Recent content by wehaveaproblem

  1. wehaveaproblem

    Hey Russ, Tried to send you a PM but it wouldn’t let me. What’s up?

    Hey Russ, Tried to send you a PM but it wouldn’t let me. What’s up?
  2. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    Sorry i missed this question. Do I want to? Yes. Will I ever? I doubt it. Regarding what is available, I believe the repo is closed due to licensing BS. Face and I were both clear about our open source intent but it seems it's more complicated than that... I haven't ever got involved in the...
  3. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    Ha awesome! never thought anyone would like my logo enough to use it in the real world! :D
  4. wehaveaproblem

    Working with Matlab and tileedit

    Great stuff martins, that helps a lot. Look in marco's Ascension 2016 addon, their are 2048 in the level 14 folder and a 1024 in level 15 folder...? So there is no hard and fast rule for how many resolutions you *need* to cover. Once you have set the highest it's just a matter of how smooth...
  5. wehaveaproblem

    Working with Matlab and tileedit

    Cheers face, but that is not 2016 terrain is it? What are you actually showing me there, the 2010 Wideawake tiles and meshes remapped to 2016 on an area of zero elevation terrain?... p.s. I don't mind tools doing the work for me and hiding the complexity, as long as I understand what is...
  6. wehaveaproblem

    Working with Matlab and tileedit

    So I spent a few hours yesterday playing around with the tileedit util, base config and had a gander at all the surface dds files... Tileedit is pretty crude workflow wise, but fairly easy to actual edit the heightmaps with, at least to just flatten areas anyway. Although I did find there were...
  7. wehaveaproblem

    Working with Matlab and tileedit

    How do those hi res textures relate to the 'official' 2016 hi res ones from the main orbiter download page?
  8. wehaveaproblem

    Working with Matlab and tileedit

    Thanks for the instructions martins, but I'm getting the exact same errors as mxk any ideas?
  9. wehaveaproblem

    Orbiter 2016

    ahoy hoy gents! So I logged on to the forums randomly today to see what was up with Orbiter, and woot 2016! I have DLed it and it seems my new rig is too snobby to play DX7 stuff, so I've also (happily) installed the DX9 client too. So first, let me say cheers martins, great work! Terrain...
  10. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    Hi smasher, Thanks for your kudos and suggestions. Unfortunately I don't have the mind to implement these changes as I'm not really developing ascension any more (I refuse to accept I've abandoned it completely, but have no plans to work on it any time soon). But as face has said, all the...
  11. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    I'm trying to think why I never did that in the first place, I'm sure it had something to do with materials in msh files, or LoD, or something...
  12. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    I meant it's probably worth us adding it to the manual so users know they can edit the chatter messages. I'll add it to my todo.
  13. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    Ha yeah, And there was me fretting because some of my radio chatter syntax wasn't 100% correct... This is just like face and his naming policies ;) The chatter text is something I want to edit ASAP, but as face says, it's completely moddable by users thanks to face's cfg file system. Did we...
  14. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    Aye, as face said, the AU mesh is much more accurately scaled to RL. The original WIN uses surface tiles so there was some fudging done with the scale for ease of tiling textures. Interesting seeing them side by side, or rather on top of each other, like that though, really illustrates the...
  15. wehaveaproblem

    General Question Wideawake runway numbers

    That is true, also true for AU actually. For that reason I have been tempted to stretch the launch way by a little bit more. But the xr5 is a true beast of a vessel and I've struggled design wise to accommodate her, yet not have every other vessel dwarfed by infrastructure capable of taking...
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