Project Wideawake International (released)

wehaveaproblem

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Wideawake International has now been released, it can be downloaded [ame="http://www.orbithangar.com/searchid.php?ID=3666"]here[/ame]


The main hard work is done, I just need to finish the manual and scenarios, then test it... then it's ready for release. Due to RL, it's looking to be one weekend later than expected.

Latest Update: The base is essentially finished, so providing I don't get further requests it just needs putting together into a release. Should be next tuesday without fail. ;)

UPDATE UPDATE: I have decided/been swayed into including a few more features to the base before release, although things are still steaming along nicely and I want to get this released soon

NEW UPDATE: Work is almost complete, I just need to do some tweaking and then compile the whole thing into an addon release. shouldn't be long now I hope.


Hello again all,

I've started work on Ascension Island version 3. I'd just thought I'd pop in and get my foot back into the community.

Not much to show as yet, click my sig to see what there is on the blog so far.
I'll post more stuff when I really have something to show, but I thought I'd get what ever discussion there might be about this going.

The basic premise is to upgrade Wideawake into a more capable space port of the future (Phase 2 of the Ascension Project). It's aimed primarily at XR and DG type craft, although will have vertical launch facilities too. Massive runways, loading/unloading, storage and maintenance hangars, space tourist terminus.... etc

Any thoughts appreciated.

also, grats to everyone for jumpstarting the community here. kudos.
 
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Yes ! :) thanks for re-starting this :) !!!!!
 
Outsanding ! I like using Ascension Island as a recovery base. I don't use it for much else except for the odd shuttle launch and regular Aircraft flight. I'm glad you're adding more launch positions. It's a good spot to launch into polar orbit from.:cheers:
 
Ascension Island is my home, I park my fleet there, launch and land there as well as loading my XR5.
I usaly don't fly vertical launchers, but having one there would certainly make for some great scenery.
What I would like to see is a radar station on top of the mountain.

Happy Orbiting
 
Hi, Wehaveaproulem

I will be needing a large hanger to do some flight testing out of in late June.

as always thank you for all your hard work.
Russ
 
Hi, Wehaveaproulem

I will be needing a large hanger to do some flight testing out of in late June.

as always thank you for all your hard work.
Russ

Do you need a tent? ;)
 
Do you need a tent? ;)

My aircraft is made from cardboard so I will need to put it under something in case it rains. The wind can be hard on the air frame if it hits it from the wrong direction so I will need a tent with sides.:)
 
My aircraft is made from cardboard so I will need to put it under something in case it rains. The wind can be hard on the air frame if it hits it from the wrong direction so I will need a tent with sides.:)

LOL, I had doodled some military tents for BattleTech, if you give me the dimensions you need to store, I can make you a quick and dirty anim8or mesh for one such tent.
 
Cheers for the positives, chaps.

Work on this may be a little sporadic and slow over the next few weeks, but it will get done.

To those who house a fleet on Ascension: My aim is to have multiple and numerous maintenance and storage hangars on the field. AIA will have their own section, as will Altea. The remainder will be nameless and available for hire. I intend to include a replaceable texture file so that people can easily add their own logos or flags or whatever to these facilities.

Gonna finalise the placement of the domestic/auxillery runway as well as vertical launch pads tonight, that will finish the groundwork.. next will come the structures.

will keep you posted with dev.
Tom
 
can you make a space tech hanger?
 
Come across my first problem in development.
It seems that a few of the surface tiles that make up Ascension have a very visible split where they meet.. unfortunately it's right across the base and nowhere else. It was the case in v1, although it wasn't noticed as it was north of the old base.
I've looked around at other bases and some tiles seem to do it. Not sure if there is a way round this, I know the texture tiles line up properly in theory.

Even more annoyingly, the split is only visible from one direction... the direction from which you land, so it's not even easy to ignore.

I know this isn't particularly interesting dev news, but anyone got an idea of a workaround? i can onyl think i will have to either: 1 - move the base a few miles elsewhere. 2 - use cunning meshes to cover the split or 3 -make the new base a mesh rather than put it on the surface tile. Althoughthe last option means the buildings won't cast shadows properly.

here's a screen:

gfxsplit.jpg
 
*edit* i see now, thats just part of the planet itself isn't it. d'oh. I thought you were building elevated geometry for the land around the base. never mind, just ignore me.:) Hope you find a solution, those lines bug me too..

Come across my first problem in development.
It seems that a few of the surface tiles that make up Ascension have a very visible split where they meet.. unfortunately it's right across the base and nowhere else. It was the case in v1, although it wasn't noticed as it was north of the old base.
I've looked around at other bases and some tiles seem to do it. Not sure if there is a way round this, I know the texture tiles line up properly in theory.

Even more annoyingly, the split is only visible from one direction... the direction from which you land, so it's not even easy to ignore.

I know this isn't particularly interesting dev news, but anyone got an idea of a workaround? i can onyl think i will have to either: 1 - move the base a few miles elsewhere. 2 - use cunning meshes to cover the split or 3 -make the new base a mesh rather than put it on the surface tile. Althoughthe last option means the buildings won't cast shadows properly.

here's a screen:
 
I know this isn't particularly interesting dev news, but anyone got an idea of a workaround? i can onyl think i will have to either: 1 - move the base a few miles elsewhere. 2 - use cunning meshes to cover the split or 3 -make the new base a mesh rather than put it on the surface tile. Althoughthe last option means the buildings won't cast shadows properly.

I was about to suggest option 2, before I saw that you had already mentioned it. Could the base use an access road or taxiway (or crosswind runway, even) that crosses the middle of the runway? (A taxiway on one side and a pipeline on the other?)

Option 3 messes up the building shadows? I was about to contradict that statement before I realized that I was thinking of vessel shadows on base meshes as opposed to base mesh shadows on base meshes. (Thank goodness I caught myself; I hate it when that happens.)

If you're really good at texturing, maybe you could combine options 2 and 3 (how close are the buildings to that line?)... make a mesh "patch" that blends in with the surface texture. IIRC, you did something like that to make the hills look seamless.

I don't really have much experience making surface bases, but I thought I'd throw out a couple ideas, anyway.
 
Cheers for your thoughts, Ursus.

I think I will have to go with the more labourious yet better finish option 2 - cunning meshes, something along the lines of that which you suggest.

Although I did like the runway option you mentioned - it is certainly an easy solution.
However, I've discovered that not only would it run through a hill, but it would mean redesigning my field layout quite considerably. Something I have spent some time on, working through a number of options to meet the criteria I set myself. So I think it will have to be option 2.
And following a few experiments tonight, I think I can jimmy something good enough.

cheers
 
Just curious to know if there had been any updates on this addon or any related ones (HOOPS, for example). I'm very much looking forward to working from a fully modernized Wideawake. :) Thank you for all the hard work!
 
Arrowstar, I've been really busy over the last few weeks with work and private life, so very little dev has taken place in truth - It will likely come in fits and starts. I do intend on finsihing Wideawake and would love to revisit the HOOP and my other project concepts, but am just very limited with time atm. So, it's a classic case of 'release next tuesday' I'm afraind.

But thank you to all those who have fed back or are happy to see further dev, it makes it all the more worhtwhile!
 
I'm pleased to say work has restarted on Ascension again. The upcoming hubble mission has got me feeling all spacey and I've got some time spare, so things are back on track... but the construction crews have definitely arrived.

Click my sig to see the latest dev news on my blog.

WHAP
 
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