Ok, lots to say.
Firstly I think there may be a little confusion about the project as a whole.
I know I posted this in the WIN Update threas, but I didn't plan to. I planned to start a new thread. So I post the following in bold:
This is not a WIN update. This is a seperate, stand-alone base project.
I spent a lot of time and effort making WIN as low-end friendly as I could. That meant consessions on polys and textures. This project is the opposite, it is me being greedy on both those fronts. It is also a seperate base idea and design from WIN. It is a bit of bling. If you don't want that or your PC can't handle it, then don't use it. Use WIN. It's a little selfish I know, but I think I've earned that.
That said, I would like to make 2 points regarding low-end users. Firstly, if you can run Orbiter with a few XR-5s running then I think you'll be fine actually.
Secondly, if I include high poly count meshes in the base.cfg, then I am forcing Orbiter to load a lot of stuff unecessarily if you aren't flying to Ascension today - that defeats the point of having the hi-use stuff optional. But if you want to use Ascension, then load it. It'll be as quick and easy to do as any Scenario Editor entry.
That said, as I have said before, I will have a base.cfg file for the navigational aids. Now, I may still include some static meshes. Maybe just the island and the runways. But the meshes are rendered differently by the engine from the base.cfg than from the scn. So they just don't look as nice (load one for yourself and see).
Now, shadows are a big problem that I accept. To that end I will probably include the runways in the base.cfg file. However, bare in mind that even when loaded in base.cfg, a vessel will not cast a shadow on that mesh. The fueling ares in the current WIN will show you that. The only work around is to have a high res tile under the mesh to act as the floor, but that will be a pain to model correctly.
But it shouldn't be a long term problem anyway, surely the Beta engine will support shadows? But transparencies are also a ***** to manage in the base.cfg file, and I have plans for plenty of glass, so I don't want a hindrance to that.
Basically, using a vessel as the base makes it very easy for users to use this base if they want to. It also makes it easier to dev and code. Also, I want this to be progressive with regards to Beta, not regressive. Using the base.cfg does not help it traverse over to future version of Orbiter. Having a single coded vessel is much easier to port I'm sure.
As to grading the bells and whistles. Beyond basic LOD I hadn't thought about having the base scalable in it's bling. TBH, that wasn't the point of this project. I want to make it a complete base, not a set of patches and options. Like I said earlier: use it, or don't. But it's all or nothing for this one.
WHAP