- Joined
- May 18, 2008
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- wehaveaproblem.wordpress.com
update: Beta is currently under way, and chugging along at a realistic pace.
The latest dev stuff starts in post 242:
http://orbiter-forum.com/showthread.php?p=402187&postcount=242
So it is without any further ado that I'm starting a dev thread for the new Wideawake. I have dropped a few nuggets of info here and there, and my blog has seen some pics and so forth, but it's time to track the dev proper.
Wideawake International Ascension Ultra sees many changes, improvements and enhancements to the original WIN, and is designed to use the new 2010 features also. It will therefore only be 2010 compatible. The main intention is to make a base that has everything one would need for ground based operations. It is not just a stastic base like the current WIN, but a far more advanced and active addon. Unlike WIN I have made less concession to poly counts and textures however, so it will certainly be more demanding on cpu/gfx cards. It is all-in, with bells and whistles, and I do not attempt to restrict that.
The first main change is the combined functionality of using a .cfg file and a vessel, combined into one base. This has allowed me to explore many new features due to vessel functionality, have crisper textures, yet maintain ground shadows. Face has been doing a grand job coding the back end, which will interface with orbiter through a module and an MFD.
So, now let me break down what the base will consist of:
BUILDINGS:
MODULE & MFD:
And to wrap things up, here are some random work-in-progress pics:
He is a layout map of the Base.
I'll keep this thread updated with significant updates, but my blog will probably get more incremental updates.
As ever, all questions, feedback, ideas, suggestions are very welcome.
WHAP
The latest dev stuff starts in post 242:
http://orbiter-forum.com/showthread.php?p=402187&postcount=242
So it is without any further ado that I'm starting a dev thread for the new Wideawake. I have dropped a few nuggets of info here and there, and my blog has seen some pics and so forth, but it's time to track the dev proper.
Wideawake International Ascension Ultra sees many changes, improvements and enhancements to the original WIN, and is designed to use the new 2010 features also. It will therefore only be 2010 compatible. The main intention is to make a base that has everything one would need for ground based operations. It is not just a stastic base like the current WIN, but a far more advanced and active addon. Unlike WIN I have made less concession to poly counts and textures however, so it will certainly be more demanding on cpu/gfx cards. It is all-in, with bells and whistles, and I do not attempt to restrict that.
The first main change is the combined functionality of using a .cfg file and a vessel, combined into one base. This has allowed me to explore many new features due to vessel functionality, have crisper textures, yet maintain ground shadows. Face has been doing a grand job coding the back end, which will interface with orbiter through a module and an MFD.
So, now let me break down what the base will consist of:
BUILDINGS:
- ALL NEW TOPOGRAPHY - A single mesh for the whole island, with a texture 4x as large as the previous one. The island is now more accurate with regards to scale and geography.
- TURNAROUND HANGARS (TA Hangars) - These are large capacity hangars designed to facilitate the quick processing of vessels. Each has animated doors and a functional cargo gantry crane, as well as UMMU management. It has the capacity to support 3 light DG class vessels or one Super Heavy XR5 class vessel.
- LAUNCH FACILITY AND MISSION CONTROL (LFMC) - The LFMC is where all winged launches take place. The facility offers animated doors and beacon guidance functionality, as well as fueling and passenger (ummu) functionality. This is where vessels do their final pre-flight checks, load passengers and fuel, then launch to the stars down the shielded Launchway. The MC is largely cosmetic, although it does have an accessible control tower.
- VERTICAL LAUNCH SITES 1 & 2 (VLS) - Technically part of the LFMC, yet seperate from it, is the VLS facilities. There will be 2 launch towers, modelled in a similar fashion to 'Slick 6' at Vandenberg. It will have any required animations, lights and eye candy as necessary.
- STORAGE HANGARS (LS & HS Hangars) - There are three groups of storage/maintenance hangars on the base. Light hangars for DG class, Heavy Hangars for XR5 class and auxiliary hangars for overflow and atmospheric flight aircraft.
- LEASE HANGARS - there are 6 light and 3 heavy hangars that can be rented by players, as is possible in the current WIN
- AIRPORT-As with WIN, AU has an airport for atmospheric flight processing. It will have limited functionality, although UMMU management will be possible.
- CARGO MANAGEMENT DEPOT (CMD) -This facility is for processing all the incoming/outgoing cargo – think storage container dock area style functionality. Although it is undecided how actually functional this will be beyond eye candy.
- TOWN and PORT - WIN is finally getting a port! As with the cargo depot, functionality will likely be very limited, but the addition is still needed to complete the 'full picture' of WIN. To accompany the port, the adjacent town is being developed in a Dubai mass-dev stylie
- ORBITER RACING LEAGUE HQ (ORL HQ) - As WIN is the historical home for ORL, there will be a new hangar/HQ facility built purely for this endeavour.
- Miscellaneous Buildings - To go with all of the above will be various other static/cosmetic structures, in the form of a heli-terminal, advertising billboards, office space, car parks, garages, radars and the like, to help bring the base to life.
- RUNWAYS - As before, there are 2 main runways and a dedicated Launchway. 13L/31R is 45m wide, 13R/31L is 90m wide. Both have a usable 14ft+ of runway length, with additional overrun. The Launchway is similar length, but is now shielded to avoid anyone trying to land on it and to contain engine exhausts/ launch accidents.... It also feels really cool bolting down it!
- TAXIWAYS - The taxiway layout has been carefully designed and considered to facilitate easy flow and movement around the base. All are fully lined and lit, as well as having accurate and appropriate signage to guide you around.
- ROAD NETWORK - There is also a full road network for UCGO vehicles to travel around, which will have appropriate signage for navigation
MODULE & MFD:
- ASCENSION TOWER MFD (and orbiter module)-This lies at the heart of the base's operations, and is the interface through which to control the base's functionality. Once the module is activated the mfd will become available and the base will automatically load.
- BUILDING CONTROLS – Each building will have it's own control room, from where any functions of the base can be operated. These functions can also be controlled through the mfd from another vessel or location.
- TAXIWAY GUIDANCE LIGHTS – select your location, select your destination, and the taxiway lights will strobe the route you need to follow to get where you are going.
- CARGO CRANE – the TA hangars have a fully operational gantry crane, for the management of payloads and cargos.
- RUNWAY LIGHTS – request a landing at a given runway through the mfd to activate the relevant landing lights. This also applies to take-offs for conventional vessels and Launches from the LFMC.
- BEARING REQUEST – request a bearing from the control tower and they will direct you to Ascension.
- ACTION AREAS – although not directly related to the MFD, the hangars will have action areas for ummu on the ground to control door animations.
- UMMU MANAGEMENT – the mfd can be used for crew management, transferring crew and passengers from one structure to another, into or from a vessel, or from or onto the ground (selectable deployment areas).
- LOD CONTROL. - The module will also control the bases loading, with staggered LOD to limit cpu use as far as possible. So if you are nowhere near the island, your cpu won't be rendering away for no reason. And as you get closer, detail will be rendered as appropriate. There may also be some functionality to manually switch on/off certain elements of the base to help slower computers.
And to wrap things up, here are some random work-in-progress pics:
He is a layout map of the Base.
I'll keep this thread updated with significant updates, but my blog will probably get more incremental updates.
As ever, all questions, feedback, ideas, suggestions are very welcome.
WHAP
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