Jump to content

[1.12.x] Werner Checker Continued - Customizable Editor Pre-Flight Checklist


linuxgurugamer

Recommended Posts

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

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

Patreon.png

https://www.patreon.com/linuxgurugamer

FGEGs46.png

MWlmjwv.png

deTotb2.png

0U5p5Aj.png

euueoyG.png

bFRjmcL.png

GdGLUvZ.png

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 by linuxgurugamer
Link to comment
Share on other sites

@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
  1. SAS
  2. RCS
  3. Batteries
  4. Antennas
  5. Solar Panels
  6. Fuel Cell
  7. Radiators
  8. Lights
  9. Flags
  10. Life Support
  11. KIS Inventories
  12. Fuel Flow
  13. Staging
  14. Root Part
  15. Struts
  16. Autostruts
  17. Chutes
  18. Escape System
  19. Sepratrons & Retros
  20. Decoupler Power
  21. Fairing Mode/Power
  22. Control Surfaces' Authorities
  23. Control Surfaces' deployment direction   
  24. Delta-V
  25. TWR
  26. Fuel (Presence/Type)   
  27. Action Groups
  1. Staging
  2. Fuel (Presence/Type)   
  3. Crew
  4. Action Groups
  5. Control Surfaces
  6. Fuel Cell (SSTO/Shuttle)    
  7. RCS
  8. Heading
  9. Target
  10. Launch Window
  11. Camera

 

Edited by Enceos
Link to comment
Share on other sites

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
  1. SAS
  2. RCS
  3. Batteries
  4. Antennas
  5. Solar Panels
  6. Fuel Cell
  7. Radiators
  8. Lights
  9. Flags
  10. Life Support
  11. KIS Inventories
  12. Fuel Flow
  13. Staging
  14. Root Part
  15. Struts
  16. Autostruts
  17. Chutes
  18. Escape System
  19. Sepratrons & Retros
  20. Decoupler Power
  21. Fairing Mode/Power
  22. Control Surfaces' Authorities
  23. Control Surfaces' deployment direction   
  24. Delta-V
  25. TWR
  26. Fuel (Presence/Type)   
  27. Action Groups
  1. Staging
  2. Fuel (Presence/Type)   
  3. Crew
  4. Action Groups
  5. Control Surfaces
  6. Fuel Cell (SSTO/Shuttle)    
  7. RCS
  8. Heading
  9. Target
  10. Launch Window
  11. Camera

 

Well, if you get it set up, I'd be happy to include it in the mod

Link to comment
Share on other sites

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?

 

Link to comment
Share on other sites

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
  1. SAS
  2. RCS
  3. Batteries
  4. Antennas
  5. Solar Panels
  6. Fuel Cell
  7. Radiators
  8. Lights
  9. Flags
  10. Life Support
  11. KIS Inventories
  12. Fuel Flow
  13. Staging
  14. Root Part
  15. Struts
  16. Autostruts
  17. Chutes
  18. Escape System
  19. Sepratrons & Retros
  20. Decoupler Power
  21. Fairing Mode/Power
  22. Control Surfaces' Authorities
  23. Control Surfaces' deployment direction   
  24. Delta-V
  25. TWR
  26. Fuel (Presence/Type)   
  27. Action Groups
  1. Staging
  2. Fuel (Presence/Type)   
  3. Crew
  4. Action Groups
  5. Control Surfaces
  6. Fuel Cell (SSTO/Shuttle)    
  7. RCS
  8. Heading
  9. Target
  10. Launch Window
  11. 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

Link to comment
Share on other sites

 

 

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 by smotheredrun
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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!

Link to comment
Share on other sites

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
  1. SAS
  2. RCS
  3. Batteries
  4. Antennas
  5. Solar Panels
  6. Fuel Cell
  7. Radiators
  8. Lights
  9. Flags
  10. Life Support
  11. KIS Inventories
  12. Fuel Flow
  13. Staging
  14. Root Part
  15. Struts
  16. Autostruts
  17. Chutes
  18. Escape System
  19. Sepratrons & Retros
  20. Decoupler Power
  21. Fairing Mode/Power
  22. Control Surfaces' Authorities
  23. Control Surfaces' deployment direction   
  24. Delta-V
  25. TWR
  26. Fuel (Presence/Type)   
  27. Action Groups
  1. Staging
  2. Fuel (Presence/Type)   
  3. Crew
  4. Action Groups
  5. Control Surfaces
  6. Fuel Cell (SSTO/Shuttle)    
  7. RCS
  8. Heading
  9. Target
  10. Launch Window
  11. Camera

 

@Enceos NOW included in the mod.

Link to comment
Share on other sites

@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.

sG40Jjj.jpg

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:

MOCffWc.jpg

 

In this one, I have installed every stock comms antenna and it shows no green light:

 

FAuAUj6.jpg

 

I also get the same behaviour with stock science experiments and RCS (placed 8 (2 sets of 4x symmetry) and 750 monoprop).

Edited by smotheredrun
moar stuff! Edited a second time because Ghaah! grammar error!
Link to comment
Share on other sites

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 by linuxgurugamer
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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 by linuxgurugamer
Link to comment
Share on other sites

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 by smotheredrun
Link to comment
Share on other sites

@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 :wink: ).

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.

 

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...