Project Wideawake International: Ascension Ultra

Not much dev work worth showing has happened since my last post, although the new Hangar Row layout is done and the first model of the Large Lease Hangar is in - so I thought I'd share a pic... now you can see 3 x TA, 3 x Large LH, 6 x Small LH.

Also present is a lot of placeholder stuff, showing you at least some of what I still haven't done!

au20.jpg
 
Wideawake International Ascension Ultra sees many changes, improvements and enhancements to the original WIN, and is designed to use the new 2010 features also. It will therefore only be 2010 compatible. The main intention is to make a base that has everything one would need for ground based operations. It is not just a stastic base like the current WIN, but a far more advanced and active addon. Unlike WIN I have made less concession to poly counts and textures however, so it will certainly be more demanding on cpu/gfx cards. It is all-in, with bells and whistles, and I do not attempt to restrict that.

I like it already...and you're boldly stating up front that it will require PC h/w to be at a certain level. I just upgraded my entire system so personally I'm not worried about that.

The first main change is the combined functionality of using a .cfg file and a vessel, combined into one base. This has allowed me to explore many new features due to vessel functionality, have crisper textures, yet maintain ground shadows. Face has been doing a grand job coding the back end, which will interface with orbiter through a module and an MFD.

Hope the base animations work out...it will be an awesome thing to behold! Though I'm jealous...I very much wanted to animate portions of Niven but lacked the programming skill to do so.
 
Cheers for the kind words, hope we can live up to expectations!

Hope the base animations work out...it will be an awesome thing to behold! Though I'm jealous...I very much wanted to animate portions of Niven but lacked the programming skill to do so.
It's working so far. At present, the MFD can activate all the relevant doors on the relevant hangars, activate runway and taxiway lights, and control the gantry crane motions. Whilst there is a long way to go implementing all the features, the proof-of-concept stuff is working as intended, which bodes well.

edit to add: regarding your comment about Niven. As mentioned, after release, all the content will be open source. So hopefully others can integrate the technology into future bases of their own.
 

It looks like you're missing some textures. Did you read the manual for the base? You need to add the textures list to your Base.cfg file...

*L* Just Kidding. Looks awesome! Looking forward to the release! Thanks for all your hard work and spare time!

edit to add: regarding your comment about Niven. As mentioned, after release, all the content will be open source. So hopefully others can integrate the technology into future bases of their own.

Thank you for doing this.
 
Are we able to add buildings to the site too? If so, i would like to add a control building for the OFLS and a Assembly building for it.
 
Are we able to add buildings to the site too? If so, i would like to add a control building for the OFLS and a Assembly building for it.

Since the project will be open-sourced, you can build new bases and buildings based on it, of course.
Just be aware that at least the code will be GPL'd, so new addons using code of this project will have to be distributed with a GPL-compatible license, practically meaning that you have to disclose your code, too.

regards,
Face
 
It looks like you're missing some textures. Did you read the manual for the base? You need to add the textures list to your Base.cfg file...
lol... clever!

Are we able to add buildings to the site too? If so, i would like to add a control building for the OFLS and a Assembly building for it.

What Face said. But in addition: you will be able to add your own buildings to the release version of the base, in the same way you can add them to WIN now. ie you can add static meshes into the base.cfg file, or animated meshes as vessels loaded in the scenario file. If however you want the functionality of your additions to be accessible through the MFD, you will have to attack the code.

All that said, the design idea for the new WIN is to include all of what people could need for vertical, winged, VTOL/capital ship operations. So my hope is that the base functionality will meet all your needs. Although, I also know how some orbinauts love to tinker and tweak, so the previous paragraph is still withstanding ;)
 
This looks incredibly amazing, nice work wehaveaproblem, Face, and anybody else who is working on this!

What do you mean when you say that hangars can be rented by players in the current WIN?
 
The OFLS will rent 1 large and 3 small for the glider and XR fleet.
 
Regarding Leasing of hangars.

It will work in a similar way to the current WIN in that it is essentially cosmetic, but will be more sophisticated. Now, I haven't actually spoken to Face about this in any detail yet, so be prepared for him to shoot this post down...seriously lol... but, I would like it to work as follows:

You select the desired Lease Hangar from the appropriate menu in the MFD. You then Enter the name of your company into the MFD and it will 'give' the hangar to you. It will then load your own custom texture (which you have to create and drop in the required folder) and display it on the hangar signage, over the default texture. It will also enable you to access the hangars, which would otherwise be locked in the mfd (probably). I see this working through a .cfg file system, so all the above will also be doable by editing the file manually also.
 
edit to add: regarding your comment about Niven. As mentioned, after release, all the content will be open source. So hopefully others can integrate the technology into future bases of their own.

I was hoping you would say just that! I look forward to this as well.

:cheers:
 
You select the desired Lease Hangar from the appropriate menu in the MFD. You then Enter the name of your company into the MFD and it will 'give' the hangar to you. It will then load your own custom texture (which you have to create and drop in the required folder) and display it on the hangar signage, over the default texture. It will also enable you to access the hangars, which would otherwise be locked in the mfd (probably). I see this working through a .cfg file system, so all the above will also be doable by editing the file manually also.

No shooting from here, sounds feasible.
 
Voice acting

I was thinking of doing a custom pack for WIN certainly. And yes I had thought of asking the orbiter community for vocal help. However, I'm sure I did that once before and everyone is far too shy! We shall sort something out. What might be nice is a generic 'Near Future' pack, for use with all xr dg type tech scenarios, not just limited to WIN.

I have just found this thread which I have started recording for. It could be expanded with flight- and ground-instructions. I'd love to help out with this!
Also... WIN is amazing! Really looking forward to playing with it :)
 
I think the fact I just had to tick a box warning me about necroposting proves how slack I have been! Worse than that, I don't have any progress to report, but I do have an update of sorts.

As I'm sure you have guessed, AU dev has been on a hiatus over the last few months.... Both myself and Face have had stuff on, such is the way of life.

Anyway, she aint dead, Jim! Dev work is picking up again slowly this week.

I need to have a proper 'meeting' with Face to bring us both up to speed again as to where we are on the roadmap, but my next project is the Vertical Launch Facility. iirc the coding for the Winged Launch Facility is also coming on nicely, so in theory.... in theory... a closed beta shouldn't be too far away!

Then all I have to do is everything else, lol... a.k.a. LOTS. But much of that will be cosmetic, with repeated code, so dev should be comparatively swift...

Anyhoo, cheers for the support so far, it makes it much easier to pick up a project again when you feel at least someone will appreciate it.
 
I've started work on the Vertical Launch Complex this week, so thought I would share some early shots. It will work in a similar way to the Slick 6 pad at Vandenburg, but with the usual WHAP/Wideawake twist!

Pre-roll-out config:
au_vlc_1.jpg


Pre-Launch config:
au_vlc_2.jpg


Launch config:
au_vlc_3.jpg
 
If it had even a quarter the building and texturing skils you had i would be blessed!

Thanks for your awesome addons...
 
I've started work on the Vertical Launch Complex this week, so thought I would share some early shots. It will work in a similar way to the Slick 6 pad at Vandenburg, but with the usual WHAP/Wideawake twist!

Pre-roll-out config:
au_vlc_1.jpg


Pre-Launch config:
au_vlc_2.jpg


Launch config:
au_vlc_3.jpg

If Dr. Elsa Schneider were here with me right now, she'd say I was 'giddy as a schoolboy!'

Looks awesome!
 
Back
Top