Ramon Airbase
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Hold on Hold on…
In case there is a piece of doubt because it all started from my post : I absolutely love the work done here.
I just thought, that as it exist for other software such as FSX, pushback could be a nice addition, to help us to use this kind of one way only shelters. So, my remark didn’t really applied to the work here.
Thank you very much, Spearhead !!!
Regards,
Radium
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Yes Radium no doubt we need such features. I would leave to see one of the coders taking that as project and create some cool stuff like tractors, ground crew, carrier guys etc. That for sure will add a lot of life to our base operations
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Many issues here …
Indeed, no pushback.
Other problem is that, you can limit the access to those shelter to a/c with a wing span equal or less than an F-16, but if you (or any theatre builder) add some other a/c type on the airbase (i.e. F-15, F-14, Su-33 …) much larger than F-16, if we set the PkPoint inside the shelter you will have to choose:- Accept graphical issue of wing conflicting with walls.
- Accept to restrict those shelter to F-16 (and less) only but in that case, you have to have a lot of other place where wider a/c can spawn. If you don’t have those places, ATC will be messed up by a/c spawning in the wild.
This shelter can handle F-15 as well (less wingtip space but safe to use by F-15s).
BTW, same shelters can be found in Nevatim and Ovda air bases (Ovda is a twin sister to Ramon).
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This shelter can handle F-15 as well (less wingtip space but safe to use by F-15s).
BTW, same shelters can be found in Nevatim and Ovda air bases (Ovda is a twin sister to Ramon).
I wasn’t speaking about Spearhead hangar, but was replying to Radium about the issue of trying to implement a “pushback” feature in game.
I understand now why some ppl thought that my comment was about the project … but it wasn’t.Anyway … I’ll refrain myself to try to communicate in the future.
If some 3rd party Devs are doing something “wrong/not optimal”, they will probably see it a some point and will just have to redo/correct it. I am not interested share knowledges. Other db devs will maybe do. -
Haven’t updated for a long while, been very busy at work
Last couple of days i had some time to put into optimizing and texturing the new HAS model.
hopefully soon when I have more time I will start testing the base ingame to make sure everything is working correctly
Cheers :israel:
Spearhead -
Damn! Impressive! :shocked:
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I would be more interested in looking at lower LODs and transitions.
Normal models looks really good so far!
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Great work Spearhead!!
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Yummi. Good looking Spearhead. Keep walking
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Hello,
It might seem like I’ve abandoned this project, but after working on and off for a long time it is finally done. all models and texturing is done and tested
This is my first big project for BMS done. I hope it will serve us good.
Hangar LODs as was requesed here (poly info in link)
Cheers,
Spearhead -
Great job Spearhead. That is looking f****** awesome. :thumb:
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Stunning!
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Great work Spearhead, those models and taxiway textures look amazing!!
Are you going to edit the underlying photoreal tile to match the airbase? I used to create photoreal scenery for FSX so maybe I could help out. I have no idea what tools are needed to properly fit photoreal ground textures into BMS however.
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Wow…!!! very impresive. Thanks for the hard work
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@DUSTOFF17:
Great work Spearhead, those models and taxiway textures look amazing!!
Are you going to edit the underlying photoreal tile to match the airbase? I used to create photoreal scenery for FSX so maybe I could help out. I have no idea what tools are needed to properly fit photoreal ground textures into BMS however.
Its would be covered in the future
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Great work there.
Bravo!!! -
wow this is amazing!!! keeu up the job