Project Wideawake International Update

wehaveaproblem

One step closer
Addon Developer
Donator
Joined
May 18, 2008
Messages
913
Reaction score
0
Points
16
Location
London
Website
wehaveaproblem.wordpress.com
Diego Garcia looks pretty sweet. I went on Bing to search for some alternate aerial views and what they have looks fairly clean :
http://www.bing.com/maps/default.aspx?v=2&FORM=LMLTCP&cp=-7.343569~72.425308&style=h&lvl=12&tilt=-90&dir=0&alt=-1000&phx=0&phy=0&phscl=1&ss=yp.diego%20garcia%20island~pg.1~sst.0&encType=1

I'm not sure about other sources for good images - are some of the NASA ones public domain?
lovely spot aint it. ;)
That bing one has so little resolution, which is a shame becuase the colour is very even, unlike the google ones which are higher detail but stripey as a bag of stripes.
Maybe I will do a little more hunting though.
 

Oceanic

Tutorial Publisher
Tutorial Publisher
Joined
Nov 19, 2008
Messages
212
Reaction score
0
Points
0
as a fan of Wideawake International here are my 2 cents:

+1 seaport and ships
+1 runway markers (especially for the launch runway)
+1 invisible launch pads inside hangars and at runway ends

and i would really love to see a helipad :cheers:
 

Kveldulf

New member
Joined
Jul 7, 2008
Messages
231
Reaction score
0
Points
0
Location
Chicago, Illinois
Off the top of my head, I can only think of one suggestion (good sign though, it means you did an excellent job): Would a high-res/meidum-res version be feasable? I recently upgraded to the Med-Res KSC for use with Shuttle Fleet, and considering that Wideawake is my home base, it would be nice to see the land get a little love.
 

wehaveaproblem

One step closer
Addon Developer
Donator
Joined
May 18, 2008
Messages
913
Reaction score
0
Points
16
Location
London
Website
wehaveaproblem.wordpress.com
Cheers Oceanic, +1s noted. :)

Off the top of my head, I can only think of one suggestion (good sign though, it means you did an excellent job): Would a high-res/meidum-res version be feasable? I recently upgraded to the Med-Res KSC for use with Shuttle Fleet, and considering that Wideawake is my home base, it would be nice to see the land get a little love.
Thanks for the kind words. As to hi-res... I did look into this not long ago, but it's a lot of work. I would love to do it, but I'm not sure if my photoshopping is up to it tbh.
 

Travis Reed

Unstable
Joined
Aug 8, 2008
Messages
68
Reaction score
0
Points
0
I was really only looking for a static object for loading or unloading the XR5. I'd still use the magic loading and unloading, but having a fake crane or such would help with the suspension of disbelief. Perhaps you could add such things as an option for higher spec machines?
 

Countdown84

XR5 Payload Wrangler
Addon Developer
Tutorial Publisher
Joined
Jul 30, 2008
Messages
73
Reaction score
0
Points
0
Website
www.ryankingsbury.com
SBW on Vista x64

WHAP,

So I managed to get Surface Base Wizard running Vista x64. You just have to supply a missing .dll file. Go to this link:
http://activex.microsoft.com/controls/vb5/MSVBVM50.CAB

Download the .cab file, and then extract the MSVBVM50.dll into the same folder where SBW resides. This worked for me!

Hope that helps you with those runway markers :)
 

wehaveaproblem

One step closer
Addon Developer
Donator
Joined
May 18, 2008
Messages
913
Reaction score
0
Points
16
Location
London
Website
wehaveaproblem.wordpress.com
I was really only looking for a static object for loading or unloading the XR5. I'd still use the magic loading and unloading, but having a fake crane or such would help with the suspension of disbelief. Perhaps you could add such things as an option for higher spec machines?
That is certainly doable. Although I have had an offer for someone who may develop a working one. If not, or perhaps as well as, I could add static structures to my exisiting hangars.

WHAP,

So I managed to get Surface Base Wizard running Vista x64. You just have to supply a missing .dll file. Go to this link:
http://activex.microsoft.com/controls/vb5/MSVBVM50.CAB

Download the .cab file, and then extract the MSVBVM50.dll into the same folder where SBW resides. This worked for me!

Hope that helps you with those runway markers :)
Oh sweet stuff, cheers mate! I shall try that, let's hope it works. If it does then the markers are in for sure.

edit: excellent stuff, thanks Countdown, problem solved.
 

Epsilon

Interplanetary Road Pizza
Addon Developer
Tutorial Publisher
Donator
Joined
Nov 1, 2008
Messages
197
Reaction score
5
Points
16
Location
Seattle
WHAP: Obviously, thumbs up for Wideawake.

I only use winged launch in Orbiter, so I really don't have anything as a suggested add that you haven't already brought up. ^_^

That being said, are you taking any other "corporate sponsorships"? ;)
 

wehaveaproblem

One step closer
Addon Developer
Donator
Joined
May 18, 2008
Messages
913
Reaction score
0
Points
16
Location
London
Website
wehaveaproblem.wordpress.com
That being said, are you taking any other "corporate sponsorships"? ;)
Haha I hadn't actually thought of that actually. As you know, people can use their own custom signs on the hangars, but I'd not considered permenant placements with release. I'll give it some thought. On a related note, I'm gonna release all the offline Rocket Racer stuff soon, which is full of sponsorship...
 

Ark

New member
Joined
Jan 31, 2009
Messages
2,200
Reaction score
0
Points
0
How about a Shuttle-specific launch pad, complete with tower? Launching Shuttle Fleet missions from WIN can be a bit awkward.
 

astrosammy

Dash!
Addon Developer
Donator
Joined
Apr 27, 2008
Messages
2,124
Reaction score
0
Points
36
Location
ICAO ID: EDFB
I'd say making some changes to the surface tiles to use the LC-39 from SSU or Slats EAFB would be the best for that.
 

Arrowstar

Probenaut
Addon Developer
Joined
May 23, 2008
Messages
1,785
Reaction score
0
Points
36
In case anyone's curious and isn't aware, vegetation can be found on OH already here: [ame="http://www.orbithangar.com/searchid.php?ID=591"]Orbiter Scenery Pack / Video SDK[/ame].
 

Hielor

Defender of Truth
Donator
Beta Tester
Joined
May 30, 2008
Messages
5,580
Reaction score
2
Points
0
You are not the first to raise this, far from it lol. But the intention of that runway is for launch only, it always has been and always will be. It is not intended for landing. That's why it is where it is relevant to the VAB and other pre-launch structures. As stated earlier in the thread, I'm going to develop a final pre-launch structure over the base end of the runway to help reinforce this notion. The VAB is not going to move.
I'd recommend some kind of (possibly retractable) "blast fence" to deflect rocket exhaust away from the VAB, then, because the XR5's engines are quite powerful and would doubtless cause damage to any buildings behind it when it took off.
 

wehaveaproblem

One step closer
Addon Developer
Donator
Joined
May 18, 2008
Messages
913
Reaction score
0
Points
16
Location
London
Website
wehaveaproblem.wordpress.com
How about a Shuttle-specific launch pad, complete with tower? Launching Shuttle Fleet missions from WIN can be a bit awkward.
I'd say making some changes to the surface tiles to use the LC-39 from SSU or Slats EAFB would be the best for that.
All my WIN scenarios are dated 2010+, as it's supposed to be a post shuttle generation base really, so I didn't see the point in a purpose shuttle launch structure. If people want to launch from there they can use one of the two launch towers provided, albeit not ideal I agree. Alternatively, people are free to add one to the base if they want to. But for me personaly, the shuttle should always launch from KSC.

In case anyone's curious and isn't aware, vegetation can be found on OH already here: Orbiter Scenery Pack / Video SDK.
Cheers for that link.

I'd recommend some kind of (possibly retractable) "blast fence" to deflect rocket exhaust away from the VAB, then, because the XR5's engines are quite powerful and would doubtless cause damage to any buildings behind it when it took off.
Yeah that will be incorporated into the new launch structure being placed over the runway - it's one of the key functions of the structure. The aim is to have it animated in a simple but slightly stylish way hopefully.
 

n122vu

Addon Developer
Addon Developer
Donator
Joined
Nov 1, 2007
Messages
3,196
Reaction score
51
Points
73
Location
KDCY
WHAP - Wideawake is awesome! Thank you for your hard work.

Looking forward to the expansion, whatever you decide to add. Love the idea of invisible launch pads for quick vessel placement. Reminds me of the Active Runway & ramp/GA parking choices when starting a flight in MSFS.

As far as a crane for loading/unloading of containers, if users want a working option, there is always the Universal RMS. I've used it for such a purpose on a Prelude II base or two (see attached). Say the word and I can work up a couple scenarios with a couple URMS in place, perhaps on the ceilings of the cargo loading hangars, or wherever would be best to have one installed. Scenario description would include disclaimer that URMS is required prior to using the scenario. Just a thought.
 

Attachments

  • PreludeII_URMS.JPG
    PreludeII_URMS.JPG
    65.3 KB · Views: 39

Sidereal

New member
Joined
Apr 24, 2009
Messages
3
Reaction score
0
Points
0
Hi,

i love WAI - i do loads of practice touch-and-goes on the main runways because the frame rates are excellent, and i hope this can be maintained.

i hope you keep the existing launchers where they are, as i have more than 1 scenario that would have to be changed if you moved them around. add more if you feel you need to, but keep the existing ones in place.

more doesn't necessarily adding more _things_, and i'm afraid WAI might lose its basic attraction for its sheer poly count, so please make everything count.

i would also enjoy seeing some heavy-moving equipment. i would like the idea of pushing booster sections around, and being otherwise capable of doing precisely what happens at Cape Canaveral. boats pull in rocket sections & recover solid boosters, places exist for processing landed craft, etc.

while you're talking spotlights, how about the classic red/green rotating beacon seen at airports?

YES, the night-time appearance can dramatically add to things.

i guess, in short, make everything count. don't waste unnecessary polygons, or provide a performance-happy version.

the other posters have made an excellent observation about perhaps starting another base. if WAI was a pointing, she's really close to finished.

just another opinion.

- elden
 

Hielor

Defender of Truth
Donator
Beta Tester
Joined
May 30, 2008
Messages
5,580
Reaction score
2
Points
0
Yeah that will be incorporated into the new launch structure being placed over the runway - it's one of the key functions of the structure. The aim is to have it animated in a simple but slightly stylish way hopefully.
Perhaps similar to the jet blast shields used on aircraft carriers, but on a much larger scale?
 

Imagineer

New member
Joined
Feb 11, 2008
Messages
47
Reaction score
0
Points
0
Location
N42 2.9 W 91 35.4

wehaveaproblem

One step closer
Addon Developer
Donator
Joined
May 18, 2008
Messages
913
Reaction score
0
Points
16
Location
London
Website
wehaveaproblem.wordpress.com
As far as a crane for loading/unloading of containers...<snip>... Just a thought.
Cheers for the kudos on the base. And interesting option you propose for the crane. I'm undecided what to do about it atm, but thanks for the idea/info, could come in handy.

Hi,
i love WAI - i do loads of practice touch-and-goes on the main runways because the frame rates are excellent, and i hope this can be maintained.
i hope you keep the existing launchers where they are, as i have more than 1 scenario that would have to be changed if you moved them around. add more if you feel you need to, but keep the existing ones in place.
more doesn't necessarily adding more _things_, and i'm afraid WAI might lose its basic attraction for its sheer poly count, so please make everything count.
I've always had efficient use of polys and clean models at the fore when designing WIN, so I will continue to maintain that ideology. Anything fancy/animated will be SC3 anyway (like the GPLP), so will be an optional extra, rather than default. ANd yes you make a good point about it's simplicity too

i would also enjoy seeing some heavy-moving equipment. i would like the idea of pushing booster sections around, and being otherwise capable of doing precisely what happens at Cape Canaveral. boats pull in rocket sections & recover solid boosters, places exist for processing landed craft, etc.
the other posters have made an excellent observation about perhaps starting another base. if WAI was a pointing, she's really close to finished.
- elden
I'm having second thoughts about the whole port and transport idea tbh. I think it may actually be unecessary eye candy and my efforts could be better employed elsewhere.
And yes, since it has been mentioned and you mention it again... the ideas for another base are starting to take shape... ;)

Perhaps similar to the jet blast shields used on aircraft carriers, but on a much larger scale?
Something to that effect, yes!

:facts: http://www.faa.gov/air_traffic/publications/ATpubs/AIM/Chap2/aim0201.html 2-1-9
They're green & white. The beacon for a civilian airport alternates green/white with about two seconds between each flash. At a military airport the white is dualpeaked (two quick white flashes between the green flashes).
Cheers for the info, if it makes the to-do list then I will get it right.
 

agentgonzo

Grounded since '09
Addon Developer
Joined
Feb 8, 2008
Messages
1,649
Reaction score
4
Points
38
Location
Hampshire, UK
Website
orbiter.quorg.org
I'd be interested in getting higher res textures for the ground at Ascension Island. I think we discussed this a while ago. Maybe as an expansion pack or option for those that don't have fast computers.
 
Top