linuxgurugamer Posted January 20 Share Posted January 20 (edited) This is a simple mod designed to show on-screen what science parts are needed to support the selected contracts. The display can be made transparent and click-through can be allowed to allow it to not interfere with the editor. It is only available in the Editor (VAB or SPH). New in 0.0.1.2: Also, will show what parts are needed to fulfil part testing contracts and vessel repair contracts New in 0.0.1.3: Updated help text for additional functionality Added support for stock inventory system Add support for KIS Added code to remember last contracts selected Added code to optionally reopen window if it was open when the editor is exited The toolbar button looks like the following: Clicking the button for this mod will bring up a simple window which will look similar to the following image: The initial screen will initially show all active contracts. At the bottom there will be three buttons: Select Click to open contract selection screen Close Close the window Settings Open the settings panel The Contract Selection screen will show a list of all active contracts. You can deselect some or all of the active contracts on this screen. Click the toggle to select those contracts you want to display or deselect, then click the Select Button The Settings page will display three toggles on the first line: Display Briefing If checked, then the briefing for the contract will be shown Bold Make the display font bold Lock Position Clock the window position Hide Buttons Hide the buttons at the bottom when the selection screen is closed The next two lines will have the following toggles: Allow click-through If enabled, this will have the contract display window to allow clicks to fall through to game objects below. This will only be enabled when the settings panel is NOT displayed Show all active contracts upon entry If enabled (defaults to enabled), then entering the editor will automatically populate all the active contracts in the mod The following sliders are available: Transparency Set the transparency of the window, all the way left makes the window totally transparent Hide Time Sets the amount of time the window will hide when the H button in the upper right is pressed Font Size Set the size of the font to be used Additional controls are in the upper left: B Hide or show the buttons L Lock the position of the window. When locked, the window cannot be moved or resized S Show the Settings panel Upper right: X Close the window Lower right: diagonal arrow Resize the window The window will show the selected active contracts. Initially all experiments will be shown, along with all the parts that can provide the experiment needed. There is a button to the left of each contract, which will allow you to collapse the experiments included in that contract. Font Colors Contacts will be shown in yellow. If enabled, the briefing text will be white Experiments will be shown in a light blue. Fulfilling parts (parts which can run the experiment): The parts will be shown in either red or green. Red means it is NOT part of the current vessel, green means it IS on the current vessel. Additionally, for parts which are already on the vessel, the number of those parts on the vessel will be shown in parenthesis to the right of the part name Supported Mods Orbital Science ScanSAT Dependencies Source: https://github.com/linuxgurugamer/WhatDoINeed Download: https://github.com/linuxgurugamer/WhatDoINeed/releases Download 2: https://spacedock.info/mod/3806/What Do I Need? License: GPL 3 Known Issues Edited January 21 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
darthgently Posted January 20 Share Posted January 20 (edited) I’m going to have to make time to dive back into KSP. So many new developments on the mod side. Thanks to all the mod devs and maintainers! Edited January 20 by darthgently Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 20 Share Posted January 20 Thanks @linuxgurugamer. Using this will be added to my pre-launch checklist to confirm I don't leave a part behind. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted January 20 Share Posted January 20 This is pretty awesome. Very wonderful unrealized niche filled. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 21 Author Share Posted January 21 I'll be releasing an update soon which will add support for both the stock inventory system and KIS Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 21 Author Share Posted January 21 6 hours ago, linuxgurugamer said: I'll be releasing an update soon which will add support for both the stock inventory system and KIS Update has been released and is available in all the usual places (including via CKAN) Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 22 Share Posted January 22 (edited) To follow up on tonight's stream, I have the following suggestions/observations: The Contract Selection window displays the contract titles centre-justified. This is inconvenient since that particular window currently cannot be resized and if you have contracts with long names, the ones with short names can be hidden unnecessarily. See screenshot below in 2. There seems to be vertical misalignment in Contract Selection window between the selection button and the contract title. This results in guess work when selecting a contract, especially in the middle of a long list. Edit: The workaround, as pointed out by LGG, is the titles themselves can be clicked instead of the button. I have a magnetic survey contract that requires Magnetometer Boom and RPWS Antenna on the craft. They don't show up in the mod for some reason. Another contract in which there are no experiment parts listed, just the required outcome. Shouldn't there be parts listed in the Active Contracts window? Edited Wednesday at 06:06 PM by Brigadier Added workaround for misalignment of buttons Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted Saturday at 05:25 PM Share Posted Saturday at 05:25 PM Does anyone have this working with ScanSat? If yes, which planet pack are you using? I'm trying this with JNSQ and none of the ScanSat parts are detected. I see the contracts and the relevant ScanSat experiment names, but "Fulfilling Parts" is empty even though I've unlocked the parts in career mode. The last screenshot in @Brigadier post above shows the same problem I have. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted Saturday at 06:26 PM Share Posted Saturday at 06:26 PM (edited) @DeadJohnFYI, I'm in stock system so I don't believe it's a planet pack problem. During his last stream, LGG mentioned that DMagic parts and/or ScanSat itself had been giving him problems during the initial coding. I'm sure he's on it. Edited Saturday at 06:26 PM by Brigadier Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted Saturday at 08:19 PM Share Posted Saturday at 08:19 PM 1 hour ago, Brigadier said: @DeadJohnFYI, I'm in stock system so I don't believe it's a planet pack problem. During his last stream, LGG mentioned that DMagic parts and/or ScanSat itself had been giving him problems during the initial coding. I'm sure he's on it. Thanks. Now I know not to waste my time debugging or LGG's time reading through my log files Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted Sunday at 01:48 PM Share Posted Sunday at 01:48 PM This is definitely a must-have for Kerbal brained ship designers like myself. Congratulations on the release. I also highly appreciate your adopted "Where Can I Go?" mod, possibly that mod inspired you in thinking about a series of useful QoL mods with similar names? I think probably "Who" might be covered by: "How" and "Why" are probably covered by mods without such names, but one can always dream, and this is not a suggestion for LGG to come up with anything. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted yesterday at 12:39 AM Share Posted yesterday at 12:39 AM (edited) @linuxgurugamer It looks like there's some interaction happening between What Do I Need, KIS, and KSPCF. KIS isn't a hard dependency, correct? What Do I Need still seems to work. The only issue I'm seeing in game is the SCANsat issue mentioned earlier in the thread which may or may not be connected to this log error. [WRN 19:07:12.162] [KSPCF] A ReflectionTypeLoadException thrown by Assembly.GetTypes() has been handled by KSP Community Fixes. This is usually harmless, but indicates that the "WhatDoINeed" plugin failed to load (location: "GameData\WhatDoINeed\Plugins\WhatDoINeed.dll") It happened because "WhatDoINeed" is missing the following dependencies : "KIS" Full log at https://drive.google.com/file/d/1tLTksuDM682yNrFDz0gbS86Iy-edijuD/view?usp=sharing Edited yesterday at 12:41 AM by DeadJohn Quote Link to comment Share on other sites More sharing options...
Brigadier Posted yesterday at 02:30 AM Share Posted yesterday at 02:30 AM 1 hour ago, DeadJohn said: @linuxgurugamer It looks like there's some interaction happening between What Do I Need, KIS, and KSPCF. KIS isn't a hard dependency, correct? What Do I Need still seems to work. The only issue I'm seeing in game is the SCANsat issue mentioned earlier in the thread which may or may not be connected to this log error. [WRN 19:07:12.162] [KSPCF] A ReflectionTypeLoadException thrown by Assembly.GetTypes() has been handled by KSP Community Fixes. This is usually harmless, but indicates that the "WhatDoINeed" plugin failed to load (location: "GameData\WhatDoINeed\Plugins\WhatDoINeed.dll") It happened because "WhatDoINeed" is missing the following dependencies : "KIS" Correct, at least according to CKAN. FYI, I have the same 3 mods but don't see this warning in either player.log or KSP.log. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted 14 hours ago Author Share Posted 14 hours ago 11 hours ago, DeadJohn said: @linuxgurugamer It looks like there's some interaction happening between What Do I Need, KIS, and KSPCF. KIS isn't a hard dependency, correct? What Do I Need still seems to work. The only issue I'm seeing in game is the SCANsat issue mentioned earlier in the thread which may or may not be connected to this log error. [WRN 19:07:12.162] [KSPCF] A ReflectionTypeLoadException thrown by Assembly.GetTypes() has been handled by KSP Community Fixes. This is usually harmless, but indicates that the "WhatDoINeed" plugin failed to load (location: "GameData\WhatDoINeed\Plugins\WhatDoINeed.dll") It happened because "WhatDoINeed" is missing the following dependencies : "KIS" Full log at https://drive.google.com/file/d/1tLTksuDM682yNrFDz0gbS86Iy-edijuD/view?usp=sharing 10 hours ago, Brigadier said: Correct, at least according to CKAN. FYI, I have the same 3 mods but don't see this warning in either player.log or KSP.log. No, it's not a hard dependency. The error will be removed in the next version, I figured out how to work with the mods without those references. I'm working right now on getting full SCANsat integration. It's a pita, I'm making progress, but will be another few days Quote Link to comment Share on other sites More sharing options...
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