Jump to content

Search the Community

Showing results for tags 'airlock'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 8 results

  1. AirlockPlus v.0.0.11 @ 2019-06-02 Localizations available 中文 ・ 日本語 ・ español ・ русский ・ français ・ Deutsch ・ italiano ・ português (Brasil) Functionality AirlockPlus allows the use of any airlock on a vessel in conjunction with any crew part on the vessel: A kerbal on EVA can use any airlock to board any part of the vessel, not just the part that the airlock is attached to. A kerbal in any part of the vessel can go EVA using any airlock on the vessel, not just the airlock(s) on the part that they currently occupy. All of this happens seamlessly -- no need to manually transfer kerbals between parts. Works even if the airlock part is already full of other kerbals. With this mod, it becomes possible to use crew cabins that don't have airlocks, and airlock parts that don't have any crew capacity of their own. Boarding When an EVA kerbal is at an airlock, in addition to the usual command of "[В] Board", you are also presented with these options: Auto boarding: [Shift+B] Board into any available part -- even if the airlock part is full, the kerbal will be able get on board as long as there are seats available elsewhere on board the vessel. No guarantees on which seat s/he will end up in, though. Manual boarding: [Ctrl+B] Select part to board into -- this emulates the stock crew transfer behavior: you get to click on the part you want the kerbal to go into, even if it is not the same as the airlock part. Use this if you want more control over specifically where the kerbal ends up. Alighting Clicking on an airlock ("Crew Hatch") in stock KSP opens a dialog box that lists only the kerbals in the airlock part. With AirlockPlus, you can hold down the modifier key while clicking on an airlock (i.e. Alt+Click on Windows; Opt+Click on Mac). This will instead list all kerbals in the vessel, allowing you to take them on EVA from the selected airlock. If you have Community Trait Icons installed, AirlockPlus will display an icon next to each kerbal's name to indicate their crew type (i.e. pilot, engineer, scientist or tourist). The stock crew hatch dialog box is also augmented with these icons. Notes Boarding Respects keyindings in your game settings if you've bound the "Board" command to a different key other than "B". "Shift" and "Control" keys are bound by default to EVA RCS controls, so you should grab the airlock and turn off RCS first. [Shift+B] / [Ctrl+B] may sometimes be possible even when [В] isn't. This means AirlockPlus trigger detection is more lenient than stock. I'm not complaining... =Þ Just like stock crew transfer behavior, the manual boarding option will lock all other controls besides the camera, until you have selected a valid destination, or cancelled boarding by pressing [Escape]. Manual boarding mode will automatically terminate and return control to player if the kerbal drifts away from the airlock while waiting for the player to select a destination part. Boarding works for the Inflatable Airlock from Making History DLC even when not deployed. This is not intended and may be fixed in a future version. Alighting There may be a split second delay before AirlockPlus replaces the stock airlock interface. This is normal, nothing to worry about. Mod Compatibility This is not an exhaustive list. It only covers mods that have been selected for testing due to concerns about potential interactions. Interoperable mods Tested and known to play well together with these mods without conflict. Community Trait Icons Optional dependency used by AirlockPlus to display crew type icons next to kerbal names. Connected Living Space Supported. If CLS is installed, instead of being able to board/alight to/from any part of the craft, you will be limited to those parts that are connected to the airlock according to CLS rules. EasyBoard Excellent synergy: EasyBoard can be used to assist in grabbing on to airlocks/ladders before using AirlockPlus to board the vessel. Kerbal Crew Manifest No conflicts. Kerbal Inventory System Crew inventories are correctly preserved when boarding/alighting using AirlockPlus features. Ship Manifest No conflicts. Download v0.0.11 for KSP 1.7.x - 1.3.x Requires Harmony (v1.2.0.1 included in download) Requires Module Manager (please obtain separately) Community Trait Icons is strongly recommended Localizations available: 中文 ・ 日本語 ・ español ・ русский ・ français ・ Deutsch ・ italiano ・ português (Brasil) Installing Delete older version, if any. Keep your existing Settings.cfg to have your existing settings migrated to the new version. Download and place contents of GameData into your installation's GameData folder. (Optional) Download and place localization file(s) for additional languages(s) in AirlockPlus folder, if desired. (Recommended) Obtain and install updated copy of Community Trait Icons if you want crew type icons next to kerbal names Ensure you have appropriate version of Module Manager installed for your KSP version. Support All support requests must be accompanied by full logs. CKAN users are requested to reproduce reported issues using a manual install. License AirlockPlus source code, compiled binaries, and configuration files are © cake>pie Localizations are released under a Creative Commons CC-BY-SA 4.0 International license. You may make and distribute media (e.g. screenshots, gameplay videos, etc.) that portray AirlockPlus in use. You may monetize such media; if you do, a mention and link here would be much appreciated. This software is provided "as-is", without warranty of any kind. The author/maintainer is under no obligation to provide maintenance, support, updates, enhancements, or modifications. For mod updating in the absence of the author/maintainer: see here for details. All other rights are reserved. Acknowledgements The following people contributed to localizations: 中文: Summerfirefly 日本語: EBOSHI русский: KerbOrbiter, Teilnehmer español: GonDragon français: Rezza Goan Deutsch: Nils277 italiano: Simog português (Brasil): Spricigo Changelog v 0.0.11 2019-06-02 add Harmony dependency replace many horrible ugly brittle hacks with safer patch-based approaches spawning EVA now uses patches on FlightEVA to feed correct data to hatch obstruction tests instead of tampering with passed arguments fix spurious results from FlightEVA.hatchInsideFairing being fed wrong information due to stock limitations fix strange positioning/orientation behavior of spawned kerbal probably caused by tampered data in passed arguments patch KerbalEVA to disable stock command hints during manual boarding instead of brute force removal at every frame patch KerbalEVA to safely disable stock boarding when auto boarding encounters full vessel instead of outright disabling of KerbalEVA patch CrewHatchDialog postfix to provide notifications when the dialog is ready/terminated discard hacks for checking if CrewHatchDialog populated and ready for hijack/augment rework timeout logic for matching airlock mod+click input handling to stock CrewHatchDialog spawning better cleanup when hijacked CrewHatchDialog is closed instead of only when EVA button pressed add crew type icons to stock crew hatch dialog when spawned via crew transfer PAW action rather than clicking airlock v 0.0.10.9 2019-05-10 pre-release of v 0.0.11 v 0.0.10 2019-04-24 fix a bug related to input locking fix issue caused by ExperienceTrait.TypeName being localized fix kerbals in external seats being included in CrewHatchDialog fix inactive/unconscious kerbals being listed in CrewHatchDialog fix Connected Living Space AllowUnrestrictedTransfers setting not being respected new approach for closing CrewHatchDialog on EVA button pressed settings file: generated new if absent, migrate from old version if present new setting: allow boarding screen messages to be turned off new setting: allow Connected Living Space integration to be turned off minor localization tweaks for: Russian, Spanish, Chinese new languages: French, German, Italian, Brazilian Portuguese optimization, code gardening and updating for API changes v 0.0.9 2017-06-25 new approach for checking if crew hatch dialog is ready for hijack add support for Community Trait Icons (CTI required) show crew type icons next to names when alighting (CTI required) add crew type icons to stock crew hatch dialog perfectionistic layout tweaking v 0.0.8 2017-06-06 fix spurious results from FlightEVA.HatchIsObstructed handle more corner cases when things go kaboom optimization / code gardening localization updates for: Japanese, Russian v 0.0.7 2017-06-02 add support for Connected Living Space handle corner cases when things go kaboom while waiting for player input manual boarding copes with unexpected changes to vessel while awaiting part selection alighting not possible if the vessel breaks apart while dialog box is open, causing the airlock part and the part containing the crew member to be separated alighting not possible with kerbal who died or passed out localization updates for: Chinese, Spanish v 0.0.6 2017-05-26 localization support added recompiled for KSP 1.3 v 0.0.5 2017-05-22 now checks for EVA prohibitions due to Astronaut Complex level / Tourist type fix alighting features not being available when the active vessel lacks control stock "command hint" messages (e.g. "[В] Board") no longer show when in manual boarding mode pre-emptive changes to keyboard input handling for 1.3 compatibility fix my shameful missing break statement v 0.0.4 2017-05-17 new feature: kerbals from any part can exit to EVA using any airlock green highlighting of parts on mouseover should now be properly disabled when manual boarding is used, and restored properly afterwards v 0.0.3 2017-05-12 much better solution for keeping our command hints displayed switch from Input.GetKey to Input.GetKeyUp to prevent spam-calling boarding functions when key is held down prevent stock boarding from being registered alongside auto boarding, which causes "spurious" stock "Cannot board a full module" message appearing alongside our auto boarding "Cannot board a full vessel" v 0.0.2 2017-05-07 respect EVA boarding keybinding from game settings functionality will now be disabled when in map view turn off stock CrewHatchController UI properly when in manual boarding mode fix my stupid NRE caused by Mouse.HoveredPart being null upon mouseout in manual boarding mode v 0.0.1 2017-05-06 initial dev release compiled for KSP 1.2.2
  2. H.A.D.D Hatches.Airlocks.Doors.Docking. A collection of place anywhere doors to make it easier to build creations how you want them. Now updated to version 1.2.0 Models created by @TiktaalikDreaming@linuxgurugamer@SuicidalInsanity@ColdJ Available on Spacedock. https://spacedock.info/mod/2821/H.A.D.D?ga=<Game+3102+'Kerbal+Space+Program'> Has the following Licences due to being a collection of separate works. Creative Commons Attribution-ShareAlike 4.0 International Public License CC-BY-SA 3.0 Attribution-NonCommercial-ShareAlike 4.0 International By-Nc-SA-4.0 Changelog for 1.1.0 Re-did some textures, added lightup windows to all but 2 hatches. Added in 2 new airlocks, 1 hatch and 1 senior docking port. Added new light up, place anywhere, windows in round and rectangular forms and a glass dot that you can add anywhere you like. Created Docking collars and sleeves that are just larger than the 4 sizes so that you can add the collars to a ship and the sleeves to a space station and then dock like Thunderbird 3 does into Thunderbird 5 in the original series. Collar and sleeves have a light-up-able marker to show where the docking end is so that it is obvious if the building interface turns them around on you. They are both surface attachable so that you don't block your dock node when constructing. Hopefully improved the ladder colliders for the Side Hatch that has the drop down ladder. The senior docking port still needs refining for ladder so Kerbal is currently climbing out in thin air. Changelog for 1.2.0 Added 2 sizes of half cylinder fuselage doors to go on MK1 and Rockomax size tanks. They can be finessed to almost flush. Added a Sub Hatch for that underwater feel. Added a Star Trek/Wars style door that goes well on the side of Mk3 size or buildings. Added a 7 rung solid ladder with enough ladder collider overlap that you can have 1 per Mk1 fuel tank and be able to climb all the way. The gap between looks larger than the rungs but the Kerbal will keep climbing. Added a curved 7 rung ladder that goes roughly 2 5ths around a Mk1 and 3 of them together can get the Kerbal to go all the way around if you move in short bursts. Made changes to the Ships hatch after being informed that an error was being thrown up by 1.12.2 Removed the offending redundant module and went on to correct and rebuild the model. It is named the same but anything that already had it on a previously built craft will probably have it change orientation and the node attach has been corrected. Also now uses the Internal used by the other flat doors. @Caerfinon@Dientus@Astrion@TiktaalikDreaming@linuxgurugamer@[email protected]@Admiral Fluffy@Stormpilot@kerbiloid@adsii1970@BuranAce@HyperDraco@Kerminator K-100@Angel-125 and many many more
  3. Inflatable PicoPorts (IPP) Adds Inflatable PicoPorts to Kerbal Space Program. Requires PicoPorts part mod and Making History (DLC). An original parts addon zer0Kerbal and brought to you by KerbSimpleCo Parts Inflatable PicoPort Basic PicoPort Female PicoPort Male PicoPort Plus See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See [Known Issues][MOD:known] GitHub Pages : See Pages Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Making History (DLC) PicoPort Suggests Shielded PicoPorts (SPP) Docking Port Descriptions (DPD) GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Supports Either 3 Module Manager Module Manager /L Connected Living Space ReStock TweakScale Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks see Attribution.md for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
  4. This mod will be a few add on airlocks, mostly as surface attachable parts. Over on the G+ community for KSP someone mentioned it would be nice to be able to add hatches to parts. That's a task I leave to someone who wants lots of coding headaches. However, and Airlock is quite fine. Basically a small part, with a crew capacity of one, with a hatch. I'll be adding in the MM config for Connected Living Space, so if you're using that, they'll be usable. For us non-realism type users, they are available to add hatch functions to any part. Now, they're not hatches. You first need to transfer your kerbal to the airlock. Then EVA them. Repeating the process on the way back. This is both because KSP requires the hatch to be on the part that holds the EVAing kerbal. And because airlocks just work that way. Now, initially, I'm making just two parts, mostly-replica of the ISS's Japanese Lab's Airlock, as it's about the smallest genuine airlock I could find. (There's a challenge!). Anyway, should be safe. There's two versions, the full Japanese Airlock has some science lab features and lives in the Science section. The shorter model, is just big enough for a kerbal, and has no functions other than an airlock, and lives in Utility. Anyway, Download here: http://spacedock.info/mod/865/Tiktaalik's Airlock Collection Dev versions can be found here (no promises on anything, sorry, but it IS just parts, so likely won't kill anything else) https://github.com/TiktaalikDreaming/Airlocks Still a WIP, but included: Totally cheaty airlock/hatch. A REALLY small hatch that is impossibly small for anyone who just wants to add a hatch, and is OK transferring Kerbals to wafer thin strange dimensions in limbo until they're EVAed. Future plans; A hatch and docking node set for any sizes that aren't completely ludicrous (I'm not sure if the small docking node is big enough for a sane looking hatch, haven't checked yet). So basically a part that's both a docking node and an airlock. I'll base at least one of those on the Common Berthing Mechanism. The part will be a bit longer than the existing docking nodes, but use the same widths for sizes 1, 2, and 3. Anyway, pics or it didn't happen; Note, at time of writing it seems imgur album links aren't working (if posting, you'll notice the icon/button has been removed until fixed), but I have an album of various progresses at; http://imgur.com/a/VXPd1
  5. What's up peeps? Working on a rather large part, near completion, but the Airlock either ejects the Kerbal forcefully or allows entry with no escape. Example here: https://gfycat.com/GrippingPerkyLaughingthrush Anyone have any images of their working Airlock collider placements/dimensions? What works best for you? Cube? Mesh? Box?
  6. I would like to have end-caps for all the sizes of fuel tank. They would not have to match the colour of the tanks. The end-caps would have an airlock with a top/bottom indicator or perhaps a built in ladder. These airlocks would not be able to hold a crewman for flight but would facilitate the logistics of the crew. By right clicking the airlock I could EVA any crew-member in the vessel. By telling a kerbal to board at the airlock, the available sections for crew would be highlighted and I could select which compartment to board. In much the same manner as transferring a crew member can be done now. The end-caps would be surface mountable so That I can place a 1.5 end-cap anywhere to use as a regular airlock. I would like this added to 1.2 so please get cracking at your earliest convenience. ( Too far?)
  7. ive set up my airlock exactly as described in the wiki tutorial but it refuses to load, it loads without it but as soon as i add the airlock ccollider the part stops loading in game without so much as an eror message, what am i doing wrong?
  8. ive set up my airlock exactly as described in the wiki tutorial but it refuses to load, it loads without it but as soon as i add the airlock ccollider the part stops loading in game without so much as an eror message, what am i doing wrong?
×
×
  • Create New...