linuxgurugamer Posted March 2, 2017 Share Posted March 2, 2017 (edited) A continuation of the old Werner Checker mod by @Magion, original thread here: http://forum.kerbalspaceprogram.com/index.php?/topic/57791-112 The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary CKAN has been updated to install the dependencies, if needed. I wanted to say STOP to the constant forgetting of solar panels or other important parts, so I decided to make this plugin. It is simple, but it can save a lot of time. Finally it is the end of those times, when you arrived at Duna and noticed, that all your ElectricCharge is gone. Ladies and Gentlemen, I present you WernherChecker! WernherChecker checks your ship during the construction in the VAB or SPH and tells you what should concern you in a small window in form of checklist. Download: https://spacedock.info/mod/1237/Wernher Checker Continued Source Code: https://github.com/linuxgurugamer/WernherChecker License: MIT Donations gratefully accepted https://www.patreon.com/linuxgurugamer New release: 0.5.2: Renamed Data directory to PluginData Moved PNGs into Images directory Moved DLL into the Plugins directory Added AssemblyVersion.tt to write te version from the .version file into the DLL Added new optional field for CHECKLIST_ITEM. If present, this checklist item will only be visible if the specified mod is installed requiredMod = (modname) Added Log.cs to make logging easier Edited November 13, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted March 2, 2017 Share Posted March 2, 2017 You're crazy. I like that. Quote Link to comment Share on other sites More sharing options...
Enceos Posted March 2, 2017 Share Posted March 2, 2017 (edited) @linuxgurugamer Beautiful! I want that! I had two post-its on on my desk, one for the checks in editors, one for the pre-flight checks. My editor's list is pretty big: Editor's checklist Pre-flight checklist SAS RCS Batteries Antennas Solar Panels Fuel Cell Radiators Lights Flags Life Support KIS Inventories Fuel Flow Staging Root Part Struts Autostruts Chutes Escape System Sepratrons & Retros Decoupler Power Fairing Mode/Power Control Surfaces' Authorities Control Surfaces' deployment direction Delta-V TWR Fuel (Presence/Type) Action Groups Staging Fuel (Presence/Type) Crew Action Groups Control Surfaces Fuel Cell (SSTO/Shuttle) RCS Heading Target Launch Window Camera Edited March 2, 2017 by Enceos Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 2, 2017 Author Share Posted March 2, 2017 7 hours ago, Enceos said: @linuxgurugamer Beautiful! I want that! I had two post-its on on my desk, one for the checks in editors, one for the pre-flight checks. My editor's list is pretty big: Editor's checklist Pre-flight checklist SAS RCS Batteries Antennas Solar Panels Fuel Cell Radiators Lights Flags Life Support KIS Inventories Fuel Flow Staging Root Part Struts Autostruts Chutes Escape System Sepratrons & Retros Decoupler Power Fairing Mode/Power Control Surfaces' Authorities Control Surfaces' deployment direction Delta-V TWR Fuel (Presence/Type) Action Groups Staging Fuel (Presence/Type) Crew Action Groups Control Surfaces Fuel Cell (SSTO/Shuttle) RCS Heading Target Launch Window Camera Well, if you get it set up, I'd be happy to include it in the mod Quote Link to comment Share on other sites More sharing options...
Enceos Posted March 2, 2017 Share Posted March 2, 2017 (edited) 13 hours ago, linuxgurugamer said: Well, if you get it set up, I'd be happy to include it in the mod It's been a month since I played the game %) Edited March 3, 2017 by Enceos Quote Link to comment Share on other sites More sharing options...
OldLost Posted March 3, 2017 Share Posted March 3, 2017 Don't you have another mod called Extensive Engineer Report Continued or some such? Sounds like they do about the same thing, right? Yep, just checked. Why would someone use one over the other? Quote Link to comment Share on other sites More sharing options...
Enceos Posted March 3, 2017 Share Posted March 3, 2017 (edited) @OldLost The pros of this mod: it is very compact, you can check each stage separately and it is customizable. Edited March 3, 2017 by Enceos Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 3, 2017 Author Share Posted March 3, 2017 13 hours ago, linuxgurugamer said: 21 hours ago, Enceos said: @linuxgurugamer Beautiful! I want that! I had two post-its on on my desk, one for the checks in editors, one for the pre-flight checks. My editor's list is pretty big: Editor's checklist Pre-flight checklist SAS RCS Batteries Antennas Solar Panels Fuel Cell Radiators Lights Flags Life Support KIS Inventories Fuel Flow Staging Root Part Struts Autostruts Chutes Escape System Sepratrons & Retros Decoupler Power Fairing Mode/Power Control Surfaces' Authorities Control Surfaces' deployment direction Delta-V TWR Fuel (Presence/Type) Action Groups Staging Fuel (Presence/Type) Crew Action Groups Control Surfaces Fuel Cell (SSTO/Shuttle) RCS Heading Target Launch Window Camera Well, if you get it set up, I'd be happy to include it in the mod @Enceos I actually got it set up, and then found that the mod doesn't scroll the window :-( I need to add the scrolling, and will add your checklist at the same time. It is currently only for the editor, I'll look into seeing if I can make it work in flight as well Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 4, 2017 Share Posted March 4, 2017 (edited) Congrats @linuxgurugamer, I just watched the mod spotlight that @Kottabos just put up a few hours ago here: and noticed that some of the tool tip popup windows (in VAB checklist window) show up behind the checklist menu. A good view of what I am attempting to describe (poorly) is at 03:41 in the video. Is there a way to set the "order" of those little tool tip is "Set To Front"? Sorry, that is what I think it was called in Corel Draw/etc way back when I was mapping. Other than that, looks awesome. Looks like something that should be stock! Edit: the tool tip issue is also apparent in the SPH too Edited March 4, 2017 by smotheredrun Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 4, 2017 Author Share Posted March 4, 2017 First, regarding the tool tips, we don't have control of the layers, those tool tips are in the game itself. Second, KIS Tools should only very there if KIS is installed, I'll have to double check that. And it should only be green when at least one tool is availanle. Finally the KIS being green when checking a selected part of the ship IS a bug, I'll get it fixed, probable Sunday evening I'm also going to change the name of that check from KIS Tools to KIS Tools in Inventory. I'm also going to add a simple settings page which will control whether it is active or not upon entry to the editor One more change will be to allow a checklist to be available in flight. The final change I need to make is to have the checklist scrollable, in case a checklist is too long. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 4, 2017 Share Posted March 4, 2017 Sounds good. Not sure why then the tool tips end up behind the menu then. I downloaded version 0.52 last night right after watching that spotlight. Have to say again this should be stock! In my installs (vanilla and my modded version) I've only had that tool tip issue once or twice myself in each. Not a mod breaker for sure. Possibly a KSP issue then? Those last few changes you want to make sound great. Keep up the great work! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 5, 2017 Author Share Posted March 5, 2017 New Release, 0.5.3: Fixed issue where KIS wa showing up all the time, even when KIS wasn't installed Added scrolling window when greater than 12 items in list Added basic settings page to control whether list is shown when entering editor Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 6, 2017 Author Share Posted March 6, 2017 On 3/2/2017 at 9:34 PM, OldLost said: Don't you have another mod called Extensive Engineer Report Continued or some such? Sounds like they do about the same thing, right? Yep, just checked. Why would someone use one over the other? They do two different, but overlapping things. And I am looking into seeing whether they can be integrated or not. This one is checklists, which you can set up yourself. On 3/2/2017 at 9:32 AM, Enceos said: @linuxgurugamer Beautiful! I want that! I had two post-its on on my desk, one for the checks in editors, one for the pre-flight checks. My editor's list is pretty big: Editor's checklist Pre-flight checklist SAS RCS Batteries Antennas Solar Panels Fuel Cell Radiators Lights Flags Life Support KIS Inventories Fuel Flow Staging Root Part Struts Autostruts Chutes Escape System Sepratrons & Retros Decoupler Power Fairing Mode/Power Control Surfaces' Authorities Control Surfaces' deployment direction Delta-V TWR Fuel (Presence/Type) Action Groups Staging Fuel (Presence/Type) Crew Action Groups Control Surfaces Fuel Cell (SSTO/Shuttle) RCS Heading Target Launch Window Camera @Enceos NOW included in the mod. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 6, 2017 Author Share Posted March 6, 2017 Turns out that adapting the mod to work in the flight scene is more work than I expected. I'm still working on it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 6, 2017 Author Share Posted March 6, 2017 New release, 0.5.4: Enabled checklists in flight scene Parachutes have special check in flight, they must be STOWED to be counted Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 9, 2017 Share Posted March 9, 2017 (edited) @linuxgurugamer I have a few notes for you.... Using stock 1.2.2, with KER, Mechjeb, Werner 0.5.4 with none of the setting "gear" buttons' values changed. I have no parachutes installed, but it shows a green light. In this one, I add a parachute and then the SAS light goes green: In this one, I have installed every stock comms antenna and it shows no green light: I also get the same behaviour with stock science experiments and RCS (placed 8 (2 sets of 4x symmetry) and 750 monoprop). Edited March 9, 2017 by smotheredrun moar stuff! Edited a second time because Ghaah! grammar error! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 9, 2017 Author Share Posted March 9, 2017 (edited) Strange, I don't think i changed anything for those, but thanks for the example, I'll get it fixed ASAP Edit: It's related to RealChute, i was testing with Realchute installed, but there is a problem when it isn't, causing all the problems. Working on it now Edited March 9, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 9, 2017 Share Posted March 9, 2017 I will also test with Kerbal Construciton Time (stock with only Werner), and maybe KER/MechJeb). I have KCT in my main install, but Werner Checker does not show any changes* when in VAB\SPH. KCT is my suspicion due to the "it takes time to build stuff" part.... I really "only" have part mods, KIS/KAS, and Kopernicus (OPM/Extrasolar). *I get the KIS option and green light, but none of the other checks switch to green. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 9, 2017 Author Share Posted March 9, 2017 (edited) 18 minutes ago, smotheredrun said: I will also test with Kerbal Construciton Time (stock with only Werner), and maybe KER/MechJeb). I have KCT in my main install, but Werner Checker does not show any changes* when in VAB\SPH. KCT is my suspicion due to the "it takes time to build stuff" part.... I really "only" have part mods, KIS/KAS, and Kopernicus (OPM/Extrasolar). *I get the KIS option and green light, but none of the other checks switch to green. Test with the update I just put out, the nullref will invalidate all other tests New release, 0.5.5: Fixed error when Realchutes wasn't installed Fixed nullref in CheckForCrewMember which happened first time in the editor. This was a very old bug, there was a try/catch around it because it hadn't been fixed Edited March 9, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 9, 2017 Share Posted March 9, 2017 Grabbing now. Will give it a shot now. I'll have to test tomorrow with KCT, I will be going to bed soon. Have to be at the shop in 7 hrs Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 9, 2017 Share Posted March 9, 2017 (edited) So, KSP 1.2.2, stock, Werner, KER, Mechjeb: Yup, looks like it works. The RCS light still doesn't go green, again with 8x 4-way RCS and 750 Monoprop - the checklist requires min 4 RCS and 200 mono. Clicking on that check's settings icon and changing to a lesser number/amount does not change anything. Other than that, it seems to work now. Edited March 9, 2017 by smotheredrun Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 11, 2017 Share Posted March 11, 2017 @linuxgurugamer Would it be possible that there is "something" inside Kerbal Construction Time that would prevent Werner Checker from functioning as intended? Not sure how familiar you are with KCT, but I know that KCT overrides the Launch Button and you need to use the "Build" button from the KCT menu. You then wait a few days (depending upon part #s, tech levels, etc) for your ship to build. KCT alerts you when the craft is finished, and you can then launch it from the KCT menu when at the KSC scene, the Tracking Station, or while in another flight scene (found that out the hard way.... bye bye reentry probe ). Here are my reproduction steps: KSP 1.2.2 Stock, Werner, KCT VAB/SPH (Werner Checker menu pops up upon opening VAB/SHP - yay) 1) Select Mk 1-2 Cmd pod 2) place batteries, solar panels, parachutes AKA "follow Werner's checklist" Throughout the build, none of the lights change, regardless of how many solar panels, antennas, etc you place. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 11, 2017 Author Share Posted March 11, 2017 Remove KCT and see if it works, let le know either way. Also, a log file would be useful, and make sure you have the latest version installed Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 11, 2017 Share Posted March 11, 2017 Using latest version of WCC 0.5.5. KCT dev build 1.2.3 (dev because there is no curren 1.2.x release). I'll try to get you a log later today. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 11, 2017 Author Share Posted March 11, 2017 44 minutes ago, smotheredrun said: Using latest version of WCC 0.5.5. KCT dev build 1.2.3 (dev because there is no curren 1.2.x release). I'll try to get you a log later today. Please first try it without KCT, I want to know if it is KCT or something else. Quote Link to comment Share on other sites More sharing options...
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