Project Wideawake International (released)

How does the XR2 fit into the picture?
 
The beautiful Ravenstar took her first flight to Ascension today from KSC.
So let me just say she fits in beautifully... :)

She has dimensions similar to a DG, so is included as a DG class by AIA definition, therefore anything you see a DG doing in my pics, the XR2 can do also.
 
Lolz, from the picture I didn't see the third runway. Wow, that really doesn't look like a very good idea to me... because I would try to land on it anyway...

Just think of the ATC, "What the... is that guy serious?"
"I can make it!"
 
Haha. Just kill your lift as you come over (and come over rather steeply too, I imagine), then punch the throttle as soon as you clear and decrease your decent rate to something more manage-able. Thanks for the idea, I know have a new goal for Wideawake when it's released. :)

EDIT: With Wideawake nearing completion, are there any plans for AIA to continue development work with Altea on the HOOPS program or any other XR projects?
 
haha Sherrif, you are welcome to try. The runways are long, so you could probably manage to land on 12RR, over the VAB, without too much difficulty.

Arrowstar, I decided get Wideawake to a more substantial level of development before returning to my other AIA projects. The base's completion has been dragging on far too long so I thought I would hammer it out finally. But once it is released I do plan to revisit other projects covered on my blog, although as ever my dev work will prob be sporadic. I'm actually quite keen to develop something that is more detailed and complex for a change - I'm constantly trying to reduce poly counts for the base and keep things simple. But it will be really nice to design and build stuff that doesnt have to meet that requirement so stringently and can have higher poly counts and more detailed textures. The HOOP and similar are definitely still on the drawing board and will hopefully see the light of day some time.
 
Most up-to-date screens are on my blog, but you have prob seen them.
Today I plan to build the Sensitive Materials loading facility, along with the new Central Command facility. I think that will be all the custom meshes included into this version. Hopefully have some screens of them by the end of the day. Was hoping to get it done oveer the weekendm, but RL stepped in.

Once they are finished, it's just a matter of placing some more generic blocks and assembling the whole thing into an addon (scenarios etc). Although I also have a few other tweaks and loose ends to consider before release. But I'm looking to try and get it done by the weekend if RL allows.


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Clean Room Sensitive Materials Loading bay is done. Not much to look at, but serves a purpose (see blog).

Nearly there! Just the Central Command and a few other odds and ends, then I can put together the zip.
 
Maybe include some stationary viewing spots ;)

For the external views, like control tower etc.
 
oh yeah, cheers for reminding me! Forgotten about those... will have to read up on how it's done. Great suggestion, thanks.

EDIT: done!
 
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Cheers James, she's getting there! I keep finding little things I want to add and tweak... although I also really want to get it done so I can concentrate on modules.
 
Hey, I'm not sure if you do this... but if you could place landing pads on the runway tips so its easier for people to place ships on the runway for takeoff in scenarios. (Thats how I usually place things in the scenario)

Not required, and I'm not sure how that works... but that would make my life a bit easier.
 
Hey, I'm not sure if you do this... but if you could place landing pads on the runway tips so its easier for people to place ships on the runway for takeoff in scenarios. (Thats how I usually place things in the scenario)

Not required, and I'm not sure how that works... but that would make my life a bit easier.
My solution to your problem is to provide a bunch of scenarios in the release. These will have a number of different craft in all the useful locations around the base. If there isn't a scenario I make that has the craft you want in it, then you can just grab the coordinates from a scenario that has the position you want for your own scn.
I will try to include all the common vessels (DG, DGIV, XR series, Arianes, Resolve, Shuttle etc.)
 
I think you should do the pad thing just use pads with out a mesh or texture at the ends of the runways its a lot easier than editing a file to put space craft there.
 
Amazing work! I'm really looking forward to this release. I can see this featured in one of my future Orbiter films! :)
 
Sweet one Tex, it would be an honour... Think I might give it a bash myself.


Ok, so the MCC went in today, as did a handful of other bits and beacon arrays. I'm just deciding how much more, if anything, I want to add. then it's just tweak time and compilation.

Here's another shot, more on my blog.
wi-dev13.jpg
 
I can't wait for this as soon as its out I am doing a flight to it :) and hopefully not crash or burn up on the way :)
 
Wehaveaproblem: I'll try not to smash into anything important during my first landing there. ;)
 
Looks great.

I think that some other forms of transport should be present (ie a shipping port) and maybe a small city for the hoards of workers.

Another VAB and launch pad would be excellent to see as well, just to add to the busyness of the spaceport.
 
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