additional house ideas could come, when browsing the Internet for
architecture.
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On 2/2/2016 12:28 AM, Mike Horvath wrote:
> On 2/1/2016 11:56 PM, clipka wrote:
>> Am 02.02.2016 um 04:21 schrieb Mike Horvath:
>>> On 2/1/2016 9:49 PM, Mike Horvath wrote:
>>>> Here are the different building types used in my spinner scene. Does
>>>> anyone have any other suggestions?
>>
>> Concave highly reflective glass facades can be a seriously bad idea...
>>
>
> Yeah, except the light source is mostly perpendicular to the building's
> facade.
>
>
> Mike
Oops. I meant parallel, I guess. But I checked again and found out I was
wrong, and there is a lot of light reflecting directly off the building.
But I am going to ignore the problem for artistic reasons. :)
Mike
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On 2/2/2016 1:46 AM, Sven Littkowski wrote:
> The boring sadly gray towers are bad. Replace their sad color with some
> natural colors (one of the earth shades). Use also golden mirror
> fassades, or brown glass, maybe even olive-tinted glass.
>
> I also don't like that white block. Use sand color instead. Remember,
> your space travelers need to feel comfortable for a long, long time.
>
> Also, consider to use the roofs for plants, too, as they provide oxygen
> and make feeling good.
>
> Additional house ideas could come, when browsing the Internet for
> architecture.
>
I'm not keen on changing the buildings I already have. Though I did
consider balcony gardens on the white oval buildings.
Mike
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On 2-2-2016 4:21, Mike Horvath wrote:
> On 2/1/2016 9:49 PM, Mike Horvath wrote:
>> Here are the different building types used in my spinner scene. Does
>> anyone have any other suggestions?
>>
I suppose buildings in such an environment need to be functional in the
first place, but also need to be pleasing to the eye. Sven has a point
about the colours and you might consider some pastel greens and blues
instead of drab chocolates or featureless whites. Reflectivity of the
curtain walls may give a sense of space but be also painful to the eyes,
so be careful with the amount of reflection. Functionality of the
buildings reduces the number of "types" you might want to use, excluding
really experimental forms.
Is the "packing" of the buildings here typical? I would provide more
space in-between. You do not want people to feel claustrophobic.
--
Thomas
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On 2/3/2016 2:59 AM, Thomas de Groot wrote:
> Is the "packing" of the buildings here typical? I would provide more
> space in-between. You do not want people to feel claustrophobic.
>
>
In the colony ship itself, the 4x4 building blocks are surrounded by
parkland on all four sides.
Mike
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Yes, good idea about park space around the buildings. Space between
people is important.
I live in Jamaica, and here in Kingston are areas with dense building
structures with no space in between, and areas with wide space in
between. There is a lot of violence and aggression in those tightly
built slum areas, while life is relaxed and enjoyable in those other
areas with plenty space.
Parks are nice, but don't forget some playgrounds for children, some
small forests, small lakes or creeks for fishing or observation or
romance, and some emissionless transportation systems. :-)
Golf places, and such.
I really like your ship idea!
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Sven Littkowski <jam### [at] yahoo com> wrote:
> Parks are nice, but don't forget some playgrounds for children, some
> small forests, small lakes or creeks for fishing or observation or
> romance, and some emissionless transportation systems. :-)
> Golf places, and such.
Golf would be really interesting in a rotating environment. (Technically, the
Earth's rotation does affect golf on Earth, but the effect is too small to
notice. The effect is noticeable to a long-range sniper, however.)
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On 2/3/2016 9:01 AM, Cousin Ricky wrote:
> Sven Littkowski <jam### [at] yahoo com> wrote:
>> Parks are nice, but don't forget some playgrounds for children, some
>> small forests, small lakes or creeks for fishing or observation or
>> romance, and some emissionless transportation systems. :-)
>> Golf places, and such.
>
> Golf would be really interesting in a rotating environment. (Technically, the
> Earth's rotation does affect golf on Earth, but the effect is too small to
> notice. The effect is noticeable to a long-range sniper, however.)
>
>
One thing I am not sure about is if the air within the cylinder rotates
at the same speed as the buildings and people.
Mike
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Le 16-02-03 09:41, Mike Horvath a écrit :
> On 2/3/2016 9:01 AM, Cousin Ricky wrote:
>> Sven Littkowski <jam### [at] yahoo com> wrote:
>>> Parks are nice, but don't forget some playgrounds for children, some
>>> small forests, small lakes or creeks for fishing or observation or
>>> romance, and some emissionless transportation systems. :-)
>>> Golf places, and such.
>>
>> Golf would be really interesting in a rotating environment.
>> (Technically, the
>> Earth's rotation does affect golf on Earth, but the effect is too
>> small to
>> notice. The effect is noticeable to a long-range sniper, however.)
>>
>>
>
> One thing I am not sure about is if the air within the cylinder rotates
> at the same speed as the buildings and people.
>
>
> Mike
Mostly, the air must rotate at the same speed as the whole abitacle.
There is some slight convection, and there must be some devices causing
artificial winds just so that air don't become stale.
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Am 03.02.2016 um 23:16 schrieb Alain:
>> One thing I am not sure about is if the air within the cylinder rotates
>> at the same speed as the buildings and people.
>>
>>
>> Mike
>
> Mostly, the air must rotate at the same speed as the whole abitacle.
> There is some slight convection, and there must be some devices causing
> artificial winds just so that air don't become stale.
If you have the slightest amount of convection, air closer to the center
will probably rotate /faster/ than the cylinder, due to the coriolis effect.
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Mike Horvath <mik### [at] gmail com> wrote:
> On 2/3/2016 9:01 AM, Cousin Ricky wrote:
> > Sven Littkowski <jam### [at] yahoo com> wrote:
> >> Parks are nice, but don't forget some playgrounds for children, some
> >> small forests, small lakes or creeks for fishing or observation or
> >> romance, and some emissionless transportation systems. :-)
> >> Golf places, and such.
> >
> > Golf would be really interesting in a rotating environment. (Technically, the
> > Earth's rotation does affect golf on Earth, but the effect is too small to
> > notice. The effect is noticeable to a long-range sniper, however.)
> >
> >
>
> One thing I am not sure about is if the air within the cylinder rotates
> at the same speed as the buildings and people.
>
>
> Mike
nobody knows. here is somebody who knows more than most;
https://youtu.be/_1yOe-exq6c?t=6m
i checked some time in the past and if remember correctly the speed of air
molecules is about the same as the velocity of the circumference of such a
rotating hab, so the air is weakly bound to the 'ground'. my guess is that the
air doesn't want to follow along the rotation so it lags, making an antispin
breeze. or a gale. and creates drag, leading to instability (unless actively
corrected) for undersquare cylinders. just a guess.
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On 2/3/2016 6:36 PM, clipka wrote:
> Am 03.02.2016 um 23:16 schrieb Alain:
>
>>> One thing I am not sure about is if the air within the cylinder rotates
>>> at the same speed as the buildings and people.
>>>
>>>
>>> Mike
>>
>> Mostly, the air must rotate at the same speed as the whole abitacle.
>> There is some slight convection, and there must be some devices causing
>> artificial winds just so that air don't become stale.
>
> If you have the slightest amount of convection, air closer to the center
> will probably rotate /faster/ than the cylinder, due to the coriolis effect.
>
Interesting.
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On 2/3/2016 7:50 PM, green wrote:
> nobody knows. here is somebody who knows more than most;
> https://youtu.be/_1yOe-exq6c?t=6m
>
> i checked some time in the past and if remember correctly the speed of air
> molecules is about the same as the velocity of the circumference of such a
> rotating hab, so the air is weakly bound to the 'ground'. my guess is that the
> air doesn't want to follow along the rotation so it lags, making an antispin
> breeze. or a gale. and creates drag, leading to instability (unless actively
> corrected) for undersquare cylinders. just a guess.
>
>
The audio in that video is real bad. I can't understand the speaker.
Mike
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AIR MOVEMENT WITHIN A ROTATING CYLINDER
1
Even air has its mass, and thus also some small amount of inertia.
That's the first thing we need to keep in our mind.
2
The second thing we need to keep in mind, is that air is also flexible,
like all gases.
3
The third thing to consider is, that air gains different weights when
heated up or cooled down.
Prediction
The rotation of the cylinder, especially on its inner surface with all
the buildings and plants, will push the air with it, and thus create a
general air movement towards the same direction as the cylinder rotates.
But because air has its own mass, that movement tends to slow down
towards the inner axis of the cylinder due the own inertia of the air
and its flexibility. On the other hand, the steady and permanent
rotation of the outside air still adds new energy into the air flow,
that is why the rotation will never be zero at the center of the
cylinder. It will just be slower. The surfaces of all the buildings and
plants, even of moving humans and maybe animals, will cause
irregularities in that air movement, those can add to small and
relatively gentle winds under some circumstances, in a cylinder of that
small size (relatively seen). Also, inside that cylinder with light
sources, engines, humans and maybe animals, there will be a generation
of temperatures that are a bit higher than the regular air. Thus, that
warmer and now lighter air will rise towards the center of the cylinder
and thus at the same time causes the cooler and slightly heavier air to
make place and sink downwards, another factor for irregularities in air
movement and generation of gentle winds.
Altogether, I think, inside that cylinder once it has some volume of air
inside, there will be some gentle winds, but probably much below the
speed of 3 km/hour. Along the middle axis (center) of the cylinder, the
air will be much warmer, also towards the light source at the one side
of the cylinder, if I understand that concept correctly. Cooler air from
the sides will move towards the light source, get warmed up (probably),
and moves then along the middle axis. So we talk about two principal air
flows: (A) with the rotation of the cylinder, and (B) from all inner
walls towards the light source end of the cylinder and from there along
the center axis of the cylinder.
This seems to be a guaranty for pleasant, gentle winds. During night
hours, when the light source at the one end of the cylinder is probably
switched off, only the air movement (A) remains. During "day" hours, (A)
and (B) cause air movements.
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On 4-2-2016 2:13, Mike Horvath wrote:
> On 2/3/2016 6:36 PM, clipka wrote:
>> Am 03.02.2016 um 23:16 schrieb Alain:
>>
>>>> One thing I am not sure about is if the air within the cylinder rotates
>>>> at the same speed as the buildings and people.
>>>>
>>>>
>>>> Mike
>>>
>>> Mostly, the air must rotate at the same speed as the whole abitacle.
>>> There is some slight convection, and there must be some devices causing
>>> artificial winds just so that air don't become stale.
>>
>> If you have the slightest amount of convection, air closer to the center
>> will probably rotate /faster/ than the cylinder, due to the coriolis
>> effect.
>>
>
> Interesting.
Time to read "Rendezvous with Rama" by Arthur C. Clarke.
--
Thomas
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Time that they make a good movie from those books, too. :-)
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Here's a new building type.
Mike
Post a reply to this message
Attachments:
Download 'gh_scene_spinner_buildingstrip_curved.png' (103 KB)
Preview of image 'gh_scene_spinner_buildingstrip_curved.png'

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On 2/6/2016 3:29 AM, Mike Horvath wrote:
> Here's a new building type.
>
>
> Mike
And here it is next to its companions. It's too dark. What other color
should I use for it?
Mike
Post a reply to this message
Attachments:
Download 'gh_scene_spinner_buildingstrip_curved.png' (456 KB)
Preview of image 'gh_scene_spinner_buildingstrip_curved.png'

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On 6-2-2016 9:48, Mike Horvath wrote:
> On 2/6/2016 3:29 AM, Mike Horvath wrote:
>> Here's a new building type.
>>
>>
>> Mike
>
> And here it is next to its companions. It's too dark. What other color
> should I use for it?
>
>
> Mike
A lighter green I think.
--
Thomas
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On 2/3/2016 8:27 AM, Sven Littkowski wrote:
> Yes, good idea about park space around the buildings. Space between
> people is important.
>
> I live in Jamaica, and here in Kingston are areas with dense building
> structures with no space in between, and areas with wide space in
> between. There is a lot of violence and aggression in those tightly
> built slum areas, while life is relaxed and enjoyable in those other
> areas with plenty space.
>
> Parks are nice, but don't forget some playgrounds for children, some
> small forests, small lakes or creeks for fishing or observation or
> romance, and some emissionless transportation systems. :-)
> Golf places, and such.
>
> I really like your ship idea!
>
I am adding a soccer field. And I already have reflecting pools. I'm not
sure how I would make a swimming pool. It would need to be elevated for
sure.
I'm not sure about golf. It sounds too complicated.
Mike
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You just achieved to inspire me. I will launch my own cylindric
colonizing ship. :-)
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But on a side note: I don't think, mankind will ever build such ships,
as they will succeed to develop floors that will provide artificial
gravity (I believe, at least), somewhen during the next 150 years. Such
huge rotating cylinders are just too fragile and sensitive. But let's
see. I nonetheless start with the construction of my own cylindrical
colony ship (or station). :-)
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Here are what the parks and squares look like.
Mike
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Attachments:
Download 'gh_scene_spinner_buildingstrip_curved_square.png' (447 KB)
Download 'gh_scene_spinner_buildingstrip_curved_park.png' (639 KB)
Preview of image 'gh_scene_spinner_buildingstrip_curved_square.png'

Preview of image 'gh_scene_spinner_buildingstrip_curved_park.png'

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On 2/1/2016 11:56 PM, clipka wrote:
> Am 02.02.2016 um 04:21 schrieb Mike Horvath:
>> On 2/1/2016 9:49 PM, Mike Horvath wrote:
>>> Here are the different building types used in my spinner scene. Does
>>> anyone have any other suggestions?
>
> Concave highly reflective glass facades can be a seriously bad idea...
>
How would I be able to test what the effect of the concave glass is?
Could I generate a "heat map" or something to show where the
concentrations of light are?
Mike
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Am 07.02.2016 um 20:26 schrieb Mike Horvath:
> On 2/1/2016 11:56 PM, clipka wrote:
>> Am 02.02.2016 um 04:21 schrieb Mike Horvath:
>>> On 2/1/2016 9:49 PM, Mike Horvath wrote:
>>>> Here are the different building types used in my spinner scene. Does
>>>> anyone have any other suggestions?
>>
>> Concave highly reflective glass facades can be a seriously bad idea...
>>
>
> How would I be able to test what the effect of the concave glass is?
> Could I generate a "heat map" or something to show where the
> concentrations of light are?
Photon-based caustics is probably what you want for that.
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On 2/6/2016 8:31 AM, Mike Horvath wrote:
> I am adding a soccer field. And I already have reflecting pools. I'm not
> sure how I would make a swimming pool. It would need to be elevated for
> sure.
>
> I'm not sure about golf. It sounds too complicated.
>
>
> Mike
Oops! Never mind, the city blocks are only 64x64 meters, which is too
small for a soccer field.
Mike
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Le 16-02-07 22:19, Mike Horvath a écrit :
> On 2/6/2016 8:31 AM, Mike Horvath wrote:
>> I am adding a soccer field. And I already have reflecting pools. I'm not
>> sure how I would make a swimming pool. It would need to be elevated for
>> sure.
>>
>> I'm not sure about golf. It sounds too complicated.
>>
>>
>> Mike
>
>
> Oops! Never mind, the city blocks are only 64x64 meters, which is too
> small for a soccer field.
>
>
> Mike
There should be no problem to combine some city blocks to acomodate some
special purposes.
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Hi(gh)!
On 06.02.2016 09:48, Mike Horvath wrote:
> And here it is next to its companions. It's too dark. What other color
> should I use for it?
A bright transparent blue would look nice!
By the way, to you also plan to work out the interiors of the buildings?
That would be tempting...
See you in Khyberspace!
Yadgar
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On 2/8/2016 10:10 PM, Alain wrote:
> Le 16-02-07 22:19, Mike Horvath a écrit :
>> On 2/6/2016 8:31 AM, Mike Horvath wrote:
>>> I am adding a soccer field. And I already have reflecting pools. I'm not
>>> sure how I would make a swimming pool. It would need to be elevated for
>>> sure.
>>>
>>> I'm not sure about golf. It sounds too complicated.
>>>
>>>
>>> Mike
>>
>>
>> Oops! Never mind, the city blocks are only 64x64 meters, which is too
>> small for a soccer field.
>>
>>
>> Mike
>
> There should be no problem to combine some city blocks to acomodate some
> special purposes.
Yes, there would be a problem, because the city blocks are autogenerated
using Chris Colefax's CityGen macros. I'm not prepared to totally
rewrite these scripts.
Mike
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