OHM Simple base populator

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Author: 4th rock

 

A simple Javascript implementation of a random mesh placement generator for surface bases (see screenshot).
Outputs a surface base configuration script on screen, that can be directly copied to a base .cfg file.

Features: 
- user can input base coordinates
- user can define the area covered
- user can define coverage density
- user can define 2 meshes that are placed randomly

This is a tool aimed at developers. Use as is. If you break your Orbiter configuration, you are on your own ;-)



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Tried it but do not have the textures. Which base are they taken from?

Seems very simple to use mind
 
I wished something like that for a long time, thanks :thumbup:

Such fields of rocks give a much better appreciation of your approach velocity.
 
Invasion of Rocks!

Apollo 18, anyone?

Seriously, though, great idea here. Simple yet very useful. Sort of like an 'autogen' of sorts for bases. Well done!
 
Yeah, I haven't tried yet but I guess it is fairly easy to put a "building" mesh and a "small house" mesh and you get the feeling of an inhabited area.

Just two suggestions for improvement :

- The possiblity to add a few more different meshes.
- The possiblity to define a central "exclusion zone" radius. So, for exemple, if you want to make a base surrounded by woods with trees meshes, this would be handy to prevent trees from randomly sitting on the runway, taxiways, or other features. :2cents:
 
Thanks all for the input. This is something I did just to prove the concept.
I may develop it further, and yes, I was thinking on a landclass system to indicate mesh types and exclusion areas.... and perhaps elevations...

In theory you could populate an entire planet using evenly spaced bases + random objects. But from my experience, Orbiter does tend to slow down with hundreds of base objects loaded.

paddy2 - the meshes used by default are from the AMSO add-on, but you can change them.
 
Thanks all for the input. This is something I did just to prove the concept.
I may develop it further, and yes, I was thinking on a landclass system to indicate mesh types and exclusion areas.... and perhaps elevations...

paddy2 - the meshes used by default are from the AMSO add-on, but you can change them.

Maybe you could mesh some scenery props to come with the add-on? A set of Mars/Moon rocks would be nice to have without downloading AMSO

In theory you could populate an entire planet using evenly spaced bases + random objects. But from my experience, Orbiter does tend to slow down with hundreds of base objects loaded.

Hmmm, I wonder...

Where do you think the root of that problem lies? Terrain scatters arent a killer in KSP, even though theyre basically the same thing. Is it an issue of loading lots of meshes, or lots of base objects period? (ie what would the performance impact be if the program just scattered around dozens of Brighton beach cylinders)
 
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