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Jun 01

Now, here’s your problem!

Problem

May 29

Starship Project Update 13

Drum roll… This time I have taken 38 snapshots for this update beating the last update’s record of 33. There would have been a lot more pictures to show except I kept neglecting to capture every change. Since the last update I have created the Escape Pods, the bunks for the Crew Quarters, the tables and chairs for the Mess Hall, ail of the furnishings for the Officers Quarters, the door keypads and a few cosmetic changes. Along the way I have discovered quite a few shortcomings in the design of the ship which I will address later.

The first step in designing the Escape Pods was deciding where to put them and how big to make them. I decided to put them underneath the main corridor because there is over 6 feet of clearance between the bottom of the corridor and inside of the outer hull plating. The maximum length of the escape pod was determined by the width between the hull plating section bracing at 16’8. The width of the escape pods was determined by the the width of the protruding strip of blue hull plating underneath the ship at 11’. The typical size and shape of escape pods used in the Star Wars universe would not fit within this space. They are typically barrel shaped and exceed the maximum length I need. The design I came up with is closer to the design of a small shuttle craft.

I created a panel for the bottom of the hull plating that will be blown off when a pod is launched. The panels are held on by exploding bolts that explode when an electrical current is passed through their pyrotechnic charges. I am not going to bore you (or me for that matter) by going through all the details of the build up of the pods but I will instead just outline their features. They are accessed through the top hatch of the pod through an access tube accessed through the floor of the starship’s corridor. When marooned, I mean when landed, on the surface of a planet the window in the front is used as the escape hatch. The pod can act as shelter while you wait for rescue or hide from Krayt dragons. They each have the capacity for 8 crew members with enough fuel, air, water, rations and supplies for 4 standard days. The outside of the pods feature 4 small ion drive thrusters for forward propulsion and 8 pairs of maneuvering thrusters. The escape pods are attached to the ship with 4 exploding bolts on brackets attach to the outer tube or the main corridor. To get in to a pod you pull a red lever on the floor of main corridor and the floor cover raises up and the access tube and pod hatches slide open. The 8 passengers slide down into the pod, they then quickly argue about who gets to be pilot and the aggressive Senator from Alderaan takes matters into her own hands and orders the kid, the Wookiee, the professor, the smuggler and the gambler to sit down as she takes the wheel.

The design of the bunks I created for the crew quarters was inspired by the ones in a cross section drawing of the Millennium Falcon found on Wookieepedia. Each room has 4 beds and there are 8 rooms total. These beds, while small, really beat the heck out of the ones in modern nuclear submarines. The width of the “cubby holes” are wide enough for storage to sit along side the upholstered mattresses with a shelf for personal items. It is important for the bunks to be comfortable for lengthy deep space missions unless it’s an imperial starship. In that case comfort is thrown out the viewport. What’s the point of padding when you’re forced into wearing useless plastic and fiberglass storm trooper armor? If there is even a hint of blaster fire you won’t even have time to discover your bunk assignments before playing humanoid shield.

For the mess hall chairs I simply removed the armrests from the standard chairs. For the benches I took the chair and made it 2 and a half times wider with two pedestal bases. For the tables I created a rectangular top with rounded corners and created a ridge down the middle as a way to divide the sides of the table. I then created a pedestal base with a larger circumference than the chairs. I just realized that with chairs at the long ends of this table, the ridge in the way of whoever sits there. That won’t work; I’ll fix that once I publish this. Next I created a surround for the kitchen pass-through with a counter to rest food trays on. I am debating whether there should be an actual kitchen or to just use automatic food dispensers. Obviously there isn’t room for kitchen staff on a small blockade runner so if it’s going to be a kitchen then I will have to create rude cafeteria droids to insist that no droids are allowed in line.

For officer quarters I adapted the crew bunk by turning it into a single bed. That was easy. I then created a desk by modifying the ready room desk design to be linear so it would sit against the wall. I then decided the room was rather empty and I decided to create a sitting area. I accomplished this by first looking for inspiration on the web. I found a cool modern couch design that I liked so I created my own version. It has rounded hollow arm rests that the seat cushion flows through and it has an adjustable back than can fold down if necessary. After I was done with the couch I created a “brewed beverage” table using a couch armrest tipped on it’s side with a multi-tiered table top. The room still seemed empty so I placed a second couch facing the other. I moved the desk and seating around until it all looked right. I was going to also model the interior of the bathroom but after I researched that idea I decided to instead forego that and make the door closed for now. Besides, when do you actually see the bathroom on the Millennium Falcon? You know there is one somewhere but do you really need to see it?

The last thing I did was to create the door control pads. I made the one for the pocket doors first. There is nothing much to them: Just some buttons and small status screen on a rounded corner rectangular plate. For all of the other doors I made a version with more buttons and a small speaker and microphone intercom. The 2 types of bulkhead doors needed the control pads to be mounted differently so I made housings for each type to fit on the door frames. I will make additional control pads for the access tube hatches, lighting and elevators and lifts soon.

I decided to clean up the names of components for better organization. While doing so I found a bunch of mistakes in the model that I needed to fix. The problems were just minor stuff like misalignments and and some inconsistencies. There is still a lot of cleaning up to do with the names of components which I will continue to work on.

As I mentioned early I have discovered some shortcomings that the ship has. The main entrance is on the bridge which could cause a security risk while landed on a planet or in an airlock. There is no computer core or a place for it. No hyperdrive! I wasn’t aware that the big engines on a Star Wars type ship are only for sub light speed. Hyperdrive uses equipment on the inside of the vessel. To house the hyperdrive and other systems there should be a dedicated engineering room. There are no rear facing weapons. That was the major problem with the most well known blockade runner, the Tantive IV. I will address each of these issues in future updates.

See the gallery below or here to see what was added this update:

May 03

Starship Project Update 12

This update is very big this time. There are 33 images in the update gallery and the most so far. I created all of the weapons, the rest of the propulsion system and the main antenna. In addition to those items I completely overhauled the cargo section and extended the docking ports outward so they can dock with much larger vessels.

The first thing I modeled during this update was the Quad Laser Cannons. I decided on having 12 of them to go along with the 12 weapon stations on the bridge. This is an excessive amount of Quadlasers and would never be allowed in the era of the Empire but nonetheless I have made sure the ship is heavily fortified. The Tantive IV had just 2 dual laser cannons and 4 single laser cannons and if you’ve seen Star Wars then you know that didn’t go over so well. The design of the quadlasers my ship uses were based on the quad turbolaser cannons seen on the Trade Federation’s Lucrehulk class droid control ships. Since these guns are remotely controlled weapons there is a holocamera mounted between the the symmetrical gun halves. If the camera is knocked out somehow the gun could be set to automatically match it’s trajectory with a neighboring gun. A hole was punched through the hull plating panels to allow the guns to connect to the Jeffrie’s tubes below the surface. The panels without guns have a plug that closes up the holes. The plugs were initially round but I changed them to square ones with some detailing on them that didn’t look so boring.

Next I moved on to the Helm/detachable landing craft weapons. It’s weapons are 4 single stationary laser cannons (2 on either side) similar to the ones seen on your standard X-wing starfighter.  These cannons are controlled by the pilot or copilot of the vessel.

The final weapons I created are a pair of torpedo launchers. They are positioned below the main viewport on either side of the ship. On the lower floor of the bridge there are two rooms one either side of the ready room that allow access to the launchers for loading ammunition and maintenance. These are not based on any known Star Wars technology but are capable of launching various types of munitions including probes.

After some brainstorming on how to integrate the design of the cargo section with the rest of the ship to make it not look so much like an afterthought I came up with the idea to curve the outer hull around the edge of the cargo section. Along with that idea I realized that the docking ports need to extend past the width of the cargo section to allow the ship to dock with large ships without the cargo section being in the way. To accomplish these changes I started working on extending the docking ports. I took the profile of the outer hull and curved it 90 degrees with a an inner radius of 5 feet on the front side of the docking ports.  I then mirrored that onto the other side of the docking ports.  I moved the docking ports outward and created end panels to surround the ports.  After that I moved on to the cargo section. I curved the hull plating similar to the docking ports but just for the front of the cargo section. In doing so I erased the old hull plating. I also had to lower the profile of the cargo section’s chamber so it would fit inside the hull. I basically modified the chamber used for the bridge section by turning it 90 degrees and making the new back wall flat. I then had to modify the engines to fit the new shape of the cargo section.

Because of the change to the rear outer hull I had to reconfigure the front of the cargo section’s inner walls to match the new profile. Also, I made the following changes and additions to the cargo section:

  • Added alcoves to the cargo chamber to reconnect the cargo section to the Jeffries’s tubes.
  • Replaced front ladders with platform elevators.
  • Removed catwalk from front to back to open up the middle of the cargo bay.
  • Replaced lower catwalks with floors similar to the ones on the bridge and extended them around the perimeter. I added guard rails.
  • Added computer consoles without joysticks to serve as engineering stations.
  • Designed and added 4 power generators on the level above the engineering stations.

I then modeled the main communications antenna in the form of a dish. For the base I reused components from the quad laser cannons except scaled up and modified for the dish. I will add to the sensor array later.

The last stuff I worked on was finishing the propulsion systems. I added maneuvering thrusters around the docking ports and around the outer cargo section walls. Finally I added forward maneuvering thrusters to the back of the ship. I reused the engines from the detachable helm and made a new heat sink for them that fit against the rear hull. That reminds me; the detachable helm needs maneuvering thrusters too.

What’s next? Escape pods. Believe it or not the hull has enough room inside the lower part. At least I hope.

See the gallery below or here to see what was added this update:

Apr 14

Starship Project Update 11

The project is moving forward quite well. But not the ship so much because it still doesn’t have maneuvering thrusters.  This time around I worked on finishing the Bridge and also completely modeled the interior of the detachable Helm.

For the Bridge I first designed and modeled a 4 man computer console station which would be used for tactical and communication purposes.

I then moved on creating seating for all of the computer consoles. The seats borrowed parts from previous Google SketchUp 3D Challenge entries I created (See Concept Vehicle and Library entries). I used the seat cushion, seat back and armrest brackets of Concept Vehicle and the seat pedestal from the Library chair. This was a big shortcut that saved a lot of time. I simplified the armrest pads by removing the arch.  These seats will be used all throughout the vessel with only simple modifications based on their purpose.

I created some simple view screens similar to Earth bound LCD TV’s for the top of the main viewport. They also have been placed on the back of the turbolift shafts.

The last thing I added to the Bridge is a desk for the commanding officer in the ready room. The desk has dual computer consoles giving access to reports and logs as well as the comm. system.

Now on to the detachable Helm interior…

I failed to make pictures of everything I did on the Helm at first but prior to creating the Helm controls I added some walls to delineate the cockpit. This also created two equipment/storage rooms on either side of the cockpit. For the Helm controls I simply modified the computer console input panels to create a station for both pilot and copilot or smuggler and Wookiee depending on who is in possession of the ship. I created a platform to raise up the cockpit for an easier look out the viewport.

The next job was to create an entrance for the Helm when it is detached and used as a landing craft. I settled on a simple lift gate design that will reveal the door.

I then went on to create the walls for the rest of the Helm. In doing so I repeated the use of the wall computer consoles used below in the Bridge.  I used one on each side of the craft and left openings for seating and beds for rotating Helm crew. I put in the back wall with the rear bulkhead door.

Cubbyholes were then modeled for the additional seating and beds. And of course I then modeled the seating and beds.

I added wall boxes To the back to wall just to add some interest.

I then added seats for the cockpit and gave them headrests. In addition to the seats I added some control boxes flanking both sides of the helm controls. And finally I added the tactical and communication station to the back of helm craft and a desk in front of the elevator behind the cockpit.

What’s next? Weapon systems, communications array, maneuvering thrusters and the rest of the internal fixtures.   I will probably also add minor details for the hull.

See the gallery below or here to see what was added this update:

Mar 29

Starship Project Update 10

This is just a small update. I somehow missed a few changes to the cargo doors and never created pictures of the changes. To give the doors a little more depth I added a little detail to their faces. Also, since the last update. I created a hatch for the elevator that will seal shut before the Helm can be detached from the main hull. There are 2 of these hatches total; one on the main hull and one on the bottom of the helm section. That’s it.

See the gallery below or here to see what was added this update:

Mar 28

Starship Project Update 9

Note: From here on out the Control Module will now be known as the Bridge and the Bridge/Landing Craft will be known as the Helm.

Yet another big update on the Starship Project. This time most of the work has been done on the interior and more specifically the Bridge.

But first I designed the outer door/cargo lift for the cargo section. It is a simple design reminiscent of the design of the lift gate found on the back of an Earth bound small delivery truck. Yes, it is not so sophisticated but it gets the job done.

Back to the Bridge… I modeled some curved panels to bridge the gap between the side panels and the bezel of the main viewport. I then created the ceiling (again nothing special).

The next part I didn’t document with many pictures because it was just repetitive. I modeled the walls of the lower section of the Bridge creating the walls of the captains ready room (or office) in the fore section and another small room between the captain’s ready room and the entry room.  The cutouts of the floor of the upper section were changed to have a consistent overhang over the walls the floor is supported by.

To facilitate personnel to go from the lower to upper section of the Bridge I designed two small lifts on the back wall of the Bridge. The ladders in the cargo room will be replaced with these when I get around to it.

The next thing I did was model the main holoprojector in style of one seen in one of the Star Wars movies. I couldn’t help myself, I had to also add a holographic image of Chewbacca.

I then went to work modeling the computer terminals for the lower section of the Bridge. They are designed to be used to control the weapon systems, communications and in an emergency they can assume helm control. They kind of look half way between a console on the USS Enterprise NCC-1701 and one on the Death Star.

And finally I created an elevator and elevator shaft to take personnel from the lower level of the Bridge to upper the up to the Helm. To accommodate space to walk around the elevator on the upper level of the Bridge I extended the floor out and added support beams underneath.

See the gallery below or here to see what was added this update:

Feb 15

Starship Project Update 8

Oh, boy, I have really done a lot since the last update.

First off I had been working on the loading ramp for the command module, but after getting so far into it I decided it was way to long and steep. So I scratched the ramp and removed it from the model. After watching a recent episode of The Clone Wars I was inspired by the landing craft used by Mandalorian leader Duchess Satine. That ship has a platform that lowers down from the bottom of the ship’s hull instead of the never-ending steep ramp.

While I was contemplating the whole ramp issue I moved on to other things. I made a small change to the contouring of the cowling around the bridge/landing craft. No big deal there.

I decided to make the bottom of the hull flat to allow for more room in the command module and so the entry platform didn’t have to lower so far. Making the bottom of the ship flat also allowed me to shift the front landing gear inward so it would no longer interact with the contour of the hull.

For the purposes of later adding gun turrets later on, I rearranged the "Jeffrie’s tubes" so the turrets would be in the middle of the hull plating panels instead of the edges to make it cleaner looking.

I created the engines for the landing craft in the likeness of the engines on the snowspeeders seen in The Empire Strikes Back.

The next big thing I did was starting to create the wall panels inside the command module. For the back wall I tried my best to fit as many standard sized wall panels on to it within the confines of the shape of the shape of the room. This caused there to be a lot of wasted space, so instead I created the wall then redesigned the shape of the room to fit the wall.  After that I made the side wall panels with large openings left for computer terminals/stations to be modeled later on.

After I created the entry platform, as I mentioned before, I modeled the walls surrounding it and added the doorway in to it.

I then made another small change to model by making the standard wall corners rounded instead of squared off. I think it looks much better.

With the command module underway I finally got to modeling the main viewport (front window). I won’t bore you with the details in modeling it but instead let the pictures speak for themselves.

And finally I changed the hull accent color to a darker and more vibrant shade of blue. I also "painted" other surfaces this color to change the look of the ship a bit.

See the gallery below or here to see what was added this update:

Jan 18

Starship Project Update 7

It’s been a while since I wrote an update on my starship project mainly because I have been working on it at a much slower pace. However, since the last update I have added quite a bit.

I modeled the Hyperdrive engines loosely similar to the ones on the Tantive IV Blockade Runner with the exception of being more sleek in appearance and the fore sections being similar to an engine nacelle in the Star Trek Universe TNG era. The engines are supposed to be self contained with their own power separate from the ship and each other. They also can be ejected in the case of catastrophic failure or for tactical reasons yet to be determined. The engineering sections for each of the engines are accessed through the cargo section.

While working on the engines I was also creating the hull plating for the cargo section. Right now it doesn’t look like much as my inspiration for it was rather lackluster but for the time being it integrates with the Hyperdrive engines and serves it’s purpose. I will revisit it later when it come time to model the cargo doors and loading system.

I then started on the landing gear. It took a while to figure out the mechanics of landing gear by studying pictures from Star wars and actual aircraft. I finally came up with feet connected to hydraulic legs that fold up flush with the hull. They turned out way taller than I wanted them to be but now that they done I am going to live with it. When adding them to the front of the ship I had to create pods for them so they would be level with the back ones.

What I am working on now is the boarding ramp for the command section of the ship. It’s going to be somewhat simple albeit a bit long and steep due to the tall landing gear.

See the gallery below or here to see what was added this update:

Jan 16

Dasher virtual keyboard

object For the last few days I have been trying out some software called Dasher. It’s a virtual keyboard that instead of clicking on the keys you just "steer" towards the letters by pointing the mouse cursor. It is open source so it is free to use. It is available for both PC and Mac. I like it because it works great with my SmartNAV mouse. You can try it out yourself at http://www.inference.phy.cam.ac.uk/dasher/.

Jan 15

New Website for DMD Pioneers

I just started working on a new website for DMD Pioneers, the Yahoo! Groups mailing list I belong to and moderate for. It is currently in the early development stages so there is not much to see right now. I am not alone in the over all project as there will be multiple writers involved. My primary job right now is getting the content management system set up. It is going to use Joomla 1.5 for the CMS which is something I’m new to me but it is pretty powerful and should work out great.

The goal of the website is to provide a place for information about adults living with Duchenne’s Muscular Dystrophy, and to help them continue to beat the odds against it. It will soon be a place for blogs, articles, a special place to memorialize the fellow members who are no longer with us. It will also, of course, be used to promote the mailing list on Yahoo! Groups. You can check the progress on the site by visiting it at dmdpioneers.org. I will also periodically on my blog here at jedicharles.com.

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