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Mission_CDR Mission_CDR is offline
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Default All Purpose Surface Base
by Mission_CDR 12-07-2008, 04:26 PM

I am working on creating another surface base (fictional)
what are some things that ya'll would like in it? What aircraft do ya'll most often use? I want it to be able to be used for any pupose, so just give me some ideas.
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Old 12-07-2008, 06:41 PM   #2
eveningsky339
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Will this be a surface base on Earth?
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Old 12-07-2008, 10:46 PM   #3
Mission_CDR
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yes
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Old 12-08-2008, 06:38 AM   #4
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At least one big runway. The runway at habana is too narrow for the XR-5 or TX. VTOL pads, and a couple different sized launch towers. Maybe a spot for things that come with their own launch tower (I think Energia does, could be wrong).

Three good sized runways may be best, one at 90/270, one NW to SE and one SW to NE. Taxiways are a nice touch, as are hangars and a traffic control tower.

A rotating beacon perhaps, and a windsock. Never seen a real airport without those.
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Old 12-08-2008, 12:38 PM   #5
cr1
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A control tower and a rotating beacon/radar (as said before), fencing around the airport (for decoration), maybe passenger terminals, goods loading/unloading area, runway could be around 4km long, helicopter landing areas, and VOR stations.

These would be my suggestions for this new "Ultrabase", don't know if they are feasible...
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Old 12-08-2008, 01:20 PM   #6
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All those things are certainly feasible and doable cr1, Wideawake International has many of them. Although I didn't bother with animated scenery, purely to remove the need for spacecraft3 vessels in scenario files.

Your idea, Mission_CDR, was essentially my pre-requesit for Ascension. So it would be nice to see another 'superbase' somewhere else on the planet - landing in the SOuth Atlantic doesnt suite everytone!

good luck with this project.
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Old 12-08-2008, 08:57 PM   #7
unknown_orbiter
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Lot of legit-looking buildings. Custom signs for the areas/buildings/hangars. Add in some hidden stuff (tributes to O-F on ceiling of hangars etc...), some animated purposeful-looking machinery (possibly some loading machinery in loading hangars that can be controlled by user to lift cargo into bays). Some of this is advanced but I like to be wishful. Good luck! Any photoshop work that you need done, talk to me .
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Old 12-08-2008, 08:58 PM   #8
Mission_CDR
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I have already started so I will finish, my idea is to have three complexes (commercial space flight (delta glider), Rocket launch facility, and a cargo complex(for DGex, or other large space craft) all conected by hangrails that lead to a central location with roads leading up to it. Here is my proposal for the commercial spacecflight complex.

P.S. the fence, taxiways, VOR, landing pads, terminals, and launch pads are doable. I might include aircraft scenery too (planes and spacecraft at terminals).
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Old 12-09-2008, 06:38 PM   #9
wehaveaproblem
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Ideas sound great Mission_CDR! One benefit of keeping your base 'smaller' is that you can increase the poly count of the buildings you do have without impeding on framerates, adding all that extra stuff I chose not to.

Look forward to seeing what you come up with.
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Old 12-09-2008, 09:57 PM   #11
Mission_CDR
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Here is what section 1 of the airpost looks like (section 2 will use the same runways, it will just basically be a different spacecraft parking area) Please note that it is in earliy development. I still will add a tower, fence, maybe a wind sock, tetures, and "static" aircraft at the terminals. Any suggestions?
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Old 12-10-2008, 12:42 AM   #12
wehaveaproblem
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looking good. Only thoughts are with regards to your taxi ways. At present, you only have one way on and one way off each runway, consider adding multiple junctions to join/leave the runways. Also, your taxiways at the moment run into the overrun zones of the runway texture, that area is not standard runway surface and shouldn't be taxied over (IRL). So if you care for such things, either extend the runways a smidge at either end, or bring in the taxiways a bit.

keep it coming.
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Old 12-10-2008, 01:21 AM   #13
Mission_CDR
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I am not done with the taxiways yey, I just like to post pics to let othwers know what is happening. Thanks, I didn't relize that about the runway overrun.
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Old 12-10-2008, 02:22 AM   #14
Imagineer
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If you want to see what real runway and taxiway markings look like, you browse the FAA Aeronautical Information Manual on-line. Airport signs and markings are in chapter 2.

The white chevrons indicate that the runway has a displaced threshold. The area marked with chevrons is not usable for landings, but is usable for take-offs. On reason for a displaced threshold is to ensure adequate clearance of buildings or other obstructions in line with the runway.

Areas which are not part of the runway are marked with yellow.
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Old 12-14-2008, 03:20 PM   #15
Mission_CDR
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Since I am not a good mesh maker, I will make simple "block terminals.

When you are making a custom texture, if you paint part of it black, does that part become invisble? I know this happens in FS9.
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