jinglesassy
New member
wideawake is still the best base out there wehaveaproblem i wouldnt mind if it didnt get one as long as toehold rules :lol:
There is no entrance to the mountain... I think you are thinking of Overton Island? I have no plans to add a mountain base in this release either. That saidm I may well add a larger landing pad for the Arrow and it's ilk.Hi Whap
Is there any possibility of making the entrance to the mountain a little bit bigger so that Dan's arrow can fit through it? I have used it for the arrow a few times , but always knock the back wings on the sides of opening
Thanks for a wonderful addon !
Thanks
Kevin
It is a concern, I agree, however... sometimes I want to indulge myself . Ascension Ultra is higher spec for that reason. That said, with LOD and clean modelling I don't think it will be that much of a problem. Also, I made a lot of effort to keep the current WIN low poly and smooth, so that is always available to people if AU doesn't run smooth.Higher res textures and meshes aren't always a good thing, especially for those of us with lower spec machines.
I don't like the base being loaded as a vessel instead of a base though, it seems rather clunky and inconvenient.
You make a fair point. But the mfd should make it possible to load the entire base on the fly, so you won't have to manually edit the scn.What about an "invisible" vessel for things like MFDs and UMMU?
It won't allow better rendering of textures but having the core of the base as a base would be somewhat more convenient, IMO.
Good idea, thanks! I've been meaning to add that since day 1. As part of this version I want to bring some life to the base with animations, so this would be a great addition. I'll ask Face about auto tracking vessels as I'm not sure on the technical details there, but there will certainly be a few swirly wirly radars around the base.On my version of Ascenion island I've added an "antenna farm" for communications with my various vessels. I'd love to see something like that and have them animated to track vessels..
Glad the idea appeals.WHAP, that looks awesome! I love Wideawake as it is, so I'm really glad to see an even better version on the horizon :banana::banana::banana:
A few things:
The BaseControl MFD sounds like a great idea! Will we be getting controls for the vertical launch pads there as well? I've always liked that launch pad, but it just feels a bit empty to me. Also, I think part of the current Wideawake's strength is that there is so much there, so it feels quite immersive, but I think that if you cut down on those features (the various hangars etc) too much, it could leave a bit of a void on what's actually a fairly large island-base.
P.S. Are we going to get to use those neat looking blast deflectors?
You make a fair point. But the mfd should make it possible to load the entire base on the fly, so you won't have to manually edit the scn.
I take your point on board. I'll see if other people feel the same way before I change my plans though. I will consider loading the island and some of the basics into the base file. But I do want this version to be as pretty as possible, even if that is at the expense of a few users.Still bulkier then just loading up the static objects and such via the base file.
Having the entire base as a vessel might not be a good idea, if I was making the base I would of just had the stuff that needed to be a vessel (like animated launch pads) as a vessel and every thing else in the base .cfg file, makes it easier to have just the simple stuff loaded so you dont need to have the extra base vessels when your not using them.
OTOH, making a base a vessel adds the possibility to clone it, just like with Dan's Prelude.