Profile image

Mikashima Base

110k hpgbproductions  4.9 years ago

Downloads

5,240 downloads
Version 1.0 Map

A mod for me to try out making custom terrain by hand, and some code experiments, some of which passed. There is also a 1:1 scale 40ft container size simulation in the Parts/Structural section.

The entire map is based on a single 100,000x100,000 size terrain. Inspired by Ace Combat 7 Mission 1, enjoy your giant croissant lads


This software includes the location MIKASHIMA STATION. Also includes two large fleets that can be attacked: a carrier strike group, and a large cargo ship escort group.

Suggested aircraft rank: Any
Canonical aircraft rank: VI

MIKASHIMA STATION is a surface resupply location on the ocean planet codenamed So-A-83-56-83. It occupies a ring of islands formed from a meteorite impact. Multiple similar impacts are detected around this ring of islands, but few of them formed any exposed land. Waters around the impact zone were sheltered and allowed for naval travel. As such, early settlement transports contained prefabricated surface ships, which were structurally almost the same as their few-century-old predecessors.

MIKASHIMA STATION takes the name of the largest island in its ring, which is designated M1 Mikashima. With the highest viable location to place a space communications device, it acts as a relay station for communications to spacecraft. With a lot of free space, it also has a landing strip for small and medium landing craft, and a refuelling station for naval ships. However, there is no housing except within small research outposts.

When not refuelling vehicles, MIKASHIMA STATION researches the past of its islands.

Scripts

--> Repository

CargoConvoyMonitor.cs/CSGMonitor.cs: [Modified from NathanMikeska's Combat Challenges] Displays the number of ships in each fleet destroyed. Nothing special.

CargoConvoyTurretMover.cs: Demonstrates how to move missile and laser defense turrets along a custom heading using Quaternion.Euler, such that they follow a fleet. Not sure if the roundabout method used is needed. However, turrets stay operational even after their host ships are sunk. Each missile launcher must have a unique name.

CSGTurretMover.cs: Demonstrates how to move missile and laser defense turrets along a world axis using a built-in Vector3 value, such that they follow a fleet. Not sure if the roundabout method used is needed. However, turrets stay operational even after their host ships are sunk. Each missile launcher must have a unique name.

ContainerHeightmapTest.png: Simulates a corrugated texture on the few containers littered around the map. However, SimplePlanes doesn't like to render it, and treats the material as flat, unless when viewing the containers from specific distances and angles.

Known Issues
- Carrier strike group missile launcher locations are broken on locations created by the player.

  • Log in to leave a comment
  • Profile image
    214 qwsd123

    1.10 mobile wont work

    4.1 years ago
  • Profile image

    I want this so badly but I’m an IOS user :/

    +1 4.2 years ago
  • Profile image

    @AstleyIndustries Thanks for letting me know!

    4.9 years ago
  • Profile image

    @Matttthewww 1.8 (android 1.9 can't run it, but pc 1.9 can)

    4.9 years ago
  • Profile image

    What version is required to run this?

    +3 4.9 years ago
  • Profile image

    @AstleyIndustries it must be my computer than because when I spawn in everything is huge including the terain and spacing of each "island" .

    4.9 years ago
  • Profile image

    @AstleyIndustries Realized that I'm using 1.9

    4.9 years ago
  • Profile image

    @THEAIRCRAFTCRAFTER screenshot m8
    - if "il2cpp" appears, you have android simpleplanes 1.9 and can't run it anyway
    - you shouldn't get the same error as the other guy below

    4.9 years ago
  • Profile image

    @DerekSP I've never tried it, but maybe you can take a look at "fog settings" in the project settings area.
    SP already has this fog but it only works on terrain and ground targets in mod maps by default

    4.9 years ago
  • Profile image
    44.9k DerekSP

    Hey, just a question out of the blue; do you happen to know a simple way to implement "render distance" to map plugin objects? I noticed that the stuff I add doesn't unload when I get far away from it (unlike the vanilla islands)

    4.9 years ago
  • Profile image

    Already check game version,and things required to run the mod,but....

    4.9 years ago
  • Profile image

    @AstleyIndustries yes

    4.9 years ago
  • Profile image

    @AstleyIndustries yes

    4.9 years ago
  • Profile image

    @THEAIRCRAFTCRAFTER error message?

    4.9 years ago
  • Profile image

    @AstleyIndustries can't download it tbh

    4.9 years ago
  • Profile image

    @Brields95 some of the ships are, also the fuel tanks and hangars. Freighters are 3x scaled USS Tiny and Supercarrier is 1.5x scaled USS Beast.
    Other things I kept near realistic size

    4.9 years ago
  • Profile image

    I think it's just me but everything in the map is supersized.

    4.9 years ago
  • Profile image
    1,569 TheBruh007

    Uhh I’m on Apple,how do I download it?(if I can)

    4.9 years ago
  • Profile image
    15 Beria

    alright, thanks

    4.9 years ago
  • Profile image

    @Beria @LIXYANGHONG @NFIGMT I made a small mistake, have fixed it now

    4.9 years ago
  • Profile image
    17.4k NFIGMT

    @AstleyIndustries Error pic

    4.9 years ago
  • Profile image
    17.4k NFIGMT

    ERROR.......

    4.9 years ago
  • Profile image
    15 Beria

    @AstleyIndustries
    I'm in the 1.9 Beta, and I've downloaded the correct version. Is this map not compatible to 1.9? I'm on Windows 10, if that matters at all.

    4.9 years ago
  • Profile image

    @LIXYANGHONG @Beria
    - make sure you download the correct platform (pc/mac or android)
    - make sure your simpleplanes is 1.8 or higher

    4.9 years ago
  • Profile image
    11.2k HarrisCraft

    RIP Android

    4.9 years ago
  • Log in to see more comments