Is this from the Orbiter manual? Or is it from D3D9 Manual?
I am so uneducated in developmental things, what does D3D9 do anyways? Doesn't it make the use of modern graphics? Kinda surprised that you are making the change via D3D9 instead of Orbiter.
I tried again with the new ellipse size and now it looks great. Thanks!
What does the line of code put into the flt file do? Does it create an elliptical, flat platform for the base to sit on top of?
So I tried putting that file in, but it still looks like this. Did I mess something up? I made the file called flat.flt, created new folder called flat in Moon textures and put it there, and used d3d9 client.
I remember seeing this addon while browsing through all the mfd addons on OrbitHangar! Another fine addition to my flight computer.
I think it is great! Thanks for the answer.
I am using D3D9 client always and Orbiter_ng.exe. It seems somewhat flat enough, but what does the file/line of code do? Will it affect the texture of the moon on that coordinate?
Ah Thank you! I am actually using Orbiter Base Maker 2.0. Do you know what exact buildings to add this line of code to? Because I have a lot of different buildings :)
Since I am using default moon surface and default buildings (no custom meshes), no need for undershadows and wraptosurface code...
Lowered the height of the Terminal building, created a nice flagpole and a space traffic control tower. I can see how oversized the terminal is, so I made it smaller in height. Removed excess hangars. Still wondering where to place the space traffic control tower, as it is small. Tested in...
Sorry for my lack of expertise, but I was the one who asked dgatsoulis about the map. I noticed that other mfds used the older bmp file as the map, and that you can replace the bmp with a colour map. But in orbiter 2016, it is vector file. I know that you can set it to use the old map in...
So I procrastinated a bit more and came up with this part. This is the arrival/departure terminal. There are 32 pads total; 8 for heavy spacecraft and 24 for medium-light spacecraft.
Each pad has a jetway for spacecraft to dock to and disembark passengers, a fuel tank/external umbilical for...
The trains don't work, the lights are often underground, the solar panels don't exist, sometimes stuff is underground or black ground, etc. In Orbiter 2016, but works fine in 2010. It happened with Brighton Beach, Upton Village bases also.
I put it in the centre of Korelev Crater. There are plenty of mountains on the approach path, and I skimmed by one at a mere 200m travelling at orbital velocity. Very fun.
Now I just need to get the design of the spaceport done.
I got the ingenious idea to make a big hangar that looks like an airport terminal. I still am confused on where I will put the pads and gates/jetways for departures/arrivals.
Current design of the jetway. I know that there should be a hangar so that the pad can be freed up for next...
Ah, thank you! The little pathways were supposed to be jetways for passengers to enter/leave the spacecraft. I was trying to make the base look like an airport; I'll use what you said. I don't plan on making this a base, but rather a spaceport.
Sorry if this is the wrong place to post.
I have been working on a lunar spaceport base, since I thought Brighton Beach was a bit too small.
Unfortunately, it doesn't quite work well in 2016, since it was made using 2010.
Please do let me know how I can improve this base and make it look...
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