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Thread: [0.23] Runway PAPI array - Version 0.3.2

  1. #1

    [0.23] Runway PAPI array - Version 0.3.2

    Here is a mod spotlight, kindly provided by buzz66boy

    Hello everyone,
    here is a small plugin I've been working on in the last few days. It adds working (but ugly) PAPI (Precision approach path indicator) arrays to the end of the runway at KSC.
    It is currently configured for a glidepath of 6° which means that the array will show two red and two white lights when you are on a 6° glidepath with your plane.

    Download: https://github.com/asarium/PAPIPlugi...PAPIPlugin.zip (install by unzipping the contents into your KSP folder)
    Source code: https://github.com/asarium/PAPIPlugin

    The code and the plugin is licensed under the MIT license.

    Version history:
    Version 0.3.2:
    • angavrilov fixed the unresponsive array bug

    • Fixed placement of PAPI lights for 0.22 compatibility

    Version 0.3:
    • Added GUI to modify the glideslope values interactively
    • Replaced the light rectangles with actual spheres, looks way better now
    • Changed some config values, see below

    Version 0.2:
    • Changed internal API to be modular
    • Added configurable light arrays

    Version 0.1.1:
    • Compatibility update for KSP 0.21

    Version 0.1:
    • Initial release


    Config file documentation:
    Version 0.2 added the possibility to add light arrays within a config file. This is done by the LightGroup config node type. Every node represents an object which groups multiple lights together.
    You can find an example of that config file here: https://github.com/asarium/PAPIPlugi...gin/lights.cfg
    The options on a LightGroup are:
    • Name: The name of the group (optional)
    • Body: The name of the body the group is located on (e.g. Kerbin) (required)

    To add actual light arrays you need to add LightArray entries inside the group node. Each entry needs a Type value and may have a Namespace value. These are used to identify the class which is used for the light array.
    Possible values are:
    • Type: PAPIArray
      Namespace: PAPIPlugin.Arrays
      Options:
      • Latitude: The latitude of the array location (required)
      • Longitude: The longitude of the array location (required)
      • Heading: The heading the array points to. This is used to aligned the array and also to make the array fade out when viewed from behind.(required)
      • TargetGlideslope: The target path where the array will be half white half red, default is 6. (optional)
      • GlideslopeTolerance: The difference from the target glidepath where the array will not be entirely red or white, default is 1.5.(optional)
      • Height: The actual height of the array above the terrain below (optional)
      • PartCount: The number of lights in the array (optional)
      • LightRadius: The radius of the lights (optional)
      • LightDistance: The distance between two lights, excluding the actual light radius (optional)


    Planned additions:

    • KerbTown usage for array placement
    • "meatball"/OLS light array
    • full runway lighting which means the addition of editable generic light array


    Credits:
    • TaranisElsu - Author of the used TacLib UI library


    Please give me feedback, positive and negative so I can improve the plugin in the future.
    If you find bugs please use the issue tracking of github, that will help me fix them as soon as possible and will also keep the thread clean.

    Screenshots:


    Regards,
    asarium
    Last edited by asarium; 24th February 2014 at 03:45. Reason: Release of version 0.3.2

  2. #2
    Great! I was hoping for something like this to be implemented.

    Minmus is a ball of ice cream. Just like how the Mun is made of cheese.

  3. #3
    6* is a bit suicidal IMO. IRL these are configured to something arround 3* (which is also deffault glideslope in MechJeb spaceplane guidance). Would be 58.65% more useful if glideslope was customizable, so one can set different glideslopes for different planes.

  4. #4
    I know that 3° is the default in modern aviation but I really don't think Kerbals would play (fly) it safe
    I will make it customizable in the future.

  5. #5
    3deg is the default value because of commercial restrictions and other stuff. 6deg is a reasonable value for KSP planes, else you would be wasting an insane amount of fuel going down.
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  6. #6
    Quote Originally Posted by asarium View Post


    Hello everyone,
    here is a small plugin I've been working on in the last few days. It adds working (but ugly) PAPI (Precision approach path indicator) arrays to the end of the runway at KSC.
    It is currently configured for a glidepath of 6° which means that the array will show two red and two white lights when you are on a 6° glidepath with your plane.

    THX for that i download it asap.

    [Edit: it works just awsome, now it needs a good 3D modell and send it to Sqad to get this thing STOCK!!!!]
    Last edited by whaaw; 22nd July 2013 at 08:12.

  7. #7
    I'm not a big aeronautics buff so I don't know anything about these, I take it they're a set of slatted lights set to be visible at different angles, such that all of them are only visible from a slim band so the pilot knows, if they see all of the blocks, they're not too steep or too shallow. That sounds incredibly useful, but why do you need four blocks, does it do the same thing horizontally to indicate that you're lined up with the runway correctly? I'm not much for landing my aircraft, but I know of a lot of people who will be really excited to try this out, and it's one of a small number of new ideas I've seen around here recently.

  8. #8
    CEO of Blazing Aerospace BlazingAngel665's Avatar
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    Are they a physical model of the lights or just colored squares? I am more than sure that someone would be willing to make a model of the landing lights setup. Also someway to configure the glide slope would be mightily appreciated.
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  9. #9
    Quote Originally Posted by Greys View Post
    I'm not a big aeronautics buff so I don't know anything about these, I take it they're a set of slatted lights set to be visible at different angles, such that all of them are only visible from a slim band so the pilot knows, if they see all of the blocks, they're not too steep or too shallow. That sounds incredibly useful, but why do you need four blocks, does it do the same thing horizontally to indicate that you're lined up with the runway correctly? I'm not much for landing my aircraft, but I know of a lot of people who will be really excited to try this out, and it's one of a small number of new ideas I've seen around here recently.
    They all go between red & white depending on your angle to them - if they're all red you're too low, all white too high, half and half you're on the path. 6 degrees is way steeper than my usual approaches though. Great work so far!

  10. #10
    Quote Originally Posted by Greys View Post
    I'm not a big aeronautics buff so I don't know anything about these, I take it they're a set of slatted lights set to be visible at different angles, such that all of them are only visible from a slim band so the pilot knows, if they see all of the blocks, they're not too steep or too shallow. That sounds incredibly useful, but why do you need four blocks, does it do the same thing horizontally to indicate that you're lined up with the runway correctly? I'm not much for landing my aircraft, but I know of a lot of people who will be really excited to try this out, and it's one of a small number of new ideas I've seen around here recently.
    this system exist on US Aircraftcarrier the Pilots called it MeatBall and this shows vertical and horizontal path

    the difference is the meatball is controlled by an officer on the deck so not visual controlled...




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