Project Base Improvement Project: (Updated 4/1/11)

The landing pads look amazing! Now if only somebody could write a module allowing for local light sources to be placed in bases...
 
I apologize for not updating but it seems that I bit off more than I could chew. My initial vision for this project was overly ambitious when considering my lack of experiance. I'm going to put Brighton Beach's expansion on hold for a bit and work on something a little more manageable. That said, I have learned a lot so don't consider it a complete waste.

One of the things I learned is that trying to manage a large number of custom meshes/textures in a config file quickly becomes an exercise in futility. As a result I have decided to take a hint from Well's "W-base-lunaire" and create an outpost as a single mesh. This will allow me to visualise the layout and manipulate materials/textures far more easily.

The Image below is the default Olympus Base reproduced in blender using simple elements (Blocks and Cylinders). My current plan is to go through each element and replace them with a more detailed equivilent. I know that this is a step down from my orginal pie-in-the-sky promises, but being more manageable, it is far more likely to actually get done.

In the mean time, here is HlynkaCG's Base Improvement Project (take 2)



The new Plan:
I imagine that Olympus is primarily a research outpost, positioned to study siesmic/volcanic activity around it's namesake. With this in mind my plan is to maintain a modular "frontier" feel.

Modules 1-3: Due to thier rough alignment to the landing landing pads will be modeled as hangars for the base's aircaft and rovers.

Modules 4&5: Will be modeled as inflatable "TransHab" style habitats to represent the base's primary living/work area.

Module 6: Is the science module and will house the base's observatory and communications antennas.

Modules 7&8: Because these modules are seperate from the base proper I imagine that they are generally not habitable. At the moment I'm thinking of using them as tankage for fuel, air, and water, though I may decide to use 7 as a generator shack depending on what I eventually decide to use as a power source. (always good to keep some distance between radioactive stuff and the living areas)

Modules 9&10: I'm not quite sure what 9 & 10 are yet but one of them will likely be dry storage for spare parts and TV dinners. I'm open to suggestions.

For those of you who are interested, the meshes I created for Brighton Beach are still on my hard-drive and will likely be included in the download as bonus material or recycled into another project somewhere done the line.

:hailprobe:
 
What about the greenhouses for veggies?
 
The Olympus Mons Siesmic Research Base is slowly taking shape.



There is still a lot UV/Texture work to be done but the aircraft shelters and hab-modules are coming together nicely. Refering back to the planned layout Module 9 will be a greenhouse/hydroponic garden and Modules 7 & 8 will be the Powerplant and Tank-farm respectively. Module 10 will probably be removed entirely.

(The design of the Hab-Modules was based on the design shown here)

As you can see, I added a series of smaller modules behind the hangars to break up the lines of the service tunnel. I imagine that these spaces are primarily dry storage as well as containing the assorted support equipment for the base's spacecraft.



Each hangar is 24 meters x 42 meters and can house a single XR2 or ShuttleA class vessel comfortably. The doors have been modeled seperately so they can be animated if WHAP and Face ever get around to releasing the code for Ascension Ultra.

---------- Post added at 05:53 PM ---------- Previous post was at 05:06 PM ----------

Kulch made one a few years ago. I think it may still work...though I'm sure the base would need upgraded to 2006/2010 standards.

Unfortunately Kulch's Mass driver is not open source and I don't really have the time or inclination to model and code one from scratch.
 
Unfortunately Kulch's Mass driver is not open source and I don't really have the time or inclination to model and code one from scratch.
I believe that Kulch had the mass driver located at or near BB by default, to go with Luna City. I suspect all you'd need to do is add the requisite lines you your base config files to put it in. Though I'm still not 100% certain the addon itself is 2006/2010 compatible (greater chance of 2006 compatibility).
 
By the way, I'm not sure if it has been mentioned or considered, but I think that the default bases should become UMMU and UGGO compatible.
 
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