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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)


TriggerAu

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Hi, I found a little bug in the version 2.9. If you configure resource settings and move a separator to the top of the list of resources ("Move Up" or "Move to Top" button), then an error is generated:

[EXC 21:53:39.277] InvalidOperationException: Operation is not valid due to the current state of the object
	System.Linq.Enumerable.Last[ResourcePosition] (IEnumerable`1 source)
	KSPAlternateResourcePanel.ARPWindowResourceConfig.DrawWindow (Int32 id)
	KSPPluginFramework.MonoBehaviourWindow.DrawWindowInternal (Int32 id)
	UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID)
	UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)
[ERR 21:53:39.279] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

 

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  • 2 weeks later...

Is there a way to replace the stock resources button at the top of the toolbar with the ARP one? In the arp setting I selected 'replace stock rescources panel' but all it did was add another ARP button at the bottom of the tool bar. Which could be a bug. I can provide screenshots and logs later if required. 

Edit: Ok, here is the log and screenshot. Sorry the log is a bit long but I have lots of mods.

Ell476u.png

  Reveal hidden contents

 

Edited by Benji13
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  On 11/1/2016 at 9:20 AM, Benji13 said:

Is there a way to replace the stock resources button at the top of the toolbar with the ARP one? In the arp setting I selected 'replace stock rescources panel' but all it did was add another ARP button at the bottom of the tool bar. Which could be a bug. I can provide screenshots and logs later if required. 

Edit: Ok, here is the log and screenshot. Sorry the log is a bit long but I have lots of mods.

Ell476u.png

  Reveal hidden contents

 

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I'm pretty sure it was mentioned in a post at the top of page 34 that it still isn't working. Although I'm wondering if anybody else has thought of a quick workaround for now, as it seems that if I pin it open, it won't automatically close when I mouse over another window (contracts, notification). That would be a good way to get around it.

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  On 11/1/2016 at 1:43 PM, HoveringKiller said:

I'm pretty sure it was mentioned in a post at the top of page 34 that it still isn't working. Although I'm wondering if anybody else has thought of a quick workaround for now, as it seems that if I pin it open, it won't automatically close when I mouse over another window (contracts, notification). That would be a good way to get around it.

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Do you know if there is a mod that allows you to re arrange the stock toolbar buttons? That could be considered a quick fix. 

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  On 11/1/2016 at 1:43 PM, HoveringKiller said:

I'm pretty sure it was mentioned in a post at the top of page 34 that it still isn't working. Although I'm wondering if anybody else has thought of a quick workaround for now, as it seems that if I pin it open, it won't automatically close when I mouse over another window (contracts, notification). That would be a good way to get around it.

Expand  

 

  On 11/1/2016 at 9:20 AM, Benji13 said:

Is there a way to replace the stock resources button at the top of the toolbar with the ARP one?

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Dunno how it works in v1.2.1 if it's still broken but in v1.1.3 although broken if you loaded a craft, went back to Space Center and then back to the craft the stock display and button were properly replaced by ARP

Edited by Drew Kerman
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  On 11/3/2016 at 8:54 PM, Drew Kerman said:

 

Dunno how it works in v1.2.1 if it's still broken but in v1.1.3 although broken if you loaded a craft, went back to Space Center and then back to the craft the stock display and button were properly replaced by ARP

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Yea I read about that in at her thead. I will try again later when I have time. 

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Hello. I am experimenting with USI MKS and KSP-I in KSP 1.2.1 ... they added a new bunch of resources in the recent releases. The result is that ARP cannot fit them given the finite screen height. I would expect some form of drag and drop or a scroll bar. Instead the panel is frantically going up and down preventing from clicking any item ... this is an image.

DV14GqLl.png

If it is the expected behavior take it as a feature request. If this is indeed a bug I will gladly do some further testing and in case report it. If I only need to adjust some setting let me know please.

Edited by LastStarDust
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I seem to have encountered a visual bug. When try to switch between the different button modes, pressing the APP launcher button to display it on the sidebar (I think that's what it's called) it keeps adding a button to the sidebar. I'm not sure if it'll go away after a restart of the game, I'll check back when I do. As of now, switching between vessels doesn't seem to fix the issue, and neither does switching back and forth from the tracking station.

Edit: Restarting the game seems to work.

Edited by HoveringKiller
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  On 11/6/2016 at 11:19 PM, HoveringKiller said:

I seem to have encountered a visual bug. When try to switch between the different button modes, pressing the APP launcher button to display it on the sidebar (I think that's what it's called) it keeps adding a button to the sidebar. I'm not sure if it'll go away after a restart of the game, I'll check back when I do. As of now, switching between vessels doesn't seem to fix the issue, and neither does switching back and forth from the tracking station.

Edit: Restarting the game seems to work.

Expand  

Are you trying to use the "Replace Stock App" feature? That one is broken since 1.2, unfortunately. You can have it use the App Launcher, just not replace the Stock App (yet).

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  On 11/7/2016 at 11:10 AM, monstah said:

Are you trying to use the "Replace Stock App" feature? That one is broken since 1.2, unfortunately. You can have it use the App Launcher, just not replace the Stock App (yet).

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Yea, it was a weird thing where when I tried to change to replace stock app and then change back to app launcher it just kept creating more buttons. Not really a big deal, they went away when I restarted the game, but it no longer automatically closed in when looking at another window.

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  On 11/5/2016 at 9:18 PM, LastStarDust said:

Hello. I am experimenting with USI MKS and KSP-I in KSP 1.2.1 ... they added a new bunch of resources in the recent releases. The result is that ARP cannot fit them given the finite screen height. I would expect some form of drag and drop or a scroll bar. Instead the panel is frantically going up and down preventing from clicking any item ... this is an image.

DV14GqLl.png

If it is the expected behavior take it as a feature request. If this is indeed a bug I will gladly do some further testing and in case report it. If I only need to adjust some setting let me know please.

Expand  

FYI there's an option in ARP to "hide empty resources" in the settings, which can help significantly with having 16 bazillion resources.

You can also rearrange them into groups (with separators!), and even hide some.

Docs: https://sites.google.com/site/kspalternateresourcepanel/

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  On 11/10/2016 at 12:42 PM, hab136 said:

FYI there's an option in ARP to "hide empty resources" in the settings, which can help significantly with having 16 bazillion resources.

You can also rearrange them into groups (with separators!), and even hide some.

Docs: https://sites.google.com/site/kspalternateresourcepanel/

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I already tried to hide empty resources but to no avail. Anyway I can hide them individually.

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  • 3 weeks later...

@TriggerAu Is it possible to hide resources that are in a locked tank? If not this would be a feature request from me. It would be very useful when using tanks to counter weight heavy parts for example. If these resources would disappear from the overall amount it would be easier to tell when my tanks are actually empty because I don't have to keep the lets say number of OX and LF in memory to know that only the counter weight is basically left and all the other fuel is spent.

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  On 11/30/2016 at 7:23 PM, Flashblade said:

@TriggerAu Is it possible to hide resources that are in a locked tank? If not this would be a feature request from me. It would be very useful when using tanks to counter weight heavy parts for example. If these resources would disappear from the overall amount it would be easier to tell when my tanks are actually empty because I don't have to keep the lets say number of OX and LF in memory to know that only the counter weight is basically left and all the other fuel is spent.

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Maybe locked resources shouldn't count toward the stage resources? I didn't check if that is the case or not.

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