What you could easily do is get a set of coordinates for a real airport then put the base location as the start of the runway. this way you can learn how to make runways of any length and bearing by simply plotting the coordinates of the runway end point :3
With real life references on runway...
If I can find some bridges ready made...
Otherwise, I have just 3 squares to go before completing phase 1 of the terrain texture. (Which is literally, 3 minutes to do)
Awesome - it's simple addons like these that make bases really feel at home :3
It's a great way to start off modding too. Small stuff don't bite back. (Unless of course, billboard collapses on you).
If you put many of these objects in game you will end up with generic billboard spam. However...
Thanks :3
Brezoria County here I come! :3
Thankfully I looked up Pelican Island on wikipedia before I converted it into a STOVL base, there is a university and wildlife reserve there. Lol.
The XR2's engines generate their own light source too. Though I suspect a number of engines are self lighting. The "landing" lights are useful for deep space maneuvers - they light up your docking target.
I see the area covered is very small - so what I usually do to save time and number of tiles, I just generate a tile that is one level "bigger" and put all 4 little tiles into the big tile. With good use of DXT compression the file size wont get any bigger, the quality doesn't change, and if you...
@WHAP - I'll just need individual signboards of various sizes (I can just spawn a few of them for an array, more flexible). The signboards at the side of the runway look pretty much perfect for the job - are they the 1024x256 ones?
I would definitely like to experiment with such a signboard as...
Until the conversion system is created I do a more simple method for converting base to global in my Texas airport-hopping campaign:
Position the first airport, go in orbiter, fly to second airport and record position off the Map MFD or scenario file. Proceed to add all Texas airports :D
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