- Joined
- May 18, 2008
- Messages
- 913
- Reaction score
- 0
- Points
- 16
- Location
- London
- Website
- wehaveaproblem.wordpress.com
Update:
Following the excellent feedback I recieved, thanks again for that, I have decided to do the following:
Update Wideawake International, adding the following:-
-Launch structure over the launch runway, including an animated blast screen and maybe with night floodlight option too.
-Invisible pads for vessel placement.
-Basic taxiway markings and signage.
-A few other cosmetic tweaks and changes that have been bugging me since release.
That is all. I've decided not to add too much to the base, instead I will move on to my revamped Toehold Project... a moon base. More to follow on that after Wideawake is done.
***
Hi Orbitnauts, especially all users of WIN.
I've decided to develop an expansion pack for Wideawake International and Ascension Island. I've been considering it ever since WIN was released and after seeing the feedback and usage of WIN since it's release, I want to add more. Consider it a "Director's Cut", with all the things I couldn't be bothered to put in the first release.
So, to that end, I wanted some feedback on what you guys would like to see at WIN. What do you think should be there? What do you not like? What do you want more/less of? etc etc.
So far my to-do list looks something like this:-
- Launch Runway Development: The main crit of WIN is the launch runway position and VAB. So rather than move the VAB/Runway I'm going to develop a structure that sits over the base end of the runway with gantries, blast deflection/water suppression and spotlights etc. The plan is to make it clear that this runway is NOT for landing, hopefully bypassing the confusion and sexying up the area. That and finally putting to bed the LL/RR debate and redesignating it entirely.
- Floodlights: As mentioned above, I'm going to add spot/floodlights to the launch area (perhaps other areas of the base too. This will be the standard faux-light exhaust texture as a scenario addable SC3 vessel.
- I'm also considering the following: Sea Port, animated doors for the main hangars, more beacons, service vehicles and more random buildings for atmosphere. I might even pull my finger out and do some more topography meshes...
But anyway, so yeah that's the rough plan. But what do you want to see?
Definite:
Launch Facility on launch runway, with ummu building.
Invisible Launch pads for easy vessel placement
Some New, WIN centered scenarios (ships, support vehicles, launch/land with a purpose)
SeaPort
SC3 included
Possible:
Taxi-way markers
Visible VOR transmitter
Interior of VAB
Your input would be greatly appreciated.
WHAP
Following the excellent feedback I recieved, thanks again for that, I have decided to do the following:
Update Wideawake International, adding the following:-
-Launch structure over the launch runway, including an animated blast screen and maybe with night floodlight option too.
-Invisible pads for vessel placement.
-Basic taxiway markings and signage.
-A few other cosmetic tweaks and changes that have been bugging me since release.
That is all. I've decided not to add too much to the base, instead I will move on to my revamped Toehold Project... a moon base. More to follow on that after Wideawake is done.
***
Hi Orbitnauts, especially all users of WIN.
I've decided to develop an expansion pack for Wideawake International and Ascension Island. I've been considering it ever since WIN was released and after seeing the feedback and usage of WIN since it's release, I want to add more. Consider it a "Director's Cut", with all the things I couldn't be bothered to put in the first release.
So, to that end, I wanted some feedback on what you guys would like to see at WIN. What do you think should be there? What do you not like? What do you want more/less of? etc etc.
So far my to-do list looks something like this:-
- Launch Runway Development: The main crit of WIN is the launch runway position and VAB. So rather than move the VAB/Runway I'm going to develop a structure that sits over the base end of the runway with gantries, blast deflection/water suppression and spotlights etc. The plan is to make it clear that this runway is NOT for landing, hopefully bypassing the confusion and sexying up the area. That and finally putting to bed the LL/RR debate and redesignating it entirely.
- Floodlights: As mentioned above, I'm going to add spot/floodlights to the launch area (perhaps other areas of the base too. This will be the standard faux-light exhaust texture as a scenario addable SC3 vessel.
- I'm also considering the following: Sea Port, animated doors for the main hangars, more beacons, service vehicles and more random buildings for atmosphere. I might even pull my finger out and do some more topography meshes...
But anyway, so yeah that's the rough plan. But what do you want to see?
Definite:
Launch Facility on launch runway, with ummu building.
Invisible Launch pads for easy vessel placement
Some New, WIN centered scenarios (ships, support vehicles, launch/land with a purpose)
SeaPort
SC3 included
Possible:
Taxi-way markers
Visible VOR transmitter
Interior of VAB
Your input would be greatly appreciated.
WHAP
Last edited: