Odds and Ends from my brain and interests. Given that it is meant to be much like my old cartoon strip at the Lowell Connector, I suppose it is eponymous (I also like that it does make an oxymoron of sorts)

If there is to be anything here of any regularity it should be about sci-fi, computers, technology, and scale modeling with origami thrown in on the side (at least not infrequently). Oh, I would also expect some cartooning too

Sunday, February 12, 2012

Buck Rogers Space Cruiser

The 25th century's magic bus

As a small child I remember that I followed the adventures of both Flash Gordon and Buck Rogers as the serials were shown as filler in kid shows along with Our Gang comedies and cartoons. Recently I found that the original Buck Rogers Universal serial has been made available as a feature on Hulu and other free video streams out there in the form of a compressed version made in the 50s called "Planet Outlaws". Yes, the acting/writing is pretty awful. The re-editing of the multiple episodes into just over an hour also make it rather confusing at times. It also gets rid of many of the action scenes, which admittedly were there only to pad the story out to several episodes with cliffhangers. On the other hand given their budgets and state of the art, the special effects are not totally awful. Yes, basically models on strings and sparklers out the back.
Simplified side elevation of Buck 
Rogers' cruiser
The 25th century Interplanetary Earth Cruiser
The designs on these old serials do have an appeal to the model maker as an example of "diesel punk" style. I also had something of a challenge. I had again volunteered to do the model in an hour workshop for Arisia '12, and not wanting to do the Probert shuttle again, I decided to try something new. The Buck Rogers cruiser seemed to fit the bill.
     The workshop went off rather well, but a couple of problems with the design came up, so I tweaked the model a bit to help improve assembly.  I also added a stand to make this rather simple ship look a bit fancier (So to the participants, sorry for the delay...this took longer than I thought).

The Model

This version of the model is a simplified version of the Earth Space Cruiser seen in the serial. There are a variety of reasons. For one thing, I could only work off the available video streams and so the quality of the scenes are rather poor. Secondly, this initial version needed to meet the build in an hour requirement and minimize resources. I also needed to keep it to just 2 pages.
    Given that there is a villain in the piece as well and both ships are nearly identical, I figured, what the hec. So I added a new page 2 that allows you to build Imperial Cruiser, which is basically the same ship but with serrated fins. I made a few additional changes to help differentiate the two which shouldn't change the instructions significantly except for the fins which assemble differently (see next paragraph).
     The fins assemble differently from the original in that because of the serrations they can't be folded over the top. Instead the vertical fin is folded from the bottom, but the side fins come in upper and lower halves (o/u) and starboard and port sections (s/p). The step for attaching these side fins differs in that you need to glue the lower halves to the tab onto the ship assembly first (note, that the lower fin has a tab that should fit under the plate overhang). Trap the tab by gluing the top half on top. An alternative method is gluing the upper and lower half together only at the outer edges, and then apply with a toothpick glue within the slot and tab and slip over the tab on the ship assembly.
    Another "model" I added to this package was an appropriate stand for either model. Very art deco, it comes in one page and should be printed on cardstock or glued onto cardboard before assembly. You will need to cut the rectangular name plate from the ship pages to put the name on the stand. The stand assembly should be relatively self evident, but a simplified assembly guide was printed on it.
  • The stand which might work with other models as well with a little modification (Google docs preview seems to show it blank, but it does download ok)
     The model scales roughly to 1/120. I'm thinking about eventually scaling this up to a 4 page version that would address some of the simplifications of this version, but if you are looking for a simple kit that requires little experience or time, these should be pretty good.

Suggestions & hints

There are several limitations due to the scale and the need for simplicity, but you may consider the following suggestions to get a better finish on the model. While the kit is designed for a fast build,  a well finished model depends on neatness that comes with taking your time; i.e. avoid picking up wet glue on your fingers and then putting it all over the model. Another thing is you can camouflage joins by using a colored pencil along exposed card edges to help it blend with the part colors. The rocket exhausts are tricky to form from cardstock, so feel free to use the card part as a template for cutting out of lighter paper, or even using coffee stirrers instead. Tabbed kits, particularly at this scale will often show slight joining problems when finished, so consider using either small sharp scissors or a sharp hobby knife to trim excess parts (but do so carefully).
   While the serials are black and white, the Buck Rogers comics often show ships in wild colors, so feel free to color the parts in as you wish or spray the ships gold or silver. At this scale, building several of these for a mobile is also practical (particularly combined with some of the other "retro" rocket kits available out there (see Tor's Stubby and Cthulhu's "retro rocket" (also a rocketship XM there).
 

More Info...

You can back track to last year's article for the workshop which includes the ST-TMP shuttle concept (start's here) or download the shorter pdf document. Also visit my Zizzerz 'n Mizzilz page which tries to organize my postings on modeling.
    As for the ship itself, struggle through that serial!

Friday, January 06, 2012

Sci-Fi spaceships at a loss vs. reality?...well, sort of

Fact vs. Fiction

One of the more active forms of debate in many Sci-Fi modeling forums is the "reality" of many of the spaceship designs we have come to know and love. It can also appear, particularly to those just on the periphery of this niche in fandom, a bit childish and inane. Still, particularly in film where these ships are actually seen - inside and out, there is a certain fan that wants to know exactly how it works and how everything fits. Of course rarely does this actually matter to the actual producer of the imagery since what they really want is essentially an aesthetic effect. It isn't a government contract for an actual working model!
    I have also found myself caught up in this kind of speculation, wasting a lot of time on practical configurations, mission profiles, fitting internal spaces, counting pixels, and estimating sizes. What makes this rather silly is that I am not an aerospace engineer, so what do I know about the minimum thickness of a spaceship pressure shell or the required amount of radiation shielding. I also am quite aware of the fact that the original producer may not really care.
    Recently I found an old copy of Air & Space magazine which had an engineer's perspective on some landmark Sci-Fi ships. Another book I took out of the bookcase was the Starflight Handbook which goes into great technical detail about the physics of distant space travel. This rekindled a topic that I hadn't gotten to write about during my previous spaceship posting. While I'm no expert, I do know enough science to know that some things do bug me when I see them. On the other hand, reading up on these bugbears allowed me to see that they may not be as heinous as one might think.

You don't need no stinkin' intakes...

Ever since Star Wars, it seems that there isn't a space opera that doesn't have the one-person fighter, and that fighter has these huge intakes. The question is that in space, what are they intaking? Some spaceship designs even incorporate intakes into large vessels. Various Star Trek designs incorporate slots and other "flush" vents as if something was meant to pass through them (curiously the main thing that is understood to be a necessary intake, the Bussard collector, doesn't look much like an intake at all!).
    The argument is often made that these designs are meant to work in an atmosphere as well as space, and as such intakes make some kind of sense. But then you get odd contradictions, namely that to operate at high speeds in a dense atmosphere you need to be streamlined or suffer very high stresses, and yet given the tendencies to make designs very "greeblied" the surfaces of these ships are not suited for atmospheric travel at all.
    I suspect the intakes are there because they are familiar with our idea of fighter design. They convey a sense of power and energy. While we may all have flown in jet aircraft, the fighter jet conveys a sense of power that is visible in the proportion of the intakes and the exhaust to the overall size of the aircraft. One cannot just dismiss that idea from a design of a fictional fighting craft. A fighter plane is basically an engine with wings (in fact in many designs, fuel is such a small part of the design that many fighters aircraft are said to be in a fuel emergency right after take off).


Intake/Exhaust to general aircraft shape ratio has its limits as far as looking "fast" as the real life Caproni Stipa or Flying Barrel illustrated (another example is the McDonnell "Goblin")

If one looks at the rocketship designs from the 30s one can find them full of exhaust manifolds and long curved stacks that were prominent in airplanes and sports cars at the time. The ring of rocket exhausts around Flash Gordon's rocketship look a lot like the ring of cylinder exhausts you would have found on an aircraft radial engine at the time.  I'm sure that in that time period, the look of huge aviation and automotive engines conveyed that same sense of power that huge intakes and exhausts do to us now.

...or do you need the intakes after all

One of the biggest problems in affordable space flight is the ratio of propellant mass to total mass. Currently, the requirements are well above 90%, which is why single stage to orbit is so darn difficult. One of the ideas to solve this problem would be augment the propellant with air in the lower atmosphere. These proposed boosters would actually have what look like oversized jet engines. This airflow to the combustion engines is meant to lower the amount of oxidizer and propellant needed as this airflow mass is accelerated along with fuel.
Sketch of imagined launch of Aries on air augmented booster
My daydream of an Aries type orbital shuttle being launched after assembly by an air augmented "Nova"-like booster like some gigantic shuttlecock.
The Profac or propulsive fluid accumulator was meant to be an orbiting fuel collector. The basic idea is for an active orbiter that would skim the upper atmosphere and with its intake scoop out oxygen and nitrogen to preclude the high costs of actually launching this material into space. While it's main propulsion system to compensate for drag would use ion power, the design would contain conventional boosters that could make use of its haul for fuel for more energetic boosts.
    Another idea is to use a space based system to beam microwaves or lasers to your ship. The ship would use the energy to ionize gas and so create thrust. In some cases (not all) such a ship would also use intakes to collect air as it accelerates in the lower atmosphere. The advantages of such a ship is that it limits the propellant requirements to what would be needed to reach final velocity outside the atmosphere (but note, it still wouldn't need oxidizer as the energy would come from the beam, not the propellant).
    All starship fans know of the Bussard Ramscoop Ship. The premise is akin to a ram-jet engine. Normally a jet engine uses sets of compressor blades to gather and compress air for combustion. If on the other hand the engine is moving at a certain rate of speed, the mere act of forward motion would allow it to collect and compress the necessary air. Similarly while there isn't enough free hydrogen to easily run a rocket in space, given enough speed, a ship could cover enough volume of space that it could conceivably collect the necessary fuel from interstellar space. To do this it would need an intake. While a practical intake would have to be hundreds of kilometers wide (which from the point of view of an illustrator, a bit of a problem), this intake may be made from magnetic field lines instead of being physical. Designing a ship with intakes therefore may not be that crazy after all.

The Center of Gravity

One of my pet peeves about some designs is the way the thing appears to balance. A classic example is the USS Enterprise itself. A casual look at the position of the impulse engines suggest a fairly high position for applying an impulse. Unless the warp engines are rather heavy, the impulse engines would tend to flip the ship head over heels (Of course the impulse engines themselves may also work in some very weird way).
    Many ships for the purpose of appearing rakish or sleek do seem to make use of a certain off-center look. The appearance is sometimes based on the look of sports cars, which of course have different balance issues since they are grounded on their wheelbase. Even aircraft can appear to have off center lines, but the imbalance is an illusion as aircraft are not just balanced against gravity, but centers of lift and drag (which can vary with speed).
     Asymmetry is possible and interesting to look at, but I feel (and this is really personal) it needs to have some aspect to the ship to justify some form of balance (i.e. the centers of mass, lift, thrust, drag, etc., should match).
The Blohm & Voss BV 141, perhaps the most asymmetric aircraft ever flown. Another notable asymmetric aircraft was NASA's AD-1 Oblique wing concept and an unfortunate F-15 that lost its wing and yet still managed to land safely.
Is power an issue?
On a personal point, I can't bring myself to have too much of an issue with power, at least as far as an artistic portrayal of a spaceship is concerned. The fact is that the amount of power required to move anything over the vast distances of space is far beyond most of our means (at least in a reasonable time for the plot). For the purposes of plot, whatever that power source is, the power source is both very powerful and very small.
    That said, given that the ship may need some fantastical source of power, how should that be portrayed? Sometimes it is shown as huge engine bells exhausting white light, or it could be the sheer size of the engine assembly itself. Paintings by Robert McCall or others may portray bright streaks of white, red or yellow to indicate the propulsive energies involved (the cover of the original Star Trek novelization show streaks of flame shooting out of the Enterprise's nacelle's and hull).
    The funny thing is that the reality is probably much less dramatic. An engineer in the Air & Space article noted that while he thought the Discovery from 2001: a space odyssey was among the most realistic designs shown on film, the engine bells were just much too big. Our impression of big rocket engines comes from the huge Apollo F1 engines which you can see at the Smithsonian, but these engines were designed to operate in the atmosphere. In space these engine bells would have been substantially smaller.
     Another decrease in drama is that engines don't have to fire constantly in space unless you are changing direction or speed. We have gotten used to idea that if "it's moving" then "the engine is on" from our earthbound experience, but really, once the Galactica is in motion, it's in motion until some external force acts on it.
     This means that the reality is that engines can be fairly small in appearance and hardly ever on, so a ship in space looks pretty inert. On the other hand, there's nothing like engines at full thrust to suggest impending adventure. The fastest moving object in space currently is Voyager 2, and it doesn't look substantially different from the one hanging in the museum.
Boring ship going on momentum vs. Exciting ship going full blast

The Details

Finally the thing that often gets in the way of taking some design seriously is the details. Sometimes just basic physics, for instance why don't ships have reaction control systems. Well, it has been interesting to note that they are not always totally absent. The original Enterprise had no visible RCS anywhere, but this was rectified when it was revamped for the "Motion Picture" version. Still, they are often missing in many popular designs and artwork.
Fictional RCS (L-R):2001(pod), Star Trek, Space 1999, Galactica (reboot), Hyperdrive
     It is actually possible to control attitude without reaction jets and this is with internally mounted gyroscopes(control moment gyroscopes). Anyone who has played with gyroscopes has noted their ability to react against changes in orientation. This is the way the International Space Station controls its attitude.
     Another interesting aspect of real spacecraft not often shown is that the vacuum of space actually makes it very difficult to loose heat. The active use of electronic equipment and power generation will create waste heat which if allowed to build up could be catastrophic (and that is without even mentioning the waste heat a compact source of fantastic energy must have). While designs do sometimes appear with solar panels, they are not often shown with corresponding radiators. This is perhaps because we (i.e. the general public) don't often associate radiators as a vital aspect of spaceflight, although it is sometimes some of the most visible parts spaceships taking on the appearance of fins and winglike appendages
    Stanley Kubrick deliberately removed the radiators from the original design of the Discovery in 2001 in spite of the fact that such a nuclear powered ship would require huge radiators. Kubrick was concerned that the spacefaring ship not be identified as having fins or wings like so many earlier science fiction film rockets.
    The need for some form of radiators can be taken to heart by all those who want wings of some sort on their vacuum bound spaceships. They are not wings, they are radiators. I always thought that was what those big black panels on Tie fighters were anyway (regardless of what those "technical" references might say).
    The list of details can go on and on: Where is all the propellant mass stored? Where's the shielding? Where's all the food and water? Where's the head?

So how does fact relate to fiction

Curiously much of what we can consider lapses in design can be explained away in some manner shape or form to at least a minimal extent,  and not always with technobabble. Sometimes it may be reasonable for a ship to lack RCS or have intakes. As mentioned in a previous article, the up/down consistency of a ship in space may be necessary to keep the crew from getting sick. An apparent imbalance in some design may be justified by re-interpreting what appears to be the case, such as the way masses may really be distributed in the design, at least as far as the original designer was concerned. It is also important to note that any society that can propel a spacecraft across light years probably knows how to deal with artificial gravity, radiation shielding, and high speed particle erosion.
    Perhaps the most important thing to keep in mind is that these are not real ships. The reason they look the way they do is to convey a feeling or an overall atmosphere for a story. They exist to convey characters from point A to B, or place them in a setting that is outside of our general experience. These things need to be by definition fantastic. Our fascination with these "spaceships of the mind" is in how wonderful we find them. Their limitation to facts and science is only so far as their creator's attention to the facts help suspend disbelief, which is the key point of a fictional ship. After all is it any more or less believable that we may someday live and travel far and wide through space versus the idea that three women, a culinary student, a masseuse, and one with a somewhat checkered working status, can afford to live in a large three bedroom Manhattan apartment with cathedral ceilings and a large balcony (now that's fiction).

End Note

Just to make a note of some of the references used which can be interesting points of departure from this article. For one thing a reader may refer back to the previous spaceship design articles and the final reference posting created for it (particularly good is Atomic Rocket). The original article that started this off was "Planet of Origin: Hollywood," by Dennis Meredith, Air & Space Magazine, 4:1:pp80. Another handy reference in the bookshelf was the Starflight Handbook by Eugene Mallove & Gregory Matloff (Wiley Science, 1989). An interesting web site that I came across while looking up info on Bussard Ramscoops and Profac was This is Rocket Science (my original reference was my old copy The Illustrated Encyclopedia of Space Technology, Kenneth Gatland et.al. 1981). While there is always The Physics of Star Trek  by Lawrence M. Krauss (Harper Collins 1995), this time I spent more time with The Cosmic Dancers by Amit Goswami (Harper Row 1983). The most comprehensive collection of how Hollywood gets all this stuff wrong on the web is probably Phil Plait's Bad Astronomy.
    I guess my own final note is a weird sort of recognition that the articles in my old books that date back 20-30 years still fair pretty well in the realm of speculative spaceflight and rocketships (yes there's stuff that's missing, but still...). Is that good or bad?

Saturday, December 31, 2011

Sentimental Spaceliner

Ruminating on the Orion III


    For those who were fortunate enough to see 2001 when it was first released, you know that one of the things that film created was an incredible desire to see this future when it got here. Well, 2001 has come and gone and that space wheel in the sky isn't there yet. Still the look of that future with its space stations had an air of reality that had been unmatched by anything we had seen before, except perhaps by those that read the famed Collier articles by Werner Von Braun and Willy Ley and illustrated by Chesley Bonestell. Oh well, the fleets of Mars ships have not materialized either.

    The imagery of 2001 came to mind again because of a small discussion on new color schemes for the Orion III shuttle on the Starship Modeler Forum  with regard to ideas for additional schemes besides those seen in the film. The reason for this discussion is partially due to the release by Moebius of a retooled version of the old Aurora space clipper kit. For reasons that are not readily apparent, it was released without Pan Am decals (copyright issues with either MGM or the rail company that inherited the name). Given that the completed model will give you a blank slate, it can be interesting to play around with the idea of how to color the ship when done. I drew up a couple of blank profiles to see if anyone wanted to contribute. After all, by the time 2001 came around, Pan Am didn't really exist anymore anyway. What about other contemporary airlines - and by contemporary I mean 1968, so...

TWA, based on the livery on the Moonliner rocket that was on display at Disneyland

or more defunct airlines, how about the flying colors of Braniff

BOAC, pre British Airways
I did do an actual British Airways Orion profile, and getting that tail flag flash is really tricky given that the Orion is essentially tailless aircraft.

Besides the blank passenger profile I made a quick cargo profile (detail note, the curvy fuselage makes fitting a Space Shuttle-like set of cargo doors problematic, so instead I drew in two
separate cargo hold sections). A figured commercial cargo version might have been used under contract by Flying Tiger lines, the air freight carrier of the 60s, or perhaps their successor...FedEx.

ANA airlines likes putting anime on their aircraft. I figured for 1968, what better anime character than Astroboy.

The alternate world of 2001, there was no NASA but rather AASA, the American Astronautics Space Agency. I based their colors on the later paint schemes of the shuttle.
    How about a presidential Orion III?
After all if Babylon 5 can have an
Earthforce 1, why not a Space Force 1 for 2001. Should look nice with that gold and blue trim.
    You could have an Orion III used to convey shadowy figures of an international movie corporation, which seems to have a huge budget for location shots on the moon. Could they be hiding something? For another Gerry Anderson reference, I also considered it as the seed aircraft by an airline in frequent need of international rescue.

A colorful one can be along the lines
of a Chris Moore'ish, Peter Elsonesque, Chris Foss-like, TTA universe Orion. A kind of industrial tropical fish look.

Starship modeler forum poster Justin "Bluesman" Miller posted a couple of contemporary airline profiles (posted with permission)
In spite of some apprehensive remarks about budget spaceflight by
fellow posters (well me) he replied that you can't beat the price and service with a stick. Well last time a flew a major airline, I recall the price and service couldn't be beaten with a stick either. No, wait, I got that backwards. I got beaten with a stick, that's right.
    Still a private sentimental version would be LAN Chile. I flew on them as a wee child back in '68, with cockpit tour! (Below Lan '68 and '01):

...yes I have one,...and in the end it will probably just be a Pan Am (for 2001, would have likely been a "billboard" version below), like the one I built in '75 (find references here)

Wednesday, August 17, 2011

R-2 Paper Model

R-2 Paper Model


I originally started out with this project as one of my first Blender projects. Unfolding went mostly ok, with a few unusual results. Getting the plan right was really tricky (even now, I'm not sure if the "length" of the rocket includes the aerospike or not).

There are two versions. A gray version based on a couple of fuzzy images found on the web. I suppose that early soviet research missiles were finished in a very light gray or whitish finish given images of early R-7 firings and some of the "geophysical" and "vertical" launches of R-2As and R-5Vs. In operational use, these missiles were finished in army colors; probably the same scheme as their transporters. I'm sure there are soviet army guru's that could get this right; I'll admit I did it by eye.

Operational missiles used a radio navigation system to help them more accurately hit their target. These guided R-2s are often shown with two small antenna aerials rear the nose. The only clear view of these aerials are on photographs of a Chinese DF-1, a locally built R-2 version where they are clearly loops.


Left:R-2 & R-2A prototype, Center:R-2 on stand, Left:R-2 next to some of Neil's V2s (Bumper + #59 repaint)
It is scaled to 1/96 scale (8 ft/inch or 1.04167%) which puts them in scale with Niel's V-2s and a lot of other stuff. The files were mapped to US letter sized, but I think they should fit on A-4 anyway (the image should be narrow enough if centered).

The Files: (on Google docs)


You need to use the File/download or save operation on Google docs to get them

More Information:

For more information about the R-2 missile itself, references and acknowledgments, read the previous post on this historic missile.
General recommendations: Use heavy paper instead of card stock. Prototypes built with paper over 40lbs are harder to work with on some parts. Best results with some special paper I got which is around 25lb (standard is 20). Try 28lb if you can find it (there is at Staples) or some of the cheaper photo-like stock which is around 35-40lb.
Coming soon, the geophysical R-2A sounding rocket. Nearly done, but getting the new nose cone and side canisters right is a bit tricky at this scale. Stay tuned.





Monday, June 20, 2011

The R-2: Their Russians were as good as our Germans

The Russian Stuff


A memorable scene in "The Right Stuff" was just after Sputnik were someone asks if "their Germans" were better than "our Germans?" This is rapidly refuted.

The brains behind the Reich's missile program had been Werner Von Braun. Seeing the writing on the wall, he gathered up as much of his staff that was willing and travelled towards the American lines in the hopes of being captured by the "right" side. Herman Gottrup, an electrical engineer on the project decided to stay put. During the occupation, the soviet government offered an "opportunity" to help work on a new East Block missile program. The soviets gathered these engineers under Gottrup to work on assembling some A-4s from what scraps remained in their zones and re-generating plans to manufacture new ones. Eventually, the Germans were collected and sent deep into the Soviet Union (for their health, or lack thereof if they failed to do so).

Even so, the Russians would have had a hard time reconstructing the German missile if they hadn't had capable engineers of their own. While before the war the Russians had supported some of the most successful pioneering work in rocket development under GIRD, these engineers had by and large fallen afoul of people within Stalin's government (most likely Stalin himself) and were largely imprisoned and shot. Sergei Korolev was one of these and nearly died in Stalin's gulags. The need to find out more about the new German weapon saved his and many other engineer's lives.

In the end a handful of German V-2s were assembled. The first real success of this Soviet missile program was to successfully build one from scratch. Korolev and rocket engine specialist V.P. Glushko managed to create a working copy called the R-1 (literally for Rocket 1). The missile itself was not much of a weapon. What was needed was a bigger payload, more accuracy and more range. Gottrup and his fellow engineers had been asked to contribute and they did suggest many of the design improvements that Von Braun himself had considered for the next generation missile during the war. As they continued their work, they considered building a new kind of missile, the G-1. Korolev on the other hand believed that working from the existing R-1 would provide a quicker development cycle and an easier to manufacture design.

The R-2

The design work for the R-2 began soon after the success of the R-1. The Germans pursued their own design, the G-1. It seems that the Russians liked the competition. The Germans themselves had little choice, trapped in a foreign country. By the same token, the Soviet engineers must have themselves been under pressure to succeed with their own design given the amount of resources dedicated to the effort.

In the end, the Russian engineers won, although it is a wonder if it could ever have been different. It seems that the German teams were kept very busy working on designs that were never implemented (G-1, G-2, G-3, G-4, G-5). The arguments for a "Russian" missile over the "German" one may have been successful purely on the basis of technical feasibility, on the other hand the mistrust and bad blood may have run deep. It is a situation perhaps not unique to the Soviets. The Nova documentary ("Sputnik Declassified" see refs) on the space race alludes to a similar situation where our German's effectively cloistered by the US Army worked on projects that did not receive the highest priority compared to non-German projects by the US Navy.

The R-2 (R-2/P-2, NATO:“Sibling”, SS-2, 8Zh38/8Ж38) consisted of several improvements over the R-1. Navigational equipment was relocated to below the main tanks providing easier access (I unfortunately can't find the reference now, but I recall reading that a ground crewman was killed by falling off the service platform of the R-1 while working on the equipment). The warhead could now separate from the main body of the rocket extending its range and accuracy. An integral alcohol fuel tank lowered the missile's total mass. Also, a new more powerful engine designed by V.P. Glushko (the RD-101) was incorporated into the newly designed tail. The end result was a more powerful rocket with twice the range and a third heavier warhead capacity than the R-1. While still not powerful enough to carry a nuclear warhead, it could carry a radiological “dirty bomb” that could disperse radioactive fall out over a wide area.
A few detail differences were that only two of the stabilizer fins had active control surfaces (an R-2 at a Russian military museum clearly shoes them on fins I & III). Curiously many images of the R-2A (see next paragraph) show markings indicating similar surfaces on all fins (meant for intelligence disinformation?). Another detail difference are antennas near the nose cone. The R-2 is cited as using radio guidance to improve accuracy. In photographs of the DF-1 (the Chinese copy) these appear as metal loops, but these loops are not as clear in other photographs, and instead appear more like rods. These rods are perhaps aerodynamic fairings for the loops. At any rate, these antennas do not appear on all images, and probably represent missiles that were actually meant to be guided (operational missiles).

The R-2A - "Геофизическая"


The missile was also developed into a sounding rocket, the R-2A* geophysical rocket. Some initial scientific work had been done with the R-1 by attaching scientific nose packages and ejectable pods on the sides. The increased capabilities of the R-2 provided an opportunity to really sample the interface between atmosphere and space. In service by the International Geophysical Year (1957-58), the R-2A was used for high altitude atmospheric and radiological research. It was also used for live biological experiments. Some of these were definitely directed for manned space programs as they featured actual animal space suits as well as various modes of live recovery. Indeed before Laika, many other Russian dogs had already been to space (if not in orbit), and unlike the various Alberts launched at White Sands, New Mexico, most of them came back (not all mind you). It was even considered as a booster for a manned ballistic space shot (the US followed this plan by preceding their manned orbit with the Mercury-Redstone ballistic launches).

Follow ups

Some links for additional information
  • Encyclopedic information on the early Soviet missiles at astronautix.com
  • Information about the R-1 and R-2 at russianspaceweb.com
  • A hard to find site with information about the early research at the Kapustin Yar launch site
  • Information on derivations of Von Braun's V-2
  • Great pictures of the Chinese R-2 at Martin Troller's flicker gallery as well as other shots of the R-1 and R-2
  • Nova documentary "Sputnik Declassified" (Another video not easily available off the web is the BBC produced docu-drama called "The Space Race")
  • Also, thanks to Thorsten Brand on the Space Paper Modelers group at Yahoo! groups for a key diagram for the R-2A I had not seen anywhere else.
*Searching for the R-2 can be difficult on the web. Star Wars references aside, there is the issue of cyrillic which results in the R-2 being actually P-2 for the cyrillic Paketa or "rocket" (which also may encode differently given that "P" and "Р" may not actually be the same). This is further complicated in the case of the R-2A because it can be Р-2A or В-2A which translates as V-2A which again confuses it with the German V-2 (the "В" is for "вертикальный" or "vertical", its main flight path).

Friday, May 06, 2011

Sci Fi Visuals: Spaceship Designs - The References

Here are some of the references I've looked at preparing this. They can be followed up for more info on spaceship designs:

Art

  • Sci-Fi-O-Rama - SF/F oriented art blog run by UK Designer/Illustrator Kieran Kelly
  • Golden Age of Pulp Covers - note site in French, but browsable without it. Follow links on the bottom (for instance livres means "books", vers means "toward") 
  • Desktop Starships - A huge collection of SF/F art for your desktop wallpaper. Galleries broken up by major popular subjects such as Star Trek and Battlestar Galactica.
  • An artist's alphabet at Tor.com

Some Artists

Spaceship Design:

  • Perhaps the ultimate reference for hard sf spaceship design - Atomic Rocket
  • Doug Drexler's blog, the Drex Files
  • Starship Modeler's builder galleries, specifically look for kitbash and scratchbuilt entries for original designs or designs inspired by traditional artwork, franchises, and stories (as well as humor).
  • David Mueller's "So you want to be a speculative spaceship designer" article. Browse around the site for more material.
  • Starship Schematics' site which collects designs for Star Trek, Battlestar Galactica, Babylon 5, and Star Blazers (Yamato) universes; both cannon and fan based.
  • Alas, Martin Bowers' website appears to be defunct which is a shame. He is a professional model maker who worked with the production of Space 1999, Flash Gordon, Outland, Alien as well as other projects. He has also created some amazing studio scale replicas of other ships. (In case it comes back, the link was http://www.martinbowersmodelworld.co.uk/)
  • Fantastic Plastic is a collection of plastic kits that documents our fascination for far out designs, real and fictional.
  • A definite lost gem was The Modeler's Reference Vault which had a ton of production stills as well as good quality captures from various movies (for more reference lost links see post on lost web pages).

Other Flights of Fancy:

  • Smithsonian Libraries Voyages Exhibition Focus on air journeys: A short page with some interesting images and notes of some early works about space and air travel.
  • Shuttle development: a small lost item of illustrated articles on heavy lift vehicles proposed as  either the next big thing after the Saturn V or the Space Shuttle.
  • Forgotten Trek: Blogsite to things almost Trek
  • The Terran Trade Authority which "published" the guide to space travel in the 22nd-23rd century.

Hard copy:

Books on hand (I can only comment on stuff I already had in my bookshelf).
  • The Art of Star Wars by Carol Titelman, Ballentine Books, 1979. The first of the "Art of..." books that started to be released with both this series and others. It's really great as a collection of concept art before Star Wars had a really established look. The "sketchbook" series that also goes along with the movies also provide some nice outlines for proposed designs for the film. 
  • The Art of Star Trek by Judith & Garfield Reeves-Stevens, Pocket Books Inc., 1995 (1997ed). One of many art of Star Trek books out there (along with fan art books). This one is nice in that it was rather comprehensive at the time of publication allowing the reader to see how styles changed for the ST universe over the years and across series.
  • Starliners by Stewart Cowley (Steven Caldwell pseudn.), Hamlyn Publishing, 1980. One of a set of books for the Terran Trade Authority universe which basically contains some of the better sf hardware cover art of the 70s with artists like Peter Elson and Chris Moore.
  • Visions of Spaceflight by Frederick Ordway III, Four Walls Eight Windows, NY, 2001. Really great collection of SF artwork, particularly preceding the Space Age, including much of the artwork for the Collier "Man in Space" series. 
  • Imagining Space by R. Launius and H. McCurdy, Chronicle Books, 2001. Collection of fact based artwork expanding on the perceived future of man in space as well as the still possible one.
  • Out of the Cradle, W. Harman, R. Miller, P. Lee, Workman Publishing Co., 1984 (1st ed). A really great collection of speculative artwork used in conjunction with essays on the future of man in space in the pre-Challenger era. Given that it's still available as new I would suspect that much like Harman's and Miller's "Grand Tour" book it's been edited for new content.
  • Alternate Worlds: the Illustrated History of Science Fiction by James Gunn, Prentice Hall Inc., 1975. I've had this book forever since I saw it at Korvette's. Full of speculative art and cover art dating back to Verne. The text is somewhat dry and scholarly (reads like a thesis), but great for early sf history.
  • 2001: Filming the Future by Piers Bizony, Aurum Press. The book to have for fans of 2001. It goes into great detail of the technical design of the film and it is lavishly illustrated.
  • Rocketship by R. Malone (with J. C. Suares), Harper Row, NY, 1977. Interesting collection of hardware ideas and reality with many sequences of comparison and contrast.
  • Out of Time by Norman Brosterman, Harry N. Abrams Inc., NY, 2000. Odd little book which was the first one I saw that really seemed to address the idea of future past. Covers quickly what the future looked like at different times and with respect to different topics (cities, cars, airplanes, etc.)
  • Packing for Mars by Mary Roach. While not actually on my bookshelf, I'm currently listening to a library copy and have found its content full of nice  little tidbits (such as VRI) that one needs to keep in mind if you are really going to put people in space for a long long time.
...and of course a long lost collection of notebooks and marginal sketches done when I should have been doing my homework.

Back to the beginning

SF Visuals (III): Spaceship Design - The Frameworks

No matter where you go, there you are

The working title for this section alludes to an undeniable fact about creative work which is that you can never remove yourself from the picture. By the same token, you can never really remove yourself from the world you live in. As much as visual art appears to make amazing leaps outside of what we are used to, following the influences of the artist often shows a clear path from one standard to a new vision.
    Spaceship conceptual designs are also influenced in much the same way and as a result can reflect the world they were created in. What designs look like can depend on many questions an artist can ask: How would it work? How do people travel in them? How do they fit with "bleeding edge" commercial design and art guidelines? How do they fit with the engineering of such a ship? Does it fit a look that I want? The answer to these questions can only come from something the artist has come to know.

The Rocketship

Allow, if you will, that the fundamental unit of spaceship design is the rocketship. This is really the only method of space travel that we know of first hand and can readily understand how it works. Beyond rocketships, we really only have flying saucers and other reports of UFO activity. The saucer shape, while not infrequent in motion pictures and illustrations, is limited in the vagueness of eyewitness reports and by our inability to know exactly how a saucer flies. It is also by definition always "saucer" shaped. The rocketship has no such problem; fire and thrust comes out one end, and it moves in the opposite direction.
sketch comparing filmed saucers vs. rocketships (not to scale). Saucers are by definition saucer shaped, but rocketships can come in many varieties. Saucers do have the benefit of generally using propulsion that's beyond explanation

Before Rockets


Trips to space predates by far the ability to actually reach space. The rate of progress by the 19th century must have made no idea impossible and perhaps explains the success of speculative fiction at the time. Still, our experience with distant travel was based on railroad cars and steamers. Not surprisingly the inside of Verne's Columbiad looks a lot like luxury travelling salon car. The idea of railroad car in space is particularly apparent in the design of the Edison spaceships in Edison's Conquest of Mars. At least these fictional design are starting to consider some real factors such as weightlessness and the vacuum of space. Spaceships of this time period are sometimes nothing more than super lifting balloons of some kind or the result of some mysterious lifting material. Even the Flash Gordon serials of some 30 years later would still have rocketships navigating between clouds as well as between planets.

Having conquered the air...

By the early 1920s, the rapid development of air transport must have made the idea of space travel inevitable. Still, the understanding of how it was to happen was perhaps not clear (The NY Times eventually apologized for criticizing Goddard's physics regarding rockets and travel in a vacuum). The pulp cover designs are full of basically rocket aircraft, perhaps inspired by the scenes of air racing and experimentation shown on the newsreels.

The "Streamliner" is a generic representation of the spaceships prevalent between the 1920s and 40s. In film, typically a finned rocket propelled by sparks and smoke.
    Design was also influenced by the idea of streamlining and Art Deco which was so much a part of commercial design during this time period. The classic rocketship design used in the movie "Just Imagine" shows this influence. It also became a seminal design for many movie rockets as the ship and its copies were re-used countless times in the serials of the 1930s.

Once you have seen the real thing, though...

What the real thing look liked became terribly apparent at the end of World War II and so the shape of the V-2 became the emblematic shape of the spaceship. The classic finned needle nose design, with it's smooth shape, and near windowless aspect became the standard to which many ships were designed. Looking at covers of pulp fictions and the ships of such films as "When World's Collide", "Destination Moon", and "Abbot and Costello Go to Mars", the German rocket's lineage is clearly visible.
The post war spaceship was heavily influenced by the Von Braun's V-2. The long slender ships were typically singly staged and with only slight variations in their fins.

Spaceships in the Space Age

Curiously, the V-2's designer got the opportunity to put in print what people carrying orbital ships would probably be like in a series of Collier magazine articles. As a result ships are more frequently designed with stages, or fuel tanks, and more spindly for operation in the vacuum of space as Von Braun and others designed them for the magazine and subsequent Disney documentaries.
Post Collier designs often featured girder work and visible tanks. Streamlining was reserved for ships that actually traveled through an atmosphere

While not often seen in films of the time there are a couple of notable exceptions: "The Conquest of Space" (1955) which was heavily influenced by the Collier designs and the Russian movie "The Road to the Stars" (1958). Ships with visible fuel tanks and girder work instead begin to appear more frequently in SF artwork around this time along with speculative non-fiction works.
     Artists also appear to be inherently more aware with what space hardware might really looks like. Perhaps as a result of wartime experience or actual interest in current aerospace, illustrators and designers start to incorporate typical details that are visible on military equipment such as stenciling and warning decals. They also start to weather the models to reflect usage and exposure to the elements (curiously absent earlier on these models in spite of the fact that it was an age old technique used with more traditional subjects such as railroad cars and ships). One of the first studios that excelled at this type of design were the model makers who worked on Gerry Anderson's popular puppet sci-fi shows under the direction of Derek Meddings.
Some space age designs began to incorporate the types of markings visible on then contemporary military craft, particularly things such as warning marks, panel lines, and instruction decals.

The greater familiarity with real space going hardware also started to influence the look of some designs. An interesting similarity exists between the Lost in Space "pod" and the Apollo LM. This is particularly striking given the rather spare design of LIS's hero ship itself - the Jupiter II saucer.
The "Lost in Space" pod from season 3 (1967) is on the left; the Lunar Module is on the right, much like it looked in press releases between 1966 & 67

Filming the Future

Of course the truly "wow" event for science fiction film was the release of 2001:a space odyssey. In this case the design was made based on then current engineering proposals (all of this is wonderfully documented in Piers Bizony's Filming the Future, see refs). The designs also incorporated many elements that had been used in film models for years: large scale models, weathering, subtle paint variations, and lots and lots of details even if they would not be clearly seen on screen. All of these things would work to create the illusion of size and functionality.
    The wealth of small details such as pipes, radiators, gears, and boxes stuck on these models have come to become known as "greeblies" and have been a dominant aspect of screen starships since. They are particularly important as part of what is called "kitbashing" where parts from model kits (or even everyday items) are assembled together to create a design that photographs well (sometimes cheap kitbashing can make use of highlighters or disposable razors to make engine pods as shown in an the Star Trek episode of "Reading Rainbow").
    The post-2001 ship was typically long, heavily greeblied with odds & ends, painted white or off white, contrasted with gray weathering & panel lines.
Since 2001, filmed ships have used these basic techniques to create fairly realistic looking designs. It has come at the price though of a certain sameness to many of the ships. The designs have a gray aspect to them, and the profusion of greeblies even in situations where streamlining makes more sense (such as atmospheric or watercraft). There is also a rather common design element, an equatorial seam. The reason for this last bit is unclear, perhaps because it was good for hiding physical seams for circuit access inside the physical model.
    Outside of film, the variety of designs are just too great to number. It's unfortunate that some of the neat shapes seen in covers by artist such as Chriss Foss and Peter Elson didn't make it to film (Chris Foss did work on early concept art for the "Nostromo" and other designs in "Alien"). Still, the look of many of these covers have been influential in the ships that appear in current video game titles such as "Homeworld." The colorful designs owe much to comic book art and pop art elements. Outside of Barbarella, comic book inspired design can be seen in the flying taxis and luxurious space ships created by comic book artist Jean-Claude Mézières for "The Fifth Element.".
A comic book styled rocketship, somewhat flat and under-engineered, but colorful and pretty. It provides a contrast to the greyness of most film ships.

Where to now?

Well, there are many possibilities. For film, the period between the 60s through the 90s was dominated by the basic need to create physical models that photographed well. As computer power has increased and gotten cheaper, the ability to create a wider variety of designs is now possible. There is the possibility to revisit older types of ships and get them to look more sophisticated than just silver painted wood. Complicated and yet extremely detailed work can now be rendered on any scale with the same model. Also it has never been the case that spaceships have to be rocketships (just very common). As mentioned earlier, flying saucers already benefit from strange forms of propulsion. At times, the desire to be totally alien demands that whatever you come up with, it should not look like anything you have seen before or have elements that defy what you would consider explainable. Computer graphics have greatly enhanced the capabilities to do the latter as modes of operation can involved disjointed physicality or weird fluid motion or shape.
Comparative sketch of just a few spaceships that are not saucers or rocketships. The classic reason for most of the illustrated ships is that the way they work is totally beyond our understanding (the space clipper was probably meant to be an allusion to the swashbuckling movies of old)

    Just as current artists have a wealth of art history to draw upon, starship designers also have a huge set of material to draw from, either the design elements of 19th century or modern (or post-modern) artists. Moreover, the tools for creation and dissemination have become cheaper than ever. It will be interesting to see what will come up next.

Last page - Links and References

SF Visuals (II): Spaceship Design - Realistic to Fantastic

Full steam ahead Mr. Scott

I found it interesting to note that SF ship designs can be seen to range from realistic to fantastic on the basis of their speed. Of course, the required speed is often a function of the plot. If the story requires our characters to simply travel from earth to orbit, the ship doesn't have to depart far from what we are familiar with. Since the trip itself is relatively short, there isn't much need to focus on the ship or the trip any more than say any drama focuses on the trip from Honolulu to LA (unless there are snakes on the plane).
    When the distances become longer, then the trip needs to be faster. This leads to some inevitable problems with what we currently know about space travel. For one thing, space is really big (see HHGttG). So even a trip to the Moon, let alone Mars is not a minor expedition. With current technologies you need a lot of fuel and supplies, and it will take quite a long bit of time which, dramatically speaking, will be boring. Outside of stories making a point of how incredibly boring this is, one would try to avoid this. It then becomes necessary to push the envelope making the trip faster and way more efficient so we can carry less fuel becoming in a strange way more "realistic" since you don't need a super carrier sized ship to move a dozen people (or less). Eventually as the distances become greater, say from star to star the velocity needs to get up to light speed, or c. At this point the design could be said to race to "fantastic" infinitely fast. This is because theoretically nothing can go faster than light (see any number of detailed discussions on the limit). This puts a real bind when you want to go between multiple star systems fairly quickly. You will need to find loopholes or gimmicks to justify the much higher speeds (and not even mention the nasty bits about time dilation and relative time paradoxes well beyond my scope). Ultimately we may even talk about traveling between galaxies so the ship needs to be truly fantastic. It's neat how in the few stories I've seen about traveling to another universe, you hardly ever need a ship at all.
      By the way,  I quoted realistic earlier because I think there is also something else operating in the design of SF ships. There is an inherent understanding that in space operas we often want the world to be a lot like our world (SF as metaphor for reality). Quite frankly, your average merchant family doesn't own or operate supertankers and fleet carriers. If you want your freelance space merchant or privateer to go from place to place in her ship, well it's got to appear realistically affordable. As a result many of the ships we see while not apparently fantastical in capabilities should be noted as fantastical in affordability. Just think about how we can barely put together a space station between the wealthiest and most powerful nations on earth right now.

Table of realism

Looking solely at speed as the main factor in fantastic design, I came up with the following graph.
2 axis graph illustrating realistic engineering versus fantastical with respect to speed
Realistic to Fantastical Engineering vs. Portrayed Speed
Reality is basically below the effective 0 point of the graph. Just above it is "realistic", meaning the design is based on known physics and the capabilities of existing engine technology and theoretically proposed technologies. Note that beyond the speed of light, there is really just a big question mark as there is nothing known that could really exist there. Just above in "realistic" I can't totally discount that people have written about the possible existence of loopholes such as wormholes or distortions of space time, but there are very few designs that apply these theories directly as they really don't have any engineering to back them up. Still if you leave the actual engineering out and just use the vocabulary, that half of the graph can definitely be populated.

Which designs fit where

We can start looking for the most realistic ships being ships that are limited to the immediate future or even a contemporary setting. Ships limited to travel between the earth and the moon and all points in between can follow existing designs very closely. Moving slightly further in capabilities requires a slightly greater technology, but many portrayals of ships that only need a slight increase in capability don't stray too far from what we know.
     The exploratory ships from Gerry Anderson's "Journey to the Far Side of the Sun" show strong influence of the concurrent designs at NASA for Apollo and lifting body programs. Even the Messiah from "Deep Impact" creates the notion of a current hodgepodge by actually using ISS and shuttle components in its design. Pushing the speed envelope some more, the designs for the spindly Antares from the late Defying Gravity and the Pegasus from the BBC's Voyage to the Planets docu-fiction (on which Defying Gravity was based) contain many very realistic elements.


2001's Discovery command module was designed to be in keeping with ideas about a real inter-planetary ship. The CM was placed far from its reactor, it was equipped with auxiliary engines, and large enough (in theory) to contain a centrifuge to provide artificial gravity, a space pod garage, a substantial computer core, suspended animation systems, and supplies for a minimal crew for several months of travel time.

     Reaction drive is the most frequently used mode of propulsion through space. While there is some arguments about the mechanics of these engines (engine bell design, firing times and so forth), we are familiar with how they work and they can be seen in all kinds of designs from realistic to fantastic. Ships such as the Discovery in "2001: a space odyssey" travel using nuclear rockets at speeds that are expected with such engines (travel to gas giants in several months to a year). The show "Salvage 1" had a ship called the Vulture that took into account affordability by being made of recycled materials and using dangerously explosive fuel to preclude a Saturn V sized vehicle. The Eagle from "Space 1999" also uses reaction engines in a way that seemed perfectly normal for a ship whose initial purpose was to act as a shuttle between the moon and low earth orbit, particularly with its non-streamlined, let it all hang out look. The show's need for speed though starts to push the believability as scenes imply capabilities of relativistic speeds for a rather small ship with obviously tiny fuel capacities. Still, the Eagle does recognize the need for control jets for maneuvers; a detail that is often missed.
     The usage of more exotic realistic propulsion systems are not always seen in spaceship designs and this is probably because, truth be told, its generally not pertinent to the plot. It's just so much easier to put a lit engine bell on it and leave at that. The starship in Avatar is noted as one of the most accurate portrayals of a possible starship. This is not accidental as a good deal of research went into putting the "Venture Star" together. The single pilot episode of Vituality featured a ship, the Phaeton, which used a nuclear pulse drive like the one originally proposed in the 1960s for Project Orion.
     Once FTL travel is required in the story, there are two solutions. One is the loophole, typically a wormhole or mechanism of "jumping" from one point of space to another. Such vessels tend to stay close to current knowledge about space travel, i.e. reaction drives, distances on the order of 100s millions of miles not light years. The shorter "real space" distances allow for observing orbital laws, g-forces and the like in a more realistic fashion. The second method is to have new physics so you can travel faster than light. Anyone designing for this type of mechanism is free to invent more exotic engineering.
     The requirements of story telling (and production budgets) often adds some unrealistic elements even to designs that try to follow some of the rules. Not counting the ships of phenomenally advanced races who know a whole lot more about space travel in these stories, You can find ships that use reaction drives of phenomenal efficiencies or have no visible means of fuel capacity or heat dissipation (notable given the energy requirements that one would think they need).
     So what about forgetting about the physics already. A classic case are the Irwin Allen productions were the ship was really just a box for the characters (that was frequently tilted from left to right as sparks flew off the computers). Exactly what moves the Jupiter II is a total mystery (as is the number of decks that are really crammed in there). Interestingly this was also important to Gene Rodenberry when he requested that Matt Jefferies design the Enterprise with no traditional propulsive technology. In a sense, he was being very realistic in realizing that the fantastical speeds required for his stories were beyond any capability even conceived of at the time, so why dwell on it.


Some "drive" systems which were really not explained or shown to fit with currently known physics ("the science of..." books not withstanding), which is really just fine. What could be better than to power a time machine with a banana peel?

So why dwell on it?

In some ways there really isn't any reason to do so. If what you are interested in is a good story or something visually interesting it shouldn't matter much at all. Yes it is upsetting to those who know some physics when stuff is blatantly wrong and incredibly refreshing when someone goes through the trouble to get it right. The question remains, however, because I know many people love a good story without letting themselves get bogged down on the engineering of it all.
    Take for instance a design that I think sits way up in the fantastic stratospheric right of the graph: the Lexx. The ship itself was so foreign and gorgeously rococo, with its bio/mechanical design style.  It has no obvious means of propulsion (occasionally it does seem to exhaust propellant, but it has no obvious exhausts) and it goes at whatever speed necessary, from star to star, from galaxy to galaxy, universe to universe. While this puts the Lexx, and pretty much all the space hardware on the show, into the realm of what George Lucas called science fantasy, I wouldn't have allowed myself to let that get in the the way of a good story.
     So, if you really need to, there are people figuring out exactly how a Starfury's  engines are fueled and books published with cross-sections of X-wings and Tie fighters for you to enjoy. I'm just happy if it can get the hero to the planet on time, and look cool while doing it.

A brief postscript:

...and besides all the high-tech, where is the bathroom anyway?

Next: The Frameworks