Project Wideawake International: Ascension Ultra

Wait then that means that we can put one of these "bases" on the moon. :hailprobe:
Not quite, the base location and loading is currently hard-coded into the module, and will probably remain that.

Although, the dev work Face is doing will all be open source, so in theory people can do whatever they like with it when we are done... hopefully that will be to use it to create NEW bases with similar functionality.
 
Not quite, the base location and loading is currently hard-coded into the module, and will probably remain that.

Although, the dev work Face is doing will all be open source, so in theory people can do whatever they like with it when we are done... hopefully that will be to use it to create NEW bases with similar functionality.

Excuse me if I correct you a little here, WHAP. The static parts of the base are hard-coded, of course. The vessel part, however, is just that - a vessel. You can spawn it everywhere you want ATM, in fact I always tested features with multiple instances (via ScnEditor) in the simulation to check consistency of object model and usability of MFD for multi-base scenarios.

The launchpad-configurator modul will give the option to auto-spawn it on the proper location, though.

And you are right with the NEW bases part: the code is heavily object-oriented, giving devs the possibility to re-use e.g. hangar features, crane functionality, beacon arrays with strobing etc.

regards,
Face
 
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Wow...

I'll need to step up my game.

The look of the buildings almost too sci-fi for my personal taste but that is still incredibly cool.
 
Wow...

I'll need to step up my game.

The look of the buildings almost too sci-fi for my personal taste but that is still incredibly cool.
Cheers mate. And yeah, the style won't be to everyone's liking, I am pushing the boat out a little with this one, to match the XR series style tech a little more.
 
i cant wait man! this looks incredible!

one question about the LOD, will you notice the base drawing? i have two concerns:
it may not be visible when it is technically before the horizon
if it loads too much at once (like as you approach it quickly during a hot re-entry) it may reduce framerate when loading too many structures at once

they dont apply to me, ive now got a pretty decent computer, but for the people that have to put up with laptops (like i used to) it may be a pain.
 
...the style won't be to everyone's liking, I am pushing the boat out a little with this one, to match the XR series style tech a little more.
Well to me the DGIV and XR series hit the sweet-spot of reality vs. Sci-Fi. Their design and function are clearly recognizable even if they are slightly outside our current capability.

The problem for me comes from simple pragmatism. Why make the roof transperant? sure it looks cool but the engineer in me is left thinking "there has to be a more practical way to do this..."

PS:
Would you consider including a few VTOL pads for Aries style Drop Ships?
 
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i cant wait man! this looks incredible!

one question about the LOD, will you notice the base drawing? i have two concerns:
it may not be visible when it is technically before the horizon
if it loads too much at once (like as you approach it quickly during a hot re-entry) it may reduce framerate when loading too many structures at once

they dont apply to me, ive now got a pretty decent computer, but for the people that have to put up with laptops (like i used to) it may be a pain.
Thanks for the kind words. We will have to experiment with that when the functionality is coded, so see what works well. But I have the same concerns, so no worries there.


Well to me the DGIV and XR series hit the sweet-spot of reality vs. Sci-Fi. Their design and function are clearly recognizable even if they are slightly outside our current capability.

The problem for me comes from simple pragmatism. Why make the roof transperant? sure it looks cool but the engineer in me is left thinking "there has to be a more practical way to do this..."

PS:
Would you consider including a few VTOL pads for Aries style Drop Ships?
I see where you are coming from regarding engineering. But architecture is art... or rather, architecture can be art... yet still retain it's functionality. If you ever go to Dubai, you will know what I mean. ;)

But also, it's something not done before in orbiter and can make for some pleasing visual effects. That said, transparency is a little demanding, so it will be limited.

As to your PS. I'm looking at that aspect of the base atm. I had always planned some VTOL pads, but I'm considering a larger facility capable of taking the arrow... So the short answer is yes. For the long answer? well, watch this thread.
 
Cheers mate. And yeah, the style won't be to everyone's liking, I am pushing the boat out a little with this one, to match the XR series style tech a little more.

If they dont like it put them in a quaint little cottage beside the (proposed) XR5 engine test area (also not far from proposed capital ship facility) and see how they like their Victorian building materials :D

giving devs the possibility to re-use e.g. hangar features, crane functionality, beacon arrays with strobing etc.

Yep I shall hunt for pillow forts to reuse :D
 
Some VTOL and heli-pads would be nice, not just for landing craft such as the future Dragon, but for helicopters to pick up capusles, both crew and cargo, that splashdown offshore. Also for helicopter tours of the island, and for getting really nice launch images.
 
OMG,just mind blowing,are you going to have the winged launch complex WLC ,like the older one that was never released,the one that has the simulated water sound suppression? I would love to see that make it in it.Thanks WHAP,andFACE.:cheers:Cheers
 
Excuse me if it was already answered and I didn't notice it. Will every animated part, the spaceport has, be a separate vessel? Not a very good idea, if there are many of them, imho. I think it is possible to make a whole spaceport as a single vessel and define viewing spots, animations, everything else for it.
 
Excuse me if it was already answered and I didn't notice it. Will every animated part, the spaceport has, be a separate vessel? Not a very good idea, if there are many of them, imho. I think it is possible to make a whole spaceport as a single vessel and define viewing spots, animations, everything else for it.

No, the whole base is made as one vessel. The object model used will allow to create separate vessels, too, but we went with the single-vessel approach.
 
No, the whole base is made as one vessel. The object model used will allow to create separate vessels, too, but we went with the single-vessel approach.

Great news! Thank you! I actually never thought about this possibility, to make a whole base as a single vessel, before. It is a good way to make big spaceports.
 
loving the additions, taxiway signage, animated hangars controlled by an MFD, but it raised a question:

will the hangars be labelled as well, so you open the right hangar via the MFD, or will there be another easy way to identify which one to open/close/control?

also, sorry to ruin the good reputation of this thread, but how long will we have to wait before i can load an XR5 out of this awesome new place?

thanks
-==-Grover-==-
 
will the hangars be labelled as well, so you open the right hangar via the MFD, or will there be another easy way to identify which one to open/close/control?

TA1.JPG

also, sorry to ruin the good reputation of this thread, but how long will we have to wait before i can load an XR5 out of this awesome new place?

The new Ascension port will open on Tuesday, of course.

regards,
Face
 
OMG,just mind blowing,are you going to have the winged launch complex WLC
This idea has evolved into the new LFMC, in particular the shielded launchway. There will be some visible sound suppression, but unfortunately it won't look quite so impressive as the WLC concept. That said, I think the overall experience of launching will be much more exciting now. When the next round of coding is done the LFMC will have its functionality and I will post up some shots to explain its workings more clearly.

will the hangars be labelled as well, so you open the right hangar via the MFD, or will there be another easy way to identify which one to open/close/control?
Just to echo what Face said, there will be plenty of ways to identify where you are and what the associate function in the mfd is.

And yes, next Tuesday.
 
Awesome man! Can't wait till Tuesday!

I'm loving the basic ATC implementation - will it have Orbitersound call-outs?

"WIN tower to XR2, go round, Vanguard on the runway..." :lol:
Thanks.

As to sounds, it is possible - it's on the wish-list. However there are possible issues with time excel and call-outs, but that only really applies if the doors have a prolonged activation noise for eg , which they won't. So some sort of voice chatter might well make it in, but I very much doubt it could be at all reactive, like your example. But certainly acknowledgements of requests and such can be done.
 
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