ZSW – Airlocks V0.9.5

ZSW - Airlocks V0.0.1

Zero Ship Works Airlocks, Spacewalk into the great unknown! Just a fun little mod, not much to do but walk out and in from space. 6 Airlock doors added, just stick them on the outside of a hab and have fun (in space).

Title pretty much covers it. This is taken out of my other SF mod. Simple airlock doors that set gravity as you leave the ship and restore it when you enter.

Unlike a few others I’ve tried, these offer direct access to walk into space from inside your ship, no load screen.

Like other mods, this doesn’t address the no collision with exterior panels, ie. you can spacewalk through the walls of you ship.

Just a fun mod to play with a bit, shouldn’t conflict with anything, install of remove whenever.

A special note for Place Doors Yourself users. Be sure to place the airlock door over a PDY door, the same as you would a hab or any other passageway.

Notes:
You need a bit of momentum to pass through the ship’s shield, down a bit then jetpack up seem easiest.
Going below the ship near the landing bay has weird effects.
One (normal) G triggers are located a bit inside near all the Airlocks, Zero G triggers cover the Airlocks themselves.
The Airlocks are automatic.
Spacesuit optional.

Changelog:

Version 0.9.5

Added initial setup process.
Added basic EVA Turrets.
Adjusted encounter parameters.
Limited airlock hazard to the initial airlock opening.
Adjusted Space Junk mass to be less deadly.

Version 0.9.3

Added: Options Console. Here you can toggle hazards, gravity and change a few of the encounter options.
Added: Options Panel: Toggle gravity, hazards or encounters.
Added: Enemies. For now they just guard their loot. 4 group size ranges to choose from. 4 spawn distance ranges.
Added: FX. Explosions, debris and loot to gather.
Added: Manual Doors. Now you can choose to exit the ship or pass the door.
Fixed: Flipped Fore/Aft & Top/Bottom doors to swing inward (no more ugly hinges/ladders!)
Fixed: Airlocks should all now work in tandem, no need to find the airlock you left to disable its hazard.
Fixed: Fast travel disabled while in zero G
Fixed: Proper flips & variants for the various doors.
Several script improvements. Still event driven (passive)

Version 0.0.5

Removed Versioning from the file name, now only offering full master
Improved the Field Generator and added a ‘debug mode’ to the top
Normalized gravity between the FieldGen and Airlocks
Moved frostbite hazard to the Airlock opening
Move O2 drain to Space (more of a cinematic effect than anything)
Added Radiation hazard to space
Several improvements to the script.
Other behind the scenes cleanup.

Version 0.0.3

Fix the issue with the landing area teleporting you back to the ship.
Fixed the difficulty leaving the ship due to invisible colliders.
Expanded the ship shield 100m, you can still pass through it and run for the cell boundry.
Added Field Generator concept, expands free area to 10km (or 10ku anyway..).
The FieldGen can be used to toggle both gravity and hazards.
Added Vacuum hazard to open Airlock doors.
Added Extreme Cold hazard to space.
Expanded both trigger areas a bit for each style of Airlock.

Version 0.0.1S

Renamed Small master to 0.0.1S

Version 0.0.1F

Added Full master version, 0.0.1F

Credits:

GoArray

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