bssthu Posted March 7, 2015 Share Posted March 7, 2015 (edited) PAPIPlugin Continued PAPI (precision approach path indicator) is a light array helping pilots approaching to the runway. The array will show two red and two white lights when following correct glide slope(currently 3°). This is a continue work of asarium's PAPIPlugin at https://forum.kerbalspaceprogram.com/index.php?/topic/38153-023-runway-papi-array-version-032/ Screenshots: (glide slope set to 3°) Version History version 0.4.10 - Recompile for KSP 1.5.1 version 0.4.9 - Recompile for KSP 1.4.4 (fix configuration dialog) version 0.4.8 - Recompile for KSP 1.2 version 0.4.7 - Fix compatibility issues version 0.4.6 - Recompile for KSP 1.1.2 version 0.4.5 - Fix "Reload All" button version 0.4.4 - Recompile for KSP 1.0.2 - Fix another bug with Application Launch button - Add KSP-AVC support - Add CKAN support version 0.4 beta 3 - Recompile for KSP 1.0, fix bug that ApplicationLaunch button do not appear version 0.4 beta 2 - Fix a null reference error when loading crafts version 0.4 beta 1 - Can use both vessel position and camera position (By default, use vessel position when flying, use camera position when IVA or in space center) - Allow saving config in flight. - Fix bug that HeightAboutTerrain do not work version 0.4 beta 0 - Use vessel position instead of camera position in flight - Support blizzy78's toolbar - Support stock toolbar (by angavrilov) - Recompile for KSP 0.90 Download https://github.com/bssthu/PAPIPlugin/releases or PAPIPluginContinued from CKAN. Install Just copy the contents of the archive to KSP's root folder. Source https://github.com/bssthu/PAPIPlugin License MIT (same as asarium's PAPIPlugin) Credits - TaranisElsu for TacLib library - asarium & angavrilov for origin work of PAPIPlugin - blizzy78 for Toolbar - cybutek for KSP-AVC - CKAN Please let me know if you find any bugs or have some suggestion. Fly safe Edited October 28, 2018 by bssthu edit link Link to comment Share on other sites More sharing options...
MK3424 Posted March 8, 2015 Share Posted March 8, 2015 Oh yes, it's back! I've missed this mod for a while.... Link to comment Share on other sites More sharing options...
Andy81le Posted May 2, 2015 Share Posted May 2, 2015 Very nice of you to continue this mod! Could you perhaps add it to CKAN? Link to comment Share on other sites More sharing options...
bssthu Posted May 5, 2015 Author Share Posted May 5, 2015 Very nice of you to continue this mod! Could you perhaps add it to CKAN?Added. You can get it from CKAN now. Link to comment Share on other sites More sharing options...
Ruedii Posted May 5, 2015 Share Posted May 5, 2015 Is there a way you could add other types of glide-slope indicators? Link to comment Share on other sites More sharing options...
Andrew_C Posted May 5, 2015 Share Posted May 5, 2015 Thanks for continuing this really handy mod. Link to comment Share on other sites More sharing options...
bssthu Posted May 6, 2015 Author Share Posted May 6, 2015 Is there a way you could add other types of glide-slope indicators?for example? Link to comment Share on other sites More sharing options...
Svm420 Posted May 20, 2015 Share Posted May 20, 2015 Is this hard coded to stock kerbin? I want to use this on a resized kerbin is that possible? Link to comment Share on other sites More sharing options...
bssthu Posted May 21, 2015 Author Share Posted May 21, 2015 Is this hard coded to stock kerbin? I want to use this on a resized kerbin is that possible?It's not hard coded.If it don't work well, you can edit lights.cfg to add/move lights to other places. Link to comment Share on other sites More sharing options...
Svm420 Posted May 21, 2015 Share Posted May 21, 2015 It's not hard coded.If it don't work well, you can edit lights.cfg to add/move lights to other places.Does the mod require me to exit the game if I added new lights while in game? Can i edit the cfg and have the changes reflected in game without restarting the game? Thanks for the mod! Link to comment Share on other sites More sharing options...
bssthu Posted May 22, 2015 Author Share Posted May 22, 2015 Does the mod require me to exit the game if I added new lights while in game? Can i edit the cfg and have the changes reflected in game without restarting the game? Thanks for the mod!You can reload from the changed cfg file with the newest pre-release version on github. Just click "Reload All".(This button don't work as desired in older versions) Link to comment Share on other sites More sharing options...
Ser Posted November 18, 2015 Share Posted November 18, 2015 Still works with KSP 1.0.5 Link to comment Share on other sites More sharing options...
Stone Blue Posted December 25, 2015 Share Posted December 25, 2015 I suppose the model for these is hard-coded, so I couldnt change them easily with just a .cfg? Link to comment Share on other sites More sharing options...
Spraki Posted December 28, 2015 Share Posted December 28, 2015 I just discovered that this mod was being continued, thanks to the facebook group. This posting of mine is probably going ahead of itself, but I remember watching the older mod spotlight on youtube and noticed that the lights were a bit 'hard to see'. I am currently playing on a lowend laptop. It's playable but things might be pixelated. :/ I was wondering if there was a way to intensify the lights? Again, I might be going ahead of myself with this question as I have to try out this continuation-mod. Nonetheless, thanks for the efforts! Link to comment Share on other sites More sharing options...
vontreigo Posted April 7, 2016 Share Posted April 7, 2016 any word on 1.1 continuation?? Link to comment Share on other sites More sharing options...
Ser Posted May 6, 2016 Share Posted May 6, 2016 (edited) I guess it's being maintained. Edited May 6, 2016 by Ser Link to comment Share on other sites More sharing options...
GSUI5051 Posted May 8, 2016 Share Posted May 8, 2016 Navutilities is an alternative option, just set GS to 3 deg. But I ALSO NEED APPROACHING LIGHTS! Link to comment Share on other sites More sharing options...
Stone Blue Posted May 8, 2016 Share Posted May 8, 2016 Mmmm... Fresh commits to Git just 12 days ago... Link to comment Share on other sites More sharing options...
bssthu Posted May 30, 2016 Author Share Posted May 30, 2016 sorry for the late update.. On 2015/12/28 at 7:22 AM, Spraki said: I just discovered that this mod was being continued, thanks to the facebook group. This posting of mine is probably going ahead of itself, but I remember watching the older mod spotlight on youtube and noticed that the lights were a bit 'hard to see'. I am currently playing on a lowend laptop. It's playable but things might be pixelated. :/ I was wondering if there was a way to intensify the lights? Again, I might be going ahead of myself with this question as I have to try out this continuation-mod. Nonetheless, thanks for the efforts! How about edit "LightRadius" from lights.cfg? Link to comment Share on other sites More sharing options...
Spraki Posted May 30, 2016 Share Posted May 30, 2016 12 hours ago, bssthu said: sorry for the late update.. How about edit "LightRadius" from lights.cfg? I will try it out as soon as stuff works again. HOWEVER before I can, I have several mods that are 1.1.2 ready, but are not showing up (PAPI included). I am about to upload the output_log.txt into a seperate thread. Link to comment Share on other sites More sharing options...
bssthu Posted June 8, 2016 Author Share Posted June 8, 2016 On 2016/5/31 at 6:54 AM, Spraki said: I will try it out as soon as stuff works again. HOWEVER before I can, I have several mods that are 1.1.2 ready, but are not showing up (PAPI included). I am about to upload the output_log.txt into a seperate thread. does the new update fix it? Link to comment Share on other sites More sharing options...
vontreigo Posted October 16, 2016 Share Posted October 16, 2016 All Hail bssthu! Link to comment Share on other sites More sharing options...
gilflo Posted December 8, 2016 Share Posted December 8, 2016 (edited) Any possibility to be able to place the PAPI wherever we want to land on Kerbin, so that we'll be able to land anywhere on rough terrain with a visual slope indicator? i am just asking if it's possible to add, by longitude and latitude, or whatever way, as many landing points as we need, and keep them registered. It would be great to perform visual approach anywhere on Kerbin or Lathe with any SSTO or atmospheric plane. Edited December 8, 2016 by gilflo Link to comment Share on other sites More sharing options...
bssthu Posted December 22, 2016 Author Share Posted December 22, 2016 On 2016/12/9 at 0:51 AM, gilflo said: Any possibility to be able to place the PAPI wherever we want to land on Kerbin, so that we'll be able to land anywhere on rough terrain with a visual slope indicator? i am just asking if it's possible to add, by longitude and latitude, or whatever way, as many landing points as we need, and keep them registered. It would be great to perform visual approach anywhere on Kerbin or Lathe with any SSTO or atmospheric plane. Yes, you can edit lights.cfg to add light arrays. Link to comment Share on other sites More sharing options...
gilflo Posted December 24, 2016 Share Posted December 24, 2016 Thanks for answer, I see i can change latitude and longitude in the cfg files, but i am not programmer. What would be great would be to add the possibility to edit any longitude and latitude during game or to pick up the coordinates on a point designated on ground.... Link to comment Share on other sites More sharing options...
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