linuxgurugamer Posted January 6, 2021 Share Posted January 6, 2021 (edited) 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 Source:https://github.com/linuxgurugamer/AirPark Download: https://github.com/linuxgurugamer/AirPark/releases License: GPLv3 Available via CKAN Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary ModuleManager (for 1.12 version) Changelog 1.7.1 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 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: SpaceTuxLibrary 1.7.1.2 Fixed agent title Resized buttons for both toolbars 1.7.1.3 Restored missing icons (toolbar) 1.7.1.4 Added AssemblyFileVersion Updated version file for KSP 1.12 1.7.1.5 Added MM script to add AirPark module to all parts with ModuleCommand 1.7.1.6 (supported on 1.12.2) Fixed name of settings page Added option to allow parking while suborbital Note that while 1.7.1.6 is only "officially" supported for 1.12.2, I have tested it back to 1.8.1 and it works there as well. Edited September 19, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2021 Author Share Posted January 6, 2021 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 Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted January 6, 2021 Share Posted January 6, 2021 Wait so can I just freeze a plane mid air? Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 6, 2021 Share Posted January 6, 2021 On 1/6/2021 at 2:04 PM, Spaceman.Spiff said: Wait so can I just freeze a plane mid air? Expand 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. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted January 6, 2021 Share Posted January 6, 2021 On 1/6/2021 at 2:08 PM, 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. Expand Quote Link to comment Share on other sites More sharing options...
Lisias Posted January 6, 2021 Share Posted January 6, 2021 On 1/6/2021 at 4:41 AM, linuxgurugamer said: License: GPLv4 Expand Uh... GPLv4? Reveal hidden contents 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. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 13, 2021 Author Share Posted January 13, 2021 (edited) 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 January 13, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Space Scumbag Posted January 13, 2021 Share Posted January 13, 2021 Woah, I'm just updating all my mods. And this was the last one I checked, on the original thread. Thank you so much linux! Having multiple crafts suspended in air is just aweseome! Big battles are incoming Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 3, 2021 Author Share Posted February 3, 2021 New beta release, 1.7.1.2 Fixed agent title Resized buttons for both toolbars https://github.com/linuxgurugamer/AirPark/releases/tag/1.7.1.2 If I don't hear of any more issues, I'll change this into a full release over the weekend and add it to CKAN Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 20, 2021 Author Share Posted March 20, 2021 This is now a full release, and is available via CKAN Quote Link to comment Share on other sites More sharing options...
AstralTwilight Posted May 21, 2021 Share Posted May 21, 2021 Hi. First off thank you so much for keeping this mod up to date it means a ton to me. I do have an issue or question though. For whatever reason I can use the air park on airships but for any other vessels it doesn't give me the option. Notably I'd like to be able to use it on my boats but right clicking the part it doesn't show the park option and the toolbar doesn't provide it either. Is this a bug or by design? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 22, 2021 Author Share Posted May 22, 2021 On 5/21/2021 at 9:00 PM, AstralTwilight said: Hi. First off thank you so much for keeping this mod up to date it means a ton to me. I do have an issue or question though. For whatever reason I can use the air park on airships but for any other vessels it doesn't give me the option. Notably I'd like to be able to use it on my boats but right clicking the part it doesn't show the park option and the toolbar doesn't provide it either. Is this a bug or by design? Expand Probably because it's landed or spashed. It's called "Airpark" for a reason Quote Link to comment Share on other sites More sharing options...
Periapse Posted May 23, 2021 Share Posted May 23, 2021 On 1/6/2021 at 4:41 AM, linuxgurugamer said: Freeze your vessels during flight. Useful for parking large vessels such as airships boats, submarines etc... Expand If the mod no longer supports watercraft, this sentence should probably be changed :P Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 23, 2021 Author Share Posted May 23, 2021 On 5/23/2021 at 12:27 AM, Periapse said: If the mod no longer supports watercraft, this sentence should probably be changed Expand I'll have to test, when I looked at the code, I didn't see anyting about splashed down Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 23, 2021 Author Share Posted May 23, 2021 This mod supports landed, flying and spashed vessels. I just tested it in 1.11.2, works for all three New release, 1.7.1.3 Restored missing icons (toolbar) Quote Link to comment Share on other sites More sharing options...
Maverick_aus Posted June 4, 2021 Share Posted June 4, 2021 Thanks so much @linuxgurugamer for keeping this alive. I’m currently having a ball with Heisenberg’s Airship mod with air park enabled, building a land-tower-, airship- and ship- based relay network across Kerbin’s surface. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 19, 2021 Author Share Posted July 19, 2021 New release, 1.7.1.4 Added AssemblyFileVersion Updated version file for KSP 1.12 Quote Link to comment Share on other sites More sharing options...
Remarkerbal Posted September 17, 2021 Share Posted September 17, 2021 Hi, and first of all thx for adopting this mod as well as all the work you've done for modded KSP, linuxgurugamer! While using the Airpark mod, I noticed that freezing a craft is not possible on the moon, as it's status is marked to be "orbit or suborbit". Now is there a specific (functional) reason why it should not be possible to freeze a craft in orbit? Or is there any possibility to enable this? I tried commenting out the line that checks if vessel.situation is orbiting in AirParkPartModule.cs, but I haven't yet managed to recompile successfully(because I don't know how the project is built). Have a nice day Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 17, 2021 Author Share Posted September 17, 2021 On 9/17/2021 at 1:33 PM, Remarkerbal said: Hi, and first of all thx for adopting this mod as well as all the work you've done for modded KSP, linuxgurugamer! While using the Airpark mod, I noticed that freezing a craft is not possible on the moon, as it's status is marked to be "orbit or suborbit". Now is there a specific (functional) reason why it should not be possible to freeze a craft in orbit? Or is there any possibility to enable this? I tried commenting out the line that checks if vessel.situation is orbiting in AirParkPartModule.cs, but I haven't yet managed to recompile successfully(because I don't know how the project is built). Have a nice day Expand Ummm, Airpart is exactly that AIRpark. It is intended to allow planes to be parked, as, for example, if you need to control another, etc. I'll try to add an option (off by default) to allow parking in suborbital, if I can, will be out in a day or so Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 17, 2021 Author Share Posted September 17, 2021 New release, 1.7.1.6 Fixed name of settings page Added option to allow parking while suborbital Added script to add AirPark module to all parts with ModuleCommand Quote Link to comment Share on other sites More sharing options...
Remarkerbal Posted September 17, 2021 Share Posted September 17, 2021 Thank you very much! Is there any chance this might be possible for 1.8.1? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 17, 2021 Author Share Posted September 17, 2021 On 9/17/2021 at 8:17 PM, Remarkerbal said: Thank you very much! Is there any chance this might be possible for 1.8.1? Expand It will probably work on 1.8..1 Quote Link to comment Share on other sites More sharing options...
Remarkerbal Posted September 18, 2021 Share Posted September 18, 2021 On 9/17/2021 at 9:38 PM, linuxgurugamer said: It will probably work on 1.8..1 Expand Well, after testing, I can say it does not seem to work. I don't get the message on the top of the screen, but the craft keeps moving when I press park. I could also just recompile the code locally with some help. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 18, 2021 Author Share Posted September 18, 2021 On 9/18/2021 at 7:04 AM, Remarkerbal said: Well, after testing, I can say it does not seem to work. I don't get the message on the top of the screen, but the craft keeps moving when I press park. I could also just recompile the code locally with some help. Expand Well, sorry then. I only adopted this starting with 1.10.1, can't really help for something I didn't provide. I fixed a number of bugs, there might be something in 1.8.1 which is missing You _did_ install the dependencies, right? Quote Link to comment Share on other sites More sharing options...
Remarkerbal Posted September 18, 2021 Share Posted September 18, 2021 (edited) Yes they are installed. I am using ckan. Well, in the end, I am just looking for a safe way to deploy bases near the ground(i.e. launchpads and others). The idea was to airpark a launchpad a few meters above the ground. Any other solution might be good too. Edited September 18, 2021 by Remarkerbal Quote Link to comment Share on other sites More sharing options...
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