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[1.8.x, 1.9.x, 1.10.x] AirPark Continued


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Written by @Smelly, maintained for a while by @dunclaw, then by  @gomker, original thread is here:  https://forum.kerbalspaceprogram.com/index.php?/topic/162504-145-airpark-continued/

AirPark - Continued

Freeze your vessels during flight. Useful for parking large vessels such as airships boats, submarines etc... Vessel will be set to a "landed" state and previous state will be recorded.

Thanks to the original Author : @Smelly and previous maintainer : @dunclaw

  • Use the supplied part to Park the vessel by right click menu 
  • When a vessel is un-parked its previous velocity and speed will be restored
  • Auto Un-Park - if set to on will un-park any vessel once within physics range
  • Current Work In progress issues
    • The toolbar functions are known to be buggy at the moment
    • I am working to move this to a Vessel module to allow for more consistent behavior

Availability

Available via CKAN

Dependencies

Changelog

  • Updated for KSP 1.10.1
  • Added AssemblyVersion.tt
  • Added InstallChecker
  • Converted from stock toolbar to ToolbarController
  • Added support for ClickThroughBlocker
  • Made window draggable
  • Enabled toolbar button to change color when autopark is enabled
  • Fixed bug where when leaving scene (to spacecenter) and returning, would be at 0 altitude (confirmed in 1.4.5)
  • Added new dependencies
    • ToolbarController
    • ClickthroughBlocker

 

 

Edited by linuxgurugamer
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Known Issues

  • Sometimes after saving a game and returning, the vessel becomes unparked when you switch to it
    • Please let me know if you can narrow this down to a specific set of circumstances
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Just now, Spaceman.Spiff said:

Wait so can I just freeze a plane mid air?

yes, so you can do things like having a big airship with a landing strip on it.  Because the game will normally remove vessels that are in flight that are below a certain altitude if they get unloaded because you either got too far away or went to the tracking station, etc...  I've missed having this mod. 

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Just now, eberkain said:

yes, so you can do things like having a big airship with a landing strip on it.  Because the game will normally remove vessels that are in flight that are below a certain altitude if they get unloaded because you either got too far away or went to the tracking station, etc...  I've missed having this mod. 

:0.0:

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11 hours ago, linuxgurugamer said:
  • License: GPLv4

 

Uh... GPLv4? :) 

Spoiler

The GPLv4 is equal to the GPLv3 with the following additions:

  • All software licensed under the GPLv4 must be free as in free beer as well as being free as in free speech.
  • The GPLv3 already stated that the source code cannot be obfuscated, by extension, it is impossible to license your software GPLv4 if you have an ugly code.
  • GPLv4 licensed software can only have dependencies which are Free Software.
  • GPLv4 licensed sofware must have your-freedom as dependency.
  • After installing or using GPLv4 licensed software you are banned for life from making non-free software.
  • After installing or using GPLv4 licensed software, all software you have previously made or contributed to will be licensed GPLv4.
  • If making or altering GPLv4 licensed software you are banned for life from using any other license other then the GPLv4.
  • After installing or using GPLv4 licensed software, you will refer to your operating system as GNU/Linux-libre, GNU+Linux-libre, GNU/Hurd, GNU+Hurd or simply GNU.
  • After using or installing GPLv4 licensed software you will refer to the man formerly known as Richard Stallman as Saint Ignusius.

 

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New beta release, 1.7.1.1

  • Removed static instance reference to part, necessary to allow multiple craft to have the module loaded
  • Really fixed bug where leaving game and returning would be at 0 altitude
  • Fixed autopark on/off
  • Moved autopark setting into stock settings page
  • Deleted old commented code
  • Added new dependency:  SpaceTuxLibraries
     
Edited by linuxgurugamer
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  • 3 weeks later...
  • 1 month later...

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