Files
Brachistochrone/addons/Assets/enviroment assets/fleet_2/DESIGN_LOG.md
T
scorpion21211-cmd b844c1a053 changelog
arcology updated
ship models in
particle fx is broken on kestrel
2026-10-04 19:37:48 -04:00

38 lines
1.6 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Brachistochrone — NAF ship assets
Rebuilt 2026-09-20 in App Builder from the Expert-mode handoff. Procedural Three.js is the source of truth (`src/ship/*`, `src/capsule/buildCapsule.ts`). Do not hand-edit GLBs.
## Frame
- 1 glTF unit = 1 meter, Y-up
- **Kestrel EC-01:** heat shield at Y≈0, nose +Y, crew backs on the shield, gaze +Y, visors +Z
- **Resolute CVT-07:** +Y = nose / thrust up, decks = XZ stacked on Y, +X starboard, +Z dorsal
- Faction: North American Federation. Charcoal hull `#2a3038`, liner `#6a727c`
- No keel gun. No planet in the hangar preview. Default view is solid exterior.
## Resolute
- Length ~46 m, beam ~13 m, height ~11.4 m
- Superellipse loft, `SEGS=8`, `SUPER_EXP=0.22`
- `WALL=0.58 m`, floor extra inset `0.30 m`
- 11 decks, pitch 2.65 m, room height 2.42 m
- Companionway: well 0.95 × 3.35 m, rise 0.221 m, run 0.255 m, 12 treads, trunk walls, switchback per deck
- Cabins on decks 03/04 against port/starboard inner hull; corridor + stair in the center
- Dorsal airlock on storage deck 07, walk-through vestibule + round hatches
## Kestrel
- ~4.55 m capsule, four Gemini L-couches
- Cabin lights ~0.28 intensity (dim)
- Glass opacity 0.20, roughness 0.07, metalness 0, hull holes behind panes
- Sitting bulkhead at z≈−0.36, stow lids in a line
- Docking probe stays in the tunnel
## Clips (seek 0..1)
Kestrel: `gear_deploy` `hatch_crew_open` `hatch_ladder_deploy` `hatch_dock_open` `instruments_demo`
Resolute: `gear_deploy` `radiators_deploy` `hatch_airlock_open` `hatch_dock_open` `hatch_cargo_open` `torpedo_doors_open`
Named cameras: `SeatCamera` (Kestrel), `HelmCamera` + `PlayerSpawn` (Resolute)