DMagic

[1.2.x] DMagic's Modlets - Latest Update - Portrait Stats 13.0 [1-9-2017]

392 posts in this topic

The following addons each add one or two simple features. Keeping track of one thread is simpler than creating a new thread for each addon, so they will all be collected here.

 

Contents:

Maneuver Node Evolved: Download Version 2.3

Science Relay: Download Version 3.1

Basic Orbit: Download Version 5.0

KerbNet Controller: Download Version 2.1

Flexible Docking: Download Version 4.0

EVA Struts: Download Version 3.0

EVA Transfer: Download Version 6.0

Portrait Stats: Download Version 13.0

Celestial Body Science Editor: Download Version 8.0

 

Maneuver Node Evolved - v2.3

2ViDZF7.png

Download from Space Dock | Curse Forge

Download from GitHub

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

Maneuver Node Evolved adds several features to the stock maneuver node that are meant to make life a little easier.

There are four separate components of the addon, each affecting different areas of maneuver node interaction. The in-game settings menu can be used to adjust and/or disable these functions.

From the start, when you click on the orbit path to create a new maneuver node, this will automatically scan the region around where you clicked, identifying any areas of interest and adding those to the popup as new buttons to create the maneuver node. Possible points of interest to snap the maneuver node to are: Apoapsis, Periapsis, Equatorial Ascending and Descending Nodes (disabled at extremely low inclination orbits), Target Relative Ascending and Descending Nodes, and Target Closest Approach Points. The amount of tolerance for how far away one of these points can be from the point you selected on the orbit path can be adjusted in the settings menu (the Eq. nodes have a slightly higher tolerance because there is no corresponding map node).

pRQXSY3.png

Next, when you want to open a maneuver node a simple keyboard shortcut is provided. By default, press N while holding the modifier key (Alt on Windows) to open or close a maneuver node (the shortcut key can only be adjusted in the settings file on disk, found at GameData/ManeuverNodeEvolved/PluginData/Settings.cfg). The maneuver node to be activated is selected by, in descending order of preference, the currently focused maneuver node (press Tab when focused on the current vessel to cycle through focus for all maneuver nodes), the last activated maneuver node, or the first node. Pressing the shortcut again will close that maneuver node’s gizmo (the DeltaV handles, or circle with buttons). And when you want to adjust a maneuver node there are several options available to modify their UI scale. The baseline scale can be adjusted from 0.5 X - 2.5 X the normal size, and a dynamic scaling option can be enabled with the max scale set to 1.5 X - 5 X the normal size. The dynamic scale increases the size of the maneuver node gizmo (the unopened flower/star-like symbol size is not changed) based on the camera’s distance to the node. It reaches the max scale at about 2-3 X the distance of Minmus from Kerbin.

X8OtnPA.png

Once the maneuver node gizmo is opened a new mode is available that makes DeltaV changes based on the post-maneuver orbit orientation (this is called “Intuitive Mode” in Precise Node). The maneuver gizmo itself does not rotate to match the new orbit orientation (KSP doesn’t seem to care for that option…), but the changes in DeltaV will be corrected to match that orientation. A simple way to explain what this does is this; with the gizmo aligned to the post-maneuver orbit, pulling on the Orbit-Normal Handle will do this: 

OYxlZ5v.gif

Instead of this:

Bbo38e4.gif

There is an additional option available when the “Rotate Gizmo With Orbit” option is enabled, “Alignment Accuracy”. This allows for a tradeoff to be made for performance over accuracy in the calculation of the appropriate adjustments needed to the DeltaV. In general, this should not need to be changed, but if you notice any slowness, or stuttering when the maneuver gizmo handles are pulled all of the way, or when adding large increments to the DeltaV, you can lower this setting to 1 or 0.

For a longer explanation of what this does see below:

Spoiler

Maneuver Node Evolved uses a simple, geometry-based method to correct the DeltaV adjustment. The only problem is that orientation of the post-maneuver orbit must always be updated before changing the DeltaV. When the DeltaV is changed in relatively large increments (pulling all the way on a handle makes a 20m/s change per tick) the orbit orientation changes so much that error are introduced. A simple solution is to break up large changes into incremental updates, fixing the orbit orientation between each update. At the highest accuracy setting, any change of greater than 1m/s will be broken up into multiple updates. This means that the orbit orientation changes very little between updates and the error are minimal. This can be a bit processor-intensive with large updates to the DeltaV, so some people may need to decrease this settings, allowing for either 2 or 4m/s increments; the error at these levels is still relatively small.

Finally, when you right-click on the maneuver gizmo to bring up the little circle with the Close, and Orbit +/- buttons, there will be up to four new buttons in place of those +/- buttons. These open a manual DeltaV input window, and a maneuver node movement window. These windows are designed to look like the part context windows (they aren’t actually the same), right down to the connecting lines and the window-lock toggles. The two arrow buttons will cycle through all existing maneuver nodes.

K0fTtiL.png

The manual DeltaV input window allows you to make fine-grained changes to each of the DeltaV components. Adjust the increment for each component with the +/- buttons; from 0.01 - 100m/s. When the post-maneuver node orientation option is on, the values added will be corrected for that orientation, meaning that the DeltaV values shown for each component will not be changed by the increment value for that component, but instead by the corrected value for the new orbit orientation. There is also a button to reset the DeltaV to its value when you first opened the window.

The maneuver node snap window allows you to move the node to any of the orbital positions described above, in the first section. It also has +/- orbit buttons, which serve the same purpose as the stock buttons, and Next and Previous Patch buttons. When you place a maneuver node on an orbit that either escapes an SOI or encounters another SOI these buttons will allow you to move the maneuver node to the next orbit section. So, if you are in Kerbin orbit, and have an encounter with the Mun, you can place the maneuver node somewhere in Kerbin orbit, the Next Patch button will then shift the maneuver node to the halfway point for the Mun section of that orbit. The options shown in this panel match what is actually available given the current orbit properties, so you won’t be able to set the maneuver node to the Apoapsis when on an escape trajectory, or to the Next Orbit when on a flyby trajectory. The position of the node can be manually adjusted using the two rows at the bottom; the available increment values are 1, 10, 60, 100, 1000, and 3600 seconds.

Both of these windows have the same toggle buttons in the top-right corner as the standard part context windows. When selected, these allow the windows to stay open when another maneuver node is focused on. If you have two maneuver nodes, you can keep the windows open for both of them, even though only one maneuver node can be active at a time.

 

Change Log:

Spoiler

v2.3
- Fix maneuver node scale sliders in settings menu
- Next Orbit button will not be displaced by Previous Orbit button

v2.2
- Updated for KSP 1.2.2
- Fix for snapping maneuver to orbit locations
- Error checking to prevent problems when trying to snap maneuver node to an invalid location
- Option to turn off the connection lines between the windows and buttons
- Prevent text overflow in some of the maneuver node window fields

v2.1
- Fix an error with the asset bundle (make maneuver node windows work) 

v2.0
- Add buttons to cycle through available maneuver nodes
- Add manual position increment buttons to maneuver snap panel
- Properly account for orbits added or subtracted using the next/previous orbit buttons
- Add option to close unlocked maneuver panels when right clicking outside of the window

 

Released under the MIT License

 

Science Relay - v3.1

LsStoDH.png

Download from Space Dock | Curse Forge

Download from GitHub

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

This addon provides a new button for the Experiment Results window that allows for the transmission of science between different vessels. With CommNet on, clicking on the button will provide a list of all connected vessels (all vessels are shown if CommNet is off). Any vessel with a ModuleScienceContainer (can also be limited to only Science Labs) can receive transmissions; several probe cores, all command pods, the MPL science lab, and the new science container use this module (only stock ModuleScienceContainer, and ModuleScienceLab are recognized).

Experiment transmission has several factors:

  • If the experiment has a transmission level below 100% a transmission boost will also be calculated.
    • This value may not match the value shown in the main window, since it is calculated separately for each connected vessel.
  • The amount of science data transmitted is dependent on the transmission level
    • If it is below 100% then not all of the data will be received
    • This is represented by the "Data Size" field in the experiment results window
    • The data received by the other vessel will have its transmission level set to 100%
      • This allows for subsequent transmission without further losses
    • The logic behind this is that only a certain amount of data is transmittable, but that amount can be repeatedly transmitted
  • Data can be transmitted between two vessels without relay antennas
    • The stock CommNet does not seem to model this, so the connection network in the map does not represent all available targets
    • Anything in direct transmission range of the current vessel, or within range of any vessel connected to the current vessel through relays is available
  • The system will attempt find containers that allow for repeat experiments, or that don't already have a copy of the same data
    • If nothing is found it will be returned to the source vessel at the full value
  • Transmission uses antennas the same way as standard data transmission
    • This applies to the out-of-power data return as well

Difficulty options are available to limit the receiving vessels to only those with an MPL science lab, to require a relay antenna, to limit transmission boosts to only vessels with a crewed lab, to disable the transmission boost, and to reduce the value of the boost.

 

Possible Issues:

 

  • It is possible that some vessels may be improperly marked as receiving targets, or missed as targets
  • There may be issues with attempting to transmit all open science results

 

Change Log:

Spoiler

v3.1
- Fix transmission boost penalty slider in settings menu
- Fix for bug when aborting transmission to another vessel

v3.0
- Preserve science data transmission level for results with 0 remaining science

v2.1
- .version file update for AVC; no code changes

v2.0
- Add an option to require a relay antenna on the target vessel

 

Released under the MIT License

 

Basic Orbit - v5.0 

uHOq8ye.png

Download from Space Dock | Curse Forge

Download from GitHub

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

This addon provides three simple information panels. One carries Orbit and position information, another carries Target information, and the third carries Maneuver node information. The information shown is generally available in stock KSP, mostly hidden behind the map view markers, or is something that stock KSP asks for at some point, stock satellite contract orbit parameters for example.

The toolbar button allows for various adjustments to be made to the panels:

  • Show or hide each panel
  • Drag panels
  • Set panel background transparency
  • Set UI scale
  • Show or hide each readout module, or force the module to always be shown

Each panel will show or hide its readout modules depending on the current vessel situation (unless they are set always be on), or target status.

 

This addon is also meant to serve as the basis for a Unity UI tutorial, which will be coming at some point. It is created entirely with the Unity 4.6 UI and doesn't use any OnGUI. It borrows heavily from Engineer (which only uses the new UI for its toolbar button) for its UI and Unity setup, some of the readout modules also use a similar system for gathering information. None of the code used is copied directly from Engineer, but some of it is similar and so this is also released under the GPLv3 license.

Review by KottabosGames (@Kottabos):

Spoiler

 

Change Log:

Spoiler

v5.0
- Updated for KSP 1.2.2; should work in any 1.2.x

- New readout modules for post maneuver node orbit parameters
- Prevent readout modules from flickering when on EVA or using a rover
        - This was particularly noticeable on low gravity bodies, with frequent landed to sub-orbital transitions
        - Only works with EVA Kerbals or vessels marked as the Rover type
- Fix some errors when showing the maneuver node readout panel with no target selected
- Fix some potential errors with NaN or infinity values

v4.0
- Fix persistence of "Always Show" toggles
- Fix improperly displayed rendezvous encounter information on the maneuver node panel when not in map view

v3.0
- Update for KSP 1.2.1

- New readout modules
       - Surface horizontal and vertical velocity components
       - Phase angle readout for target
                 - Readout for current orbit position
                 - Readout for maneuver node position
       - Show angle to prograde for maneuver node position

- Toolbar window can be dragged

- Fix inaccurate distance, terrain height, and radar altitude readouts
- Tweak readout display behavior for terrain height and radar altitude
- Fix relative velocity readout when target is landed
- Fix improperly displayed rendezvous encounter information when not in map view

v2.0
- Add maneuver node info panel
     - Contains info on the next maneuver node
     - Incorporates info from Better Burn Time if that is installed
     - Gives target rendezvous information if any are selected

- Target panel changes
     - Add target name readout module
     - Target rendezvous readout modules ignore maneuver node orbits
     - Target rendezvous readout modules calculated correctly when not in map view

- Only one Panel Settings window can be opened at the same time
- If the Toolbar window is below the mid-point on the screen the settings windows will spawn above it


Released under the GPLv3 License.

KerbNet Controller - v2.1 

sM9pCx1.png

Download from Space Dock | Curse Forge

Download from GitHub

 

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

Do you love seeking out tiny parts to right click? In the dark?

Do you love finding another tiny part when you want to change KerbNet modes?

Do you love navigating overcrowded right-click context menus to find the right button?

If so, this mod is not for you, scroll down the page and download Portrait Stats.

 

For all of the sane players out there, this addon provides a new Toolbar button used to control KerbNet on a vessel-wide basis. Click the button and the program will scan your vessel for all available KerbNet parts and open a window with all accessible modes.

It allows for a map orientation toggle to be added to the window, and allows for adjusting the UI scale of the window.

It also features a number of options for saving the last used state and for determining the FoV range for each KerbNet display type; all of these options can be found in the in-game settings menu under the "DMagic Mods" tab:

  • Remember the last used display type: Terrain, biome, resource, etc...
  • Remember the last used grid overlay setting
  • Remember the last used auto refresh setting
  • Remember the last used FoV value
  • Disable tooltips

All of the above settings are set to off by default.

The FoV range calculation is determined by another setting with three different values (this is controlled by a slider in the settings menu, with three possible values).

  • On Easy mode the best possible minimum and maximum FoV values are used for all display types
    • For instance, if you have a terrain scanner that ranges from 15-45o and a resource scanner that ranges from 150-175o, all display types will allow for FoV values from 15-175o
    • The best Anomaly Detection value will also be used for any display type
  • On Medium mode the best possible FoV values will be used for each individual display type
    • If you have multiple terrain scanners, the low FoV range will be set by the lowest FoV scanner, and the high range by the highest scanner - this is the setting I would recommend
    • The Anomaly Detection range will also be set for each individual type
  • On Hard mode the scanner with widest FoV range will be used for each individual display type

The addon attempts to preserve things like requirements for scanners to be deployed (such as the Narrow-Band Scanner), or any other specific requirements that would normally prevent KerbNet access. If no KerbNet modules are found on-board the Toolbar icon will be disabled.

 

Future plans include Blizzy's Toolbar support.

Change Log:

Spoiler

v2.1
- Updated for KSP 1.2.2
- Fix for scale slider in settings menu

Released under the MIT License

 

Flexible Docking - v4.0

U9qPilL.png

Download from Space Dock | Curse Forge

Download from GitHub

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

This addon provides a set of 0.625m, 1.25m, and 2.5m flexible docking ports. These allow for a limited amount of side-to-side translation and rotation at the docking port head. This facilitates surface docking where perfectly lining up two ports can be challenging.

  • The amount of movement is limited and is indicated for each port in the VAB/SPH info panel
  • The ports can be operated in standard mode when retracted (they will behave the same as any other port) or in flexible mode when extended
    • When in flexible mode they will automatically seek out nearby ports when they enter the acquisition range (which can be adjusted in the config file)
    • The magnetic strength is reduced in flexible mode (also adjusted in the config file), and is indicated in the right-click context menu
    • A toggle is available to completely disable the magnets; this applies to both retracted and flexible modes
  • All ports use textures from their stock counterparts
    • They will not load correctly if the stock parts are removed or altered
  • A Module Manager config file is included
    • Support for stock contracts that request a docking port is included
    • Connected Living Space support is included
    • Module Manager itself is not included but is recommended if running in Career Mode

 

Below is a video from @vardicd playing around with some flexible ports and demonstrating their use: :D

Spoiler

 

Change Log:

Spoiler

v4.0
- Fix a problem that caused docking ports to be misaligned in some cases

v3.0
- Update for KSP 1.2
- Recognize ports as contract objectives
- Move parts to Coupling category

v2.0
- Fix an issue with the Jr. docking port deploy animation
- Use the max rotation value set in each part's config file

 

Released under the MIT License

 

EVA Struts - v3.0

zAOQLpi.png

Download from Space Dock | Curse Forge

Download from GitHub

 

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

This addon provides a simple EVA strut. It is connected while on EVA and can be used to reinforce the connection between two parts on the same vessel.

It borrows heavily from the system designed for EVA Resource Transfer, found below, and shares the same basic functionality. The tutorials below apply, with the exception that this strut can only be used to connect two parts on the same vessel. This also prevents the strut from clipping through other parts when making the attachment.

Review by KottabosGames (@Kottabos): (note that the issue describing struts that don't detach in some situations has been fixed in version 2.0)

Spoiler

 

Change Log:

Spoiler

v3.0 
- Update for KSP 1.2
- Use Experience Effects rather than experience trait type
- Fix error on loading struts

v2.0

- Updated for KSP 1.1.3

- Fix a bug that prevented struts from detaching after decoupling without reloading the vessel first

 

Released under the MIT License

EVA Resource Transfer - v6.0

LEckmBh.png

Download from Space Dock | Curse Forge

Download from GitHub

 

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

This addon provides a simple Fuel transfer and Resource transfer pipe. It is connected while on EVA and can be used to transfer resources between two separate vessels.

What doesn't this do?

  • It does not seek to replace the functionality of KAS or KIS (it does, however, support KIS attachment while on EVA).
    • Vessels are not actually linked together.
    • No manual resource transfer is possible between individual resource containers; everything is handled the through the transfer window.
    • The base of the part is not attachable on EVA (unless you are using KIS), it must be added to a vessel while in the editor; only the end-point can be attached during flight.
  •  It does not provide any advanced resource management options like TAC Fuel Balancer; there are only a few options for how resources are transferred, ordered by container size: smallest to largest, the reverse, or no specific order.

 

What does this do?

  • It provides a highly configurable interface for transferring multiple resources between disconnected vessels during flight.
  • The resource transfer pipe can be attached and removed from any two vessels that are within the maximum allowable distance.
  • Individual resources can be transferred to or from each vessel using adjustable sliders.

 

Known Issues

  • The logic for preventing the pipe from clipping through other parts or terrain while connecting to its target does not work correctly.
  • The pipe end-point does not attach to the EVA backpack in the right orientation.
  • There are possible issues with connection persistence through saving and loading.

 

See the GitHub documentation for more details.

And thank you whoever at Squad came up with the new CompoundParts modules and code. These modules and classes make creating these types of parts very simple, much more so than diving into the black hole of how the old compound parts worked.

Picture Tutorial:

Spoiler

EJ4Ey1p.gif

 

3tJBQVi.gif

 

Review by KottabosGames (@Kottabos):

Spoiler

 

 

 

ChangeLog:

Spoiler

v6.0
- Ignore disabled resource containers when transferring resources

v5.0
- Update for KSP 1.2
- Use Experience Effects rather than experience trait type
- Detach fuel transfer hose when vessels dock together

v4.0

- Updated for KSP 1.1

- Fix issue in recognizing Kerbal profession when using foreign language translations

v3.0

- Updated for KSP 1.0.5
- Add KIS support
- Fix issues that occur when a vessel is packed while the window is open and/or active
- Fix potential loading error

v2.0

- Fixed bug preventing reconnecting transfer line
- Fixed issues with persistence
- Rewrote window and transfer logic; end results should be mostly the same
- Resources not present in either vessel won't show up in the drop down list
- Improvements made to how resource transfer amounts are stored

v1.1

- Update for KSP 1.0.4
- Fix a bug preventing resource transfer

 

Released under the MIT License

 

Portrait Stats - v12.0

BSYKJFn.png

Download on Space Dock | Curse Forge

Download on GitHub

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

This add-on displays the type and level of each Kerbal in your current crew. A simple icon is included for each default crew type (pilot, engineer, scientist, and tourist), mod crew types for MKS and a few others are also supported. Support for additional crew types can be added by creating PortraitStatsTraits definitions along with a custom icon and color.

The icon and the level indicators are shown over the bottom of each crew portrait in the lower-right corner during flight.

Additional options allow for showing the information without needing to hover over the portrait, extra info in the tooltip, highlighting the current part when hovering over the portrait, and adding a crew transfer button to the portrait.

Tooltips:

Spoiler

k7gruZ0.png  5VuMRFO.png

Crew Transfer:

iFi6K5k.png

 

Review by viruk67:

Spoiler

 

 

ChangeLog:

Spoiler

v13.0
- Add support for new Kerbal trait types
- Config file added to define icons and colors for Kerbal traits
           - Support for additional types can be added through MM and custom made icons
- Fix a bug when using settings as default for a new game

v12.0
- Update for KSP 1.2
- In-game settings using the stock Difficulty window
- New extended tooltips add additional information to the stock tooltips
       - Kerbal stats
       - Current flight log
       - Experience values
       - Current part name
       - Tourist itinerary
- New crew transfer button on portraits

v11.0
- Fixes an error with part highlighting

v10.0
- Add the title of the part each Kerbal resides in to their tooltip
- Add optional part highlighter when the mouse hovers over the portrait
    - New field in the settings file: hoverHighlight

v9.0
- Update for KSP 1.1.1

v8.0
- Update for KSP 1.1

- Option to make portrait icons always active
- Option to replace the Kerbal trait text with a colored icon
- Options for tooltips on the trait text/icon and level icon

v7.0

- Fixed compatibility with non-English versions of KSP
- Class icon colors are now set in the included config file; colors are given in 0-1 ranges (r,g,b,a)

v6.0

- Fixed compatibility issues with DeepFreeze and RPM
- Make sure the display is inactive on EVA
- Add a timer to the display when returning from map view
- Add 2 digits to the current experience amount

v5.0

- More info in tooltips
- Courage, stupidity, baddassery, experience
- Tweaks to icon drawing methods
- Engineer icon is now yellow
- Tourist icon is now green

v4.0

- Tooltips for each icon (thanks nightingale)
- The trait icon gives information on that trait and its abilities at the current level
- The stars icon gives information about the Kerbal's career log and current flight
- This information is similar to what is found in the astronaut complex
- Both tooltips can be deactivated with the included settings file
- The stars icon is only visible either in career mode, or if the tooltips for the icon are activated

v3.0

- Better handling of small UI scales

v2.0

- Icons outlined in black
- Stars arranged vertically along the right side of the portrait
 

Released under the MIT License

 

Celestial Body Science Editor - v8.0

Ju7AQGc.png

Download on Space Dock

Download on Curse Forge

Download on GitHub

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

Warning: The contract system uses the "Recovered Craft Data Value" extensively for calculating rewards, penalties, deadlines and other factors when generating new contracts. I would recommend not changing this value if you are playing on standard career mode.

This is a simple plugin and config file for editing the default celestial body multipliers. An in-game window is used to edit the values for each celestial body.

These are the values that determine the science points given based on your current experimental situation. They include: surface landed, flying low, in space low, etc...

ChangeLog:

Spoiler

v8.0
- Update Toolbar wrapper
- Fix Unity initialization
- Properly show and hide the window in the KSC scene

v7.0
- Update for KSP 1.2
- In-game settings using the stock Difficulty window
- Remove old settings window

v6.0
- Updated for KSP 1.1

v5.0

- All new in-game user interface
- Science multipliers can be edited for each planet using a simple in-game window
- Values are specific to each save file
- Save values to the provided config file
- Config file values are used as defaults for new games

v4.0

- Updated for KSP 1.0.x
- Changes to config node names make existing config files incompatible
 

Released under the MIT License

 

KSC Building Shortcuts - v1.0 - Deprecated - KSP 1.0.5 and earlier

6dbXGzN.png

Download on Space Dock

Download on GitHub

CKAN-Indexed-brightgreen.svg

Source is available on GitHub.

This simple addon includes ten UI buttons that can be used to open each of the KSC buildings.

Left-clicks will open the building if possible (if the building is destroyed or unavailable because of Sandbox mode, etc... it won't open). Right-clicks will open the building upgrade/repair window. Hovering the mouse over the button will cause the corresponding building to be highlighted.

Keyboard shortcuts using the top number row are indicated for each button and can be used to open it.

Each building's icon is mostly self-explanatory and most of them use the R&D center icons.

----------------

For those interested more in the Unity 4.6 UI this also serves as a simple example of how to create a few UI objects using the new system.

Most of the code comes from this link, the only real scripting example I have found. The system doesn't seem so friendly to UI's made entirely through scripting and Unity's documentation is very sparse.

I can't get the buttons to appear on top of the bottom bar in case anyone is wondering. That would be the logical place for them to go, but that bar seems to be rendered on top of everything else (though I can get it working fine with OnGUI...).

Released under the MIT License

Temperature Gauge Killer - Deprecated - KSP 1.0.2 only

CKAN-Indexed-brightgreen.svg

This simple plugin turns off the broken, memory-leaking, temperature gauge overlay as soon as you enter flight. You can re-activate it afterwards if you want, but each time the flight scene is re-loaded it will turn off.

I am aware that there is [thread=116034]another plugin[/thread] doing the same thing, but this version includes nothing else, just the temperature gauge shutoff.

Download from Kerbal Stuff.

Backup download from DropBox.

Version 2.0 simply shuts itself off after deactivating the gauges (thanks shaw).

Source Code:

Spoiler

//License: Public Domain

using UnityEngine;

namespace TempGaugeKiller
{
[KSPAddon(KSPAddon.Startup.Flight, false)]
public class TempGaugeKiller : MonoBehaviour
{
private void Update()
{
if (!FlightGlobals.ready)
return;

if (!HighLogic.LoadedSceneIsFlight)
return;

if (TemperatureGagueSystem.Instance == null)
return;

if (!TemperatureGagueSystem.Instance.showGagues)
return;

if (run)
return;

print("[Temperature Gauge Killer] Shut Down Temperature Gauges...");
TemperatureGagueSystem.Instance.showGagues = false;
Destroy(this);
}
}
}

 

This plugin is released under the public domain.

Edited by DMagic
Portrait Stats 13.0
63 people like this

Share this post


Link to post
Share on other sites

Thank you!

I've been using that other plugin to do this but have to admit I was at least slightly concerned that the code was more complex than it needed to be and thus might be leading to other issues.

Share this post


Link to post
Share on other sites

The Update() method is called on every frame during the flight scene, even after this plugin does its job. You should replace "run = true" with "Destroy(this)".

Share this post


Link to post
Share on other sites

Beats hitting F12 turning it off every launch. Nice job!

Share this post


Link to post
Share on other sites
Beats hitting F12 turning it off every launch. Nice job!

I think you mean F10

Anyway, nice to have one with just the temp gauge eliminating part and not all the extra stuff.

Share this post


Link to post
Share on other sites
The Update() method is called on every frame during the flight scene, even after this plugin does its job. You should replace "run = true" with "Destroy(this)".

Thanks. I realized as soon as I uploaded it that continuing to run it wasn't a good idea.

I uploaded version 2 with it changed to shut itself off.

Anyway, nice to have one with just the temp gauge eliminating part and not all the extra stuff.

You can run SpaceTiger's version without all of the other stuff too, you just have delete the other dll's.

I would also like to point out (thanks, GeoPhizzix) that they misspelled Gauge in the name of the class; TemperatureGagueSystem and in the flag that I'm turning off... :confused:, I guess this didn't get quite enough attention during development.

Edited by DMagic

Share this post


Link to post
Share on other sites

"Falls to knees" Oh thankyou! My KSP folder was starting to look ridiculous with all the crash logs! :D

Share this post


Link to post
Share on other sites

Somehow I just imagined Bender from Futurama uttering phrases of "Kill all Gauges!"

Just kidding, great work killing all gauges :D

Share this post


Link to post
Share on other sites
they misspelled Gauge in the name of the class; TemperatureGagueSystem and in the flag that I'm turning off... :confused:, I guess this didn't get quite enough attention during development.

More proof that they no doubt rushed this feature and should have never released it without thorough testing (aka 1.1 release). As a programmer myself, it's easy to misspell names for variables and functions when your typing quickly and you have IDEs to autocomplete everything for you, including your spelling mistakes... but something as important as a class? Wow...

Thanks DMagic for this simplistic mod. Installing now :).

Share this post


Link to post
Share on other sites

I have converted this thread (formerly the temperature gauge killer thread, because it has been repeatedly linked to elsewhere) into a collection thread for my various small addons.

Right now it includes the temperature gauge killer, the KSC building shortcuts, and a new mod, Portrait Stats; it adds a simple display for the type of level of each Kerbal in your current crew. Get it on Kerbal Stuff.

rKsA7Nv.png

5 people like this

Share this post


Link to post
Share on other sites

I LOVE (the concept of, I've not tried it yet) portrait stats. I can't wait to see it in-game.

Share this post


Link to post
Share on other sites

Cool, I always felt like the crew portraits needed some sort of indicator as to the specialty.

Share this post


Link to post
Share on other sites
I LOVE (the concept of, I've not tried it yet) portrait stats. I can't wait to see it in-game.
Cool, I always felt like the crew portraits needed some sort of indicator as to the specialty.

But who needs names on the portraits? You can just go to map mode, click on that tiny knowledge base icon on the right, awkwardly scroll through the available crew, try to remember which nonsense name corresponds to which profession... oh right :cool:, that makes about as much sense as how KSP decides on the ordering of each Kerbal in those portraits (trust me, it makes no sense).

Share this post


Link to post
Share on other sites

Portrait Stats are golden!

Is it possible to change colour of profession badge? Default colours not very legible IMHO... I would prefer white ones or colored with white outline. :)

Share this post


Link to post
Share on other sites

OMG - as above - Portrait Stats.... AWESOME!!

I have been using KIS and checking if my Kerbals are Pilots, Engineers or Scientists by putting them on EVA and looking at their inventory pic (just like most players, I never write down who's who)!

Thank You!!

Share this post


Link to post
Share on other sites

+1 to the outline idea. Also, any thoughts on moving the new stuff (or better the name) to the top of the portrait? Feels like the bottom is crowded and encroaching on the face, while the top has a lot of room for stuff.

Share this post


Link to post
Share on other sites

Portrait stats are the bomb, just waiting for them to show up in CKAN

Share this post


Link to post
Share on other sites

Something like this:

yffvdVg.png

As for moving it to the top; do you mean above the portraits, or near the top? Because near the top conflicts with the IVA/EVA buttons, and I don't really want to draw something outside of the portrait. Keeping everything inside seems cleaner to me. And moving the name to the top... it's possible, but it would require hijacking the portrait system and doing everything myself, that's a bit much considering this is about 50 lines of code.

2 people like this

Share this post


Link to post
Share on other sites

Brilliant!

I understand that this is not something you want to put in hours of coding.

You could consider placing the stars vertically above the profession icon? Only showing achieved stars, or showing a star with a number could help too.

Anyway this is a great improvement as is. No more tedious switching to astronaut complex or knowledge base, thanks! :)

Share this post


Link to post
Share on other sites
OMG - as above - Portrait Stats.... AWESOME!!

I have been using KIS and checking if my Kerbals are Pilots, Engineers or Scientists by putting them on EVA and looking at their inventory pic (just like most players, I never write down who's who)!

Thank You!!

I have been doing the same.

@DMagic, fantastic mod. You have no ... wait, as you made the mod, you probably know exactly an idea of how frustrating it is / has been to identify the damn kerbals :D

I have been looking for something like this for a while, and will most definitely check it out later today.

Btw, I think it looks better with the stars horizontally than vertically.

edit:

I havent checked it ingame yet, but if the stars is interfering with the face of the kerbals, might be a solution to have them even smaller ? (with the profession icon still the same size)

Edited by Omez

Share this post


Link to post
Share on other sites
Something like this:

http://i.imgur.com/yffvdVg.png

As for moving it to the top; do you mean above the portraits, or near the top? Because near the top conflicts with the IVA/EVA buttons, and I don't really want to draw something outside of the portrait. Keeping everything inside seems cleaner to me. And moving the name to the top... it's possible, but it would require hijacking the portrait system and doing everything myself, that's a bit much considering this is about 50 lines of code.

I meant where the EVA/IVA buttons are, though I honestly forgot the existed :D There's probably no more room up there, just below the buttons than there is at the bottom, just above the name. I rescind my idea as a bad one :)

And I love the outlines. A++ would install again.

Share this post


Link to post
Share on other sites

Portrait Stats is awesome, no need to remember what Jobs your Kerbals have. I always pick Bill instead of Bob...

Thanks for that valuable mod.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now