Project WIN Ascension Ultra BETA test thread

Thanks for another vid, very effective illustration. Funnily enough I discovered this issue myself when inside the hangar after adding the ummu door control consoles. Face said it was an unavoidable engine problem, so I left it at that. But, I don't understand why it only effects the large lease hangars and not the TA hangars, given that their meshes are very similar in parts and loading is done in the same way. So I may get face to look at this again, especially after seeing your video.

That clipping effect of the hanger doors:
In the D3D 9 client it does not happen at all.
Maybe it is a D3D 7 issue?
 
That clipping effect of the hanger doors:
In the D3D 9 client it does not happen at all.
Maybe it is a D3D 7 issue?
Aye, I think it is tbh, although it seems some rigs suffer from it more than others too. It's at the bottom of my list of things to fix as hopefully the base can become _ng compatible and I won;t have to worry about it. ;)

---------- Post added 25-07-12 at 02:14 ---------- Previous post was 24-07-12 at 14:19 ----------

I came across this pic of Ascension, so thought I'd take a like-for-like screenie of AU, just for fun. The FoV isn't quite right for a match, but it's good enough.

As you can see, there has been some concessions, but the topography is not far off reality. Also gives an idea of just how vast AU base is compared to the real Wideawake...

63641-wideawake-field-ascension-island.jpeg

au34.png
 
TO BETA TESTERS:

BETA VERSION 0.2 is available for download. I will send you all a PM with further details.

:tiphat:

Edit: just to add a note about ILS range. It seems the forum has come up blank so far on a solution to increase it. Therefore you'll have to use VOR until final, then switch to ILS.
 
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Beta 0.2:

I can't see any vessel from any control windows any more.
Just the shadows on the ground.
And the taxi lights and strobe lights is also invisible from the control room windows.
 
Both kinds of SDK are planned. There is a UMMU-like library called OrbiterExtensions that is used for things like ground docking (used for direct UMMU transfer) and recorder event hooking (not used here at all, but in OMP). Not that much functionality, but it is necessary for AU's UMMU feature. Maybe I'll also push the crane direct key hook there, will see...

If and when you guys want to test the OMP functionality I will be more then happy to assist if need be
 
Beta 0.2:

I can't see any vessel from any control windows any more.
Just the shadows on the ground.
And the taxi lights and strobe lights is also invisible from the control room windows.

Try with different load orders in the scenario. If you have one visible, they should not show the "disappears behind further-away objects" effect anymore due to MESHVIS_EXTPASS flag set now. Unfortunately, the flag also prohibits beacon visibility, it seems.

In addition, you can press "W" to toggle display of windows when inside a control room.

Anyway, the transparency problem is certainly not fixed completely, as already mentioned.
 
Looks like the camera in VLC 1 is a bit too close to the window. I'm seeing some visual clipping in the glass. VLC 2 looks good, but the viewpoint is floating above the control room at it's original height. Otherwise, everything looks great on initial run-through and flyaround. Framerate seems more or less stable around 20 on my box.
 
If and when you guys want to test the OMP functionality I will be more then happy to assist if need be

Well, there is no OMP functionality at the moment. There is none planed, either. I guess you misunderstood my quoted statement. AU just happens to use the same lib as OMP for some features.
 
Well, there is no OMP functionality at the moment. There is none planed, either. I guess you misunderstood my quoted statement. AU just happens to use the same lib as OMP for some features.

well that just ruined my day. thanks face :D
 
Looks like the camera in VLC 1 is a bit too close to the window. I'm seeing some visual clipping in the glass. VLC 2 looks good, but the viewpoint is floating above the control room at it's original height. Otherwise, everything looks great on initial run-through and flyaround. Framerate seems more or less stable around 20 on my box.
The control room height issue is my oversight. The smaller VLC still needs further work, but I wanted to get some feedback on it's scale before I finish the texturing and other bits. So once I feel the size is working, I will finish it off and set the control room camera accordingly. Cheers.
 
Looks way better but IMHO smaller pad is still little to big. This rocket is ~65 meters tall

(screenshot by Woo482)
AIAU1.jpg
 
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Nice pic Loru (woo), thanks for that. Seems I may have to scale it back and thin it out some more.

Pioneer, think we're good for testers now, but I'll add your name to the list and will get in touch later in the dev cycle. Send me a PM to remind me please.
 
Suggestion/feature request

Would street signs around the base be out of the question? The roads around AU make for a nice ground level tour, but the 90 degree turns tend to sneak up on one when driving at high speed. Maybe have each road named for the beta testers?
 
So far so good. I can't find anything to be reported to WHAP and Face about AU beta 0.2 other than the transparency problems.
And about the vertical lift towers, they look fine to me.
You'll never know when a very tall rocket may appear at OH.:)
BTW.... the ILS range issue is puzzling me too.
I can't find a way to change the ILS range.
Any suggestions where to look at it?
 
If I may add my 2 penny's worth.
If anyone can crack the ILS range, There will be more than 1 or 2 folk happy. On the Base I am making ( complete with "pinched" wideawke meshes) I lined up my runway on a 90degree bearing from an existing VOR (50km away) to allow incoming flights to use the VOR until the ILS kicks in

Keep up the great work gents and thanks in advance.
 
Looking awesome. Out of this world, perhaps... :rofl:

Can't wait to try it out!
 
Sorry for no feedback or progress over the last coupla weeks from me, RL has been a little expletive and has taken priority. Hopefully will straighten out soon and I'll still be able to get some dev done for next month's first Tuesday...
 
Gents,

Unfortunately life and vacations over the last month has meant little progress, so no new content for tomorrow I'm afraid.

But as some kind of compromise I will invite a few more testers into the fold, so if you've requested in, but haven't received an invite, you might now get one.

Cheers for all your patience.

WHAP
 
WHAP, you could probably drop me from the list of beta testers. As much as I love being privy to new software, I haven't had the time recently between work and my own projects. Sorry. :(
 
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