Project Wideawake International Update

wehaveaproblem

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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

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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

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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

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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.
 

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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

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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

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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

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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

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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...
 

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How about a Shuttle-specific launch pad, complete with tower? Launching Shuttle Fleet missions from WIN can be a bit awkward.
 

astrosammy

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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.
 

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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

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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

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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

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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.
 

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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

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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?
 

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wehaveaproblem

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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.
 

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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.
 
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