Project Negishima Space Center

I've solved the Base Maker problem:

-In the tile list editor, I went to the Level 4 tile edit and right clicked each tile with a green border and selected "remove tile from base"
-The borders turned blue, and then I clicked "delete available image"
-I went back to the main Base Maker menu and selected "Load Base From Orbiter", then reloaded Negishima.cfg. Now the tiles appear properly in OBM.
 
I've solved the Base Maker problem:

-In the tile list editor, I went to the Level 4 tile edit and right clicked each tile with a green border and selected "remove tile from base"
-The borders turned blue, and then I clicked "delete available image"
-I went back to the main Base Maker menu and selected "Load Base From Orbiter", then reloaded Negishima.cfg. Now the tiles appear properly in OBM.
Somehow that isn't working for me.
 
Somehow that isn't working for me.
What isn't working? Have you made a base in Base Maker? Have you made the tiles already, and the tiles appear in Orbiter, but not in Base Maker? Because that's what the instructions were for.
 
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What isn't working? Have you made a base in Base Maker? Have you made the tiles already, and the tiles appear in Orbiter, but not in Base Maker? Because that's what the instructions were for.
Yes, I did.
 
If you're editing level 4 tiles, click the level 4 button on the left side.

kvg.png


Right click the tiles highlighted in green, then click "Remove tile from base".

a0k8.png


Now the outlines will appear blue. Right click each tile then select "Delete available image".

0f4p.png


The tiles will look blank.

z8wn.png


Go back to the main menu and select "Load Base From Orbiter"

wwz6.png


Select your celestial body and base. A prompt will appear: "Base already loaded. Reload?" Click yes.
 
If you're editing level 4 tiles, click the level 4 button on the left side. Right click the tiles highlighted in green, then click "Remove tile from base". Now the outlines will appear blue. Right click each tile then select "Delete available image". The tiles will look blank. Go back to the main menu and select "Load Base From Orbiter" Select your celestial body and base. A prompt will appear: "Base already loaded. Reload?" Click yes.
Thanks for clarifying.
 
After having done the steps shown above, I decided to place a runway. After that, I loaded the base into Orbiter.

m7y.png


But once it had done that, it had turned my four 2048x2048 Level 4 tiles into sixty-four 512x512 Level 6 tiles.

brm5.png


Through the OBM manual, I found a better way to upload my 4096x4096 island texture:

Drag the cursor to select all the tiles:
riw.png


Then right click and select "Load 4096x4096 image file into selected tiles"
epyr.png


So if I made any changes to my 4096 x 4096 png*, I can easily load it into OBM.

(*the uploaded .png can have a width and height of any multiple of 512, such as 4096 x 3072)
 
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4dha.png


I decided to make slight changes to the island's shape and orientation, because you couldn't have runway approach lights on only one side of the runway. The runway is now west/east (27/09) instead of being southwest/northeast.

Now, I need to know what I should put in my airport (aside from a control tower, a few hangars, and one VTOL pad).
 
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Hrm... small break shack for employees, garage for parking service vehicles, quarters for employees (unless you want to ferry them in every day. >.< )
 
Hrm... small break shack for employees, garage for parking service vehicles, quarters for employees (unless you want to ferry them in every day. >.< )
The quarters for Space Center personnel are going to be west of the airport.
 
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Now, I need to know what I should put in my airport (aside from a control tower, a few hangars, and one VTOL pad).

Fire department, airspace surveillance radar, ILS or LAAS antennas and shacks, PAX terminal, freight terminal (especially for heavy-load cargo). Next you should have at least one powerplant somewhere and close to the airport might be a good idea for it.

Also remember to place a (company) hotel somewhere for guests.

When designing the roads on the island, make the main cargo routes wider and with bigger turns, with empty space in the inside of the turn, so a long large cargo can roll there.

And maybe include some room for research facilities, especially office space. An engine test stand might be a good idea, though those are uncommon on a normal spaceport (but that is rather political)
 
The control tower on the left (and maybe the hangars on the right) are placeholders. Placeholders first, details later.

w7gi.png


The "town" will now be directly north of the airport. But what I'm wondering is how large the hotels, parking, offices, crew quarters, etc. should be (the airport's dimensions were guesstimated based on looking at real life airports on Google Earth and the number of terminals being 4). About 1600 people will live at Negishima, with capacity for 500 guests.

l57u.png


---------- Post added 08-02-13 at 10:23 AM ---------- Previous post was 08-01-13 at 05:13 PM ----------

I mean, was there a method that you used to figure out the sizes of the buildings here (for a population of 3000)?
3kd1.png
 
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I mean, was there a method that you used to figure out the sizes of the buildings here (for a population of 3000)?

Sure... you could look at real world examples. You could fit all 3000 people into one building, if you want to.

http://en.wikipedia.org/wiki/Edifício_Copan

Copan_ST.jpg


Most buildings are pretty small relative to a runway, even for making 3000 people live in one... remember that 3000 people also fit easily into a cruise ship.
 
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I mean, was there a method that you used to figure out the sizes of the buildings here (for a population of 3000)?
3kd1.png

There was no method here except rough estimation, at least anything I'd remember..
 
There was no method here except rough estimation, at least anything I'd remember..

You could also use coarse approximations for scaling buildings. Like saying: You want x appartments for the engineers with n square meters of area. 15% of the total building area is for support rooms, like corridors, lifts, etc.

Now, you need to tell how many levels you want and you can get the ground area of the building, and then you just find a suitable footprint.
 
Looks really nice. Great job on main terminal.
 
After being occupied with other activities, I made a few updates.

M-II Vehicle Assembly Building (modeled in Sketchup, textured in Wings3D):

2v89.png


cnag.png


Negishima so far:

83s7.png
 
z1jg.png


Crawlerway + "Blockhouse" (launch control building) beside the Vehicle Assembly Building.

What I'm now asking is: what are the important parts of a launchpad? (like propellant tanks, launch towers, flame ducts, etc.)
 
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