Project Wideawake International: Ascension Ultra

WOW!!! This is awesome. You never cease to amaze me. Keep up the good work, and I look forward to the "Tuesday" it is released.
 
Really looking forward to this! It brings bases in Orbiter to a whole new level.

i sure am looking forward to the new WIN >>ANY clue on the progress of it or when it will be ready for download??
 
Cheers for the fresh kudos chaps...

i sure am looking forward to the new WIN >>ANY clue on the progress of it or when it will be ready for download??
Unfortunately this one is a real 'next tuesday' dev project. ie I can't tell you when as there is no planned date as yet. What I can tell you is I'm making a concerted effort to make some steady progress over the next coupla months to really try and get it done. But, as ever, it has to fit in and around my and Face's other commitments.

But now the VLC mesh draft is done, the auxilliary hangars are next on my list. After that it's *just* the port facility, the airport, the support buildings, and various other cosmetic work that needs to be done.

That said, depending on Face's coding progress, we may reach beta test stage before all the other static meshes are complete.

:tiphat:
WHAP
 
I am hoping to beta test this next Tuesday in a couple of months.:lol:
 
Another day, another necropost! :tiphat:

Dev has begun again after a year of hiatus and I'm determined to get AU done this time.

It's coming along well and the features are coming thick and fast. Face is going to be a busy boy bringing it all online. But... but... we hope to have the first beta test release by the end of this month... which is probably a Tuesday.

I'll post again when I have more news on a beta release, in the meantime dev update news will go on my blog.

au21.jpg
 
Nice to see you around, WHAP. Can't wait for this! :D
 
Glad your,back WHAP,I was just thinking of Wideawake ULtra the other night,and wondering what ever happened to it,this is some great news.:thumbup:
 
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Gents, I know I said I wouldn't post until I had beta news, but I would like your opinions on something please.

Lpads.
I'm currently putting together the (invisible)lpad list for the base, with all the useful locations included for ease of vessel spawning and whatnot. The question I have is, how 'useful' would you want this list to be?

If I include all the runways, hangars, flightstands, launch positions, ground vehicle garages etc etc, it would be looong list, maybe 50 lpads. Which would allow you to spawn whichever vessel at every possible location, but that seems excessive. So I was thinking of having 1 lpad per type of location, even if there are multiple of that location. That would bring the list down to a dozen or so, but would give the player less flexibility and choice.

Thoughts greatly appreciated.
WHAP
 
Gents, I know I said I wouldn't post until I had beta news, but I would like your opinions on something please.

Lpads.
I'm currently putting together the (invisible)lpad list for the base, with all the useful locations included for ease of vessel spawning and whatnot. The question I have is, how 'useful' would you want this list to be?

If I include all the runways, hangars, flightstands, launch positions, ground vehicle garages etc etc, it would be looong list, maybe 50 lpads. Which would allow you to spawn whichever vessel at every possible location, but that seems excessive. So I was thinking of having 1 lpad per type of location, even if there are multiple of that location. That would bring the list down to a dozen or so, but would give the player less flexibility and choice.

Thoughts greatly appreciated.
WHAP

Perhaps have the later in-game, but in the manual, provide the coordinates of all the locations? And formate them in a way that allows them to just be copy-paste to the scenario file.
 
And there are people who say orbiter is dying a slow death.
Well Orbiter is alive and kicking, thank you!
WHAP and Face, the detail in this add is just amazing.
Keep up your good work.
There are even a static surf on the beach.
Or are there more surprises installed for us.
:idk::blink::huh:
I am dreaming now.....a animated surf is not possible in Orbiter.
 
Hi WHAP.
By now I'm sure you'll be aware of this graphic problem with the latest D3D9 client.
Will your new Wideawake take care of it?

tMegT.jpg
 
Thanks for the kind words Screamer, there is more in store.


Hi WHAP.
By now I'm sure you'll be aware of this graphic problem with the latest D3D9 client.
Will your new Wideawake take care of it?
tMegT.jpg
That's a good question. Currently there are issues with AU and the _ng client, but nothing Face can't solve apparently. But making it _ng compatible it's not a priority atm. But Face can give you a better perspective on that stuff.
 
Disabling object shadows fixes that in the D3D9 client, so that's a workaround, but it does not resolve it in the D3D11 client, I'm afraid.
 
IMHO lights are looking too light :lol: I would like normal, not yellow windows, but anyway they look great! ;) Great job :thumbup:
 
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