WOW!!! This is awesome. You never cease to amaze me. Keep up the good work, and I look forward to the "Tuesday" it is released.
Really looking forward to this! It brings bases in Orbiter to a whole new level.
Unfortunately this one is a real 'next tuesday' dev project. ie I can't tell you when as there is no planned date as yet. What I can tell you is I'm making a concerted effort to make some steady progress over the next coupla months to really try and get it done. But, as ever, it has to fit in and around my and Face's other commitments.i sure am looking forward to the new WIN >>ANY clue on the progress of it or when it will be ready for download??
Gents, I know I said I wouldn't post until I had beta news, but I would like your opinions on something please.
Lpads.
I'm currently putting together the (invisible)lpad list for the base, with all the useful locations included for ease of vessel spawning and whatnot. The question I have is, how 'useful' would you want this list to be?
If I include all the runways, hangars, flightstands, launch positions, ground vehicle garages etc etc, it would be looong list, maybe 50 lpads. Which would allow you to spawn whichever vessel at every possible location, but that seems excessive. So I was thinking of having 1 lpad per type of location, even if there are multiple of that location. That would bring the list down to a dozen or so, but would give the player less flexibility and choice.
Thoughts greatly appreciated.
WHAP
That's a good compromise, tl8, think I'll go with that idea. Thanks.Perhaps have the later in-game, but in the manual, provide the coordinates of all the locations? And formate them in a way that allows them to just be copy-paste to the scenario file.
That's a good question. Currently there are issues with AU and the _ng client, but nothing Face can't solve apparently. But making it _ng compatible it's not a priority atm. But Face can give you a better perspective on that stuff.Hi WHAP.
By now I'm sure you'll be aware of this graphic problem with the latest D3D9 client.
Will your new Wideawake take care of it?