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ZRT UNKNOWN02 Technical Viewer

Overview

ZRT UNKNOWN02 Technical Viewer is a browser-based 3D engineering viewer for a realistic nuclear-electric propulsion spacecraft concept. The repository contains both the live React/Vite application and the staged prompt pack used to build it.

The spacecraft is intentionally presented as a thermodynamic and structural chain:

  • compact reactor
  • directional radiation shield
  • closed Brayton power conversion unit
  • large heat rejection radiators
  • long separation boom
  • bus-side electronics and PMAD
  • propellant tank rack and payload mount
  • small electric thrusters on a visible propulsion frame

Why This Viewer Exists

Most fictional nuclear spacecraft are drawn like flame-driven rockets. ZRT UNKNOWN02 takes the opposite approach. It shows the geometry, energy flow, and placement logic that make a nuclear-electric spacecraft look sparse, radiator-dominant, structurally separated, and mechanically connected.

The goal is a serious NASA-style, internal-review quality aerospace concept presentation, not a sci-fi game. The project does not imply official NASA, DOE, JPL, or agency endorsement.

Viewer Capabilities

The current implementation provides:

  • a full-screen React Three Fiber technical viewer
  • config-driven procedural spacecraft geometry
  • a centralized scene-mode system with separate environment selection
  • Brayton, power-flow, heat-path, and thermal-emphasis overlays
  • subsystem selection and mode-aware inspection cards
  • camera presets for all major spacecraft regions
  • mode-aware subsystem engineering notes and PMAD inspection support
  • label density, leader lines, legends, and notes that change by mode
  • a continuous radiator-root-to-propulsion structural backbone
  • denser mechanical interfaces, mounts, manifolds, saddles, and support rails
  • a refined forward section with explicit boom adapter framing, grouped PMAD hardware, tank support logic, and a four-thruster electric cluster
  • presentation modes, grouped camera presets, and capture helpers for review stills
  • a documented case-study capture plan for repeatable README and portfolio assets
  • reset view, reset mode defaults, reset scene defaults, and reduced-motion-aware animation handling

Interactive Viewer Guide

  1. Choose a scene mode.
  2. Choose a scene environment or leave Auto-select best scene for view mode on.
  3. Use the curated controls for the current mode instead of turning on every layer at once.
  4. Select a subsystem from the scene or subsystem directory when technical context is visible.
  5. Use the focus button, fit-to-selection, or a camera preset to frame the subsystem.

The viewer is designed so the same system can be understood as geometry, as a thermodynamic chain, and as an inspectable engineering layout.

Scene Modes

  • Clean View: presentation-first hero mode with minimal labels, no legend by default, and Earth Orbit as the recommended environment
  • Engineering View: architecture-first mode with subsystem labels, leader lines, subsystem directory, and inspection cards
  • Energy View: functional-flow mode with Brayton overlay, working-fluid motion, electric power flow, heat rejection flow, and a Brayton inset card
  • Thermal View: heat-first mode with thermal material emphasis, radiator emphasis, heat-path storytelling, and shielded-zone logic

These modes are curated inspection states, not separate spacecraft versions. The geometry stays mounted while lighting, environment, materials, labels, legend content, and overlay priorities change by mode.

Scene Environments

  • Deep Space: neutral technical backdrop and the default engineering/energy environment
  • Earth Orbit: hero-context environment and the default clean-view environment, now using a brighter Earth limb, denser star layers, a visible sun source, and a restrained galaxy band
  • Thermal Analysis: near-black analytical backdrop and the default thermal environment

Auto-select best scene for view mode keeps the recommended environment mapping in place:

  • Clean View -> Earth Orbit
  • Engineering View -> Deep Space
  • Energy View -> Deep Space
  • Thermal View -> Thermal Analysis

You can override the environment manually and preserve it until Reset Scene Defaults is used.

The scene pass now aims much closer to the reference renders: Earth Orbit uses a stronger solar key direction, a more luminous atmospheric rim, and a fuller starfield so the spacecraft no longer floats in an empty black void.

Camera Presets

  • System-level:
    • Overview Side
    • Overview 3/4
    • Overview Top / Plan
    • Energy Flow Overview
  • Subsystem close-ups:
    • Reactor Close
    • Shield Close
    • Brayton Unit Close
    • Radiator Root Close
    • Radiator Overview
    • Boom Structure Close
    • Bus Systems Close
    • Tanks and PMAD Close
    • Thruster Cluster Close
    • Payload Close
  • Presentation:
    • Hero Technical View
    • Clean Side Presentation
    • Thermal Story View
    • Propulsion Story View

Each preset now carries framing metadata for position, target, FOV, and capture recommendations. Reset View is mode-aware and returns to the current scene mode’s recommended presentation framing.

Presentation Modes

  • Review Mode: keeps the current scene story but trims live-view noise for review graphics
  • Capture Mode: pauses motion, favors export-safe label density, and works with the capture-safe background toggle
  • Diagram Mode: prioritizes analytical readability for architecture, energy, and thermal graphics
  • Beauty Technical Mode: presentation-first stills with minimal annotation

These modes sit on top of the scene modes. sceneMode still controls what story the viewer teaches; presentationMode controls what kind of asset you are producing.

Capture Workflow

Prompt 11 adds a dedicated capture workflow in the HUD:

  • label profiles:
    • Full Engineering Labels
    • Reduced Review Labels
    • Capture Labels
    • No Labels
  • capture helpers:
    • Hide HUD for Capture
    • Capture-Safe Background
    • Reset to Capture Defaults
    • Copy Current Camera State
  • case-study asset buttons that apply named still-capture targets

The full screenshot matrix lives in docs/capture-plan.md.

Engineering Realism Checklist

The final release pass uses this checklist to keep the viewer engineering-review ready:

  • compact reactor, not a fantasy engine
  • shield between reactor and downstream bus
  • closed Brayton power conversion represented clearly
  • large heat-rejection radiators near the power unit
  • long separation boom for radiation and thermal standoff
  • small electric thrusters, not chemical rocket bells
  • visible PMAD and system integration logic
  • thermodynamics-driven geometry
  • minimal sci-fi styling
  • clear distinction between structure, thermal flow, electrical flow, and propulsion

Subsystem Explanations

Each selectable subsystem includes:

  • purpose
  • placement rationale
  • realism note
  • visual color meaning
  • related energy flow
  • suggested focus preset

Current subsystem coverage:

  • Compact Fission Reactor
  • Radiation Shield
  • Closed Brayton Power Unit
  • Heat Rejection Radiators
  • Separation Boom
  • Spacecraft Bus
  • Power Management and Distribution
  • Propellant Tanks
  • Science Payload
  • Electric Thrusters

Energy Chain the Viewer Explains

reactor heat
-> closed Brayton power conversion
-> electric power
-> PMAD and bus loads
-> electric thrusters
-> waste heat
-> heat rejection radiators

The current UNKNOWN02 relayout also makes that chain physically legible: radiator manifold into boom, boom into bus, bus into tank rack, and tank rack into the propulsion frame.

Engineering Realism Pass

Prompt 08 adds a stricter engineering-assembly pass without changing the top-level architecture. The viewer now places more geometric density where real spacecraft would concentrate hardware:

  • reactor casing bands, support members, and short thermal-link cues
  • shield-side support structure and more mass-like layering
  • Brayton machinery mounts, exchanger piping, and equipment framing
  • radiator-root hinges, truss cues, and segmented panel backing logic
  • bus-side service boxes, rails, and asymmetrical packaging
  • tank saddles and clearer feed-routing cues
  • a more explicit propulsion frame for the electric thrusters

The goal is not flash. The goal is to make the craft read more like a plausible system under design review.

Prompt 10 Forward-Section Pass

Prompt 10 pushes realism into the places where engineering packaging matters most:

  • the boom now lands into a clearer adapter frame instead of fading into the bus side
  • PMAD reads as grouped bus-side infrastructure rather than a single anonymous box, with a clearer backplane and short branch terminations
  • the tank rack has more obvious saddles, manifold hardware, and feed routing toward propulsion
  • the payload reads more like an instrument bench than a second service module
  • electric propulsion is tightened into a restrained four-thruster cluster with clearer brackets, a stronger cluster root, and interface hardware

The pass is intentionally selective. Detail density increases at interfaces, mounts, and routing nodes rather than becoming random clutter over the whole spacecraft.

Closed Brayton Cycle

In Energy View, the in-world Brayton anchor stays near the power-conversion hardware while a compact 2D inset summarizes the cycle. The loop labels:

  • Compressor: P up, T up
  • Qin at high pressure
  • Turbine: P down, T down
  • Alternator / Generator
  • Electric Output
  • Qout to Radiators

Working-fluid particles follow the loop with a restrained cold-to-hot-to-cold color progression.

Legend Behavior

  • Clean View: legend hidden by default
  • Engineering View: compact structure legend
  • Energy View: expanded energy legend for Brayton states, power flow, and propulsion output
  • Thermal View: thermal legend focused on hot source, conversion gradient, rejected heat, and protected zone

Color intent remains consistent:

  • red/orange = reactor thermal input or hot-side thermal flow
  • blue = cold working fluid, radiator side, or rejected heat return
  • orange = warm or compressed working fluid
  • white/yellow = electric power
  • purple/blue = electric propulsion plume
  • gray = spacecraft structure
  • amber/gold = radiation shield or protected-zone meaning

Why the Radiators Are Large

Radiators dominate the vehicle because this is a heat-management problem before it is a propulsion-image problem. Any heat not converted into useful electrical power still has to be rejected to space.

They are not solar panels. They are waste-heat rejection hardware.

Why the Reactor Is Separated

The reactor is compact because it is a thermal source, not a thrust engine. The shield and boom separate that source from the bus and payload side so the vehicle reads like a plausible nuclear-electric architecture rather than a single fantasy fuselage.

Accessibility Notes

  • subsystem and mode selection use keyboard-accessible buttons
  • inspection content is organized with semantic headings and description lists
  • high-contrast panel styling is preserved against the dark scene background
  • animations freeze automatically when the system preference requests reduced motion
  • the HUD collapses into a lower-screen panel footprint on narrow layouts instead of covering the whole viewport

Run the Viewer

npm install
npm run dev

Open the local URL printed by Vite, typically http://127.0.0.1:5173/.

Additional checks:

npm run test
npm run build
npm run preview

Deployment

Use a standard Vite deployment on Vercel:

  • Framework Preset: Vite
  • Install Command: npm install
  • Build Command: npm run build
  • Output Directory: dist

Current live deployment:

Release-prep notes, a GitHub-ready PR title, and a deployment checklist are maintained in docs/release-notes.md.

Repository Contents

Application files:

  • package.json, vite.config.js, index.html
  • src/ for app code, scene composition, inspection UI, overlays, and tests
  • test/ for shared test setup

Prompt-pack and reference material:

  • prompts/ for staged build prompts
  • PROMPT_INDEX.md for prompt sequencing and deliverables
  • HOW_TO_USE_PROMPTS.md for workflow instructions
  • templates/ for reusable documentation and workflow templates
  • reference_images/ for visual references
  • sources/ for technical basis notes

Prompt Pack Workflow

This repository still includes the staged prompt workflow used to bootstrap and extend the project. The current app corresponds to the combined outcome of:

  • Prompt 01: repo bootstrap, viewer architecture, control shell
  • Prompt 02: realistic procedural spacecraft geometry and subsystem layout
  • Prompt 03: Brayton cycle overlay, energy-flow routes, and restrained animated particles
  • Prompt 04: inspection modes, subsystem cards, legend, and technical UI
  • Prompt 04.2: UNKNOWN02 rename, connected vehicle relayout, and continuity cleanup
  • Prompt 08: engineering realism pass for mounts, interfaces, thermal roots, and forward-section packaging
  • Prompt 10: forward-section refinement for bus packaging, PMAD visibility, tank support logic, payload differentiation, and electric-propulsion integration
  • Prompt 11: presentation modes, capture helpers, grouped camera presets, and case-study asset planning
  • Prompt 12: final NASA-style QA, release documentation, realism checklist, and GitHub/Vercel release preparation

Limitations

ZRT UNKNOWN02 is a technical concept visualization. It is not:

  • a certified spacecraft design
  • a flight-qualified reactor architecture
  • a validated thermal sizing study
  • a launch approval document
  • a safety certification

The prompt pack is development scaffolding, not engineering validation.

Credits

Designed by ZRT UNKNOWN02.

On-Chain Systems Portfolio

Core XRPL EVM systems plus related public product and AI repositories from the same portfolio.

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