GonDragon Posted June 2, 2017 Share Posted June 2, 2017 I tested it in KSP 1.3. It seems to work in a craft with stock resources. I do no tested it in a craft with custom resources. Quote Link to comment Share on other sites More sharing options...
Bloojay Posted June 3, 2017 Share Posted June 3, 2017 On 5/25/2017 at 7:17 PM, TriggerAu said: A little slowly/busily ? Aight Cool. Just asking cause I love this mod, Seems to work in 1.3 so that's Cool. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted June 6, 2017 Author Share Posted June 6, 2017 New version 2.9.2.0 is up now recompiled and fixed one minor bug Download from GitHub or Download from Curse or Download from SpaceDock Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 7, 2017 Share Posted June 7, 2017 (edited) Your a steely eyed missile man @TriggerAu thanks for the update Edited June 7, 2017 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
stibbons Posted June 25, 2017 Share Posted June 25, 2017 Hey @TriggerAu, I guess you missed it because it happened during the 1.3 crunch, but I opened a very small pull request fixing a bug in the last stage calcs for the ARP API wrapper. Doesn't affect actual plugin usage at all, but hopefully it's worth merging regardless. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted June 25, 2017 Author Share Posted June 25, 2017 11 hours ago, stibbons said: Hey @TriggerAu, I guess you missed it because it happened during the 1.3 crunch, but I opened a very small pull request fixing a bug in the last stage calcs for the ARP API wrapper. Doesn't affect actual plugin usage at all, but hopefully it's worth merging regardless. Thanks Stibbons, Ill try and look at it this week Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 2, 2017 Share Posted July 2, 2017 Alternate Resource Panel has an issue, looks like when it tries to auto-click its button: [EXC 23:08:27.422] NullReferenceException: Object reference not set to an instance of an object KSPAlternateResourcePanel.KSPAlternateResourcePanel.SetAppButtonToTrue () KSPAlternateResourcePanel.KSPAlternateResourcePanel.RepeatingWorker () KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 7, 2017 Share Posted July 7, 2017 Something is just making the KSP ARP UI disappear, there is something actually borked again in my install. I mean, I get neat acceptable fps with the new scatterer, but FAR, Trajectories and ContractConfigurator do something. StageRecovery is borked. Trying to find the culprit I ask you if you can tell me which mod is is killing the KSP ARP UI ? Log:https://www.dropbox.com/s/kmw7f6sik2c6skz/2017-07-07-2 KSP.log.zip?dl=1 Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted November 12, 2017 Share Posted November 12, 2017 (edited) I've recently reinstalled KSP and now ARP is not behaving. As you can see from the screenshot, it's not showing the LF/OX resources for an individual stage. It might not be showing other stage resources but LF/OX are the only ones I've got to so far. Not sure If this is a result of conflicts with other mods, Mis-configuration or a problem with 1.3.1 compatibility but being that so many ppl use this mod and 1.3.1 has been out for some time now and I'm the first to post here, it makes me think it's a conflict or mis-configuration. Has anyone else seen this or do I need to post a long list of installed mods? Any help would be appreciated, Edited November 12, 2017 by Coyote21 Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 12, 2017 Share Posted November 12, 2017 1 hour ago, Coyote21 said: Has anyone else seen this or do I need to post a long list of installed mods? Might I suggest that, when you need to, instead of positing a long list of mods directly to the thread you post a link to your output_log.txt that you've uploaded to a popular file sharing service, such as Dropbox or Google Drive (see How To Get Support (READ FIRST) - Technical Support (PC, modded installs) - Kerbal Space Program Forums). That way it doesn't clutter a post with info only a few people will want to see. Out of curiosity, what does your staging look like and are any LF/OX resources locked? Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 12, 2017 Share Posted November 12, 2017 4 hours ago, Coyote21 said: I've recently reinstalled KSP and now ARP is not behaving. As you can see from the screenshot, it's not showing the LF/OX resources for an individual stage. It might not be showing other stage resources but LF/OX are the only ones I've got to so far. Not sure If this is a result of conflicts with other mods, Mis-configuration or a problem with 1.3.1 compatibility but being that so many ppl use this mod and 1.3.1 has been out for some time now and I'm the first to post here, it makes me think it's a conflict or mis-configuration. Has anyone else seen this or do I need to post a long list of installed mods? Any help would be appreciated, As a quick question: Is your main engine part of your current stage? If the launch stage is just the two side boosters, not having LF/OX shown for that stage makes sense - there isn't any LF/OX in that stage, just solid fuel. Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted November 12, 2017 Share Posted November 12, 2017 Thanks all for the prompt suggestions, and especially for the link to "How To Get Support" never read that before. To answer your questions, yes the staging did not include the main LF/OX engine so that screenshot sux'd at properly conveying my issues. On the other hand even if removing the boosters ARP did not detect the two LF/OX stages properly anyway. But I have since fixed the issue, thou I don't know how. I went through and removed/reinstalled a few mods and now ARP works correctly again. I suspect, but can't be sure, that it was a new mod I was trying out that caused all the problems. Thanks again all Quote Link to comment Share on other sites More sharing options...
CN_Warren Posted December 18, 2017 Share Posted December 18, 2017 @TriggerAu I really like this, I want to localize it. Quote Link to comment Share on other sites More sharing options...
Rocket In My Pocket Posted January 6, 2018 Share Posted January 6, 2018 (edited) I realize this is a long shot, but is there any way to scale this up for a larger screen/higher resolution? (Like the stock resource panel does.) I tried changing: WindowPositionStored { x = 2446.19995 y = 833 width = 682 height = 334 In the .cfg file but no luck. Any suggestions/thoughts appreciated. Edited January 6, 2018 by Rocket In My Pocket Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 29, 2018 Share Posted January 29, 2018 I seem to be getting occasional NREs, might be caused by another mod I have doing something that ARP doesn't like. Doesnt' seem to be a big deal. NullReferenceException: Object reference not set to an instance of an object at KSPAlternateResourcePanel.KSPAlternateResourcePanel.SetAppButtonToTrue () [0x00000] in <filename unknown>:0 at KSPAlternateResourcePanel.KSPAlternateResourcePanel.RepeatingWorker () [0x00000] in <filename unknown>:0 at KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () [0x00000] in <filename unknown>:0 Output Log: https://drive.google.com/open?id=12Pixf8TXB14LFZYZHJR1ly6yRpJB7c8c Quote Link to comment Share on other sites More sharing options...
drhay53 Posted February 3, 2018 Share Posted February 3, 2018 (edited) So I've noticed for a long time that ARP sometimes just disappears, and tonight I figured out where's it's going. Somehow it's getting set so that it only comes on when I press F2 to hide the UI. ARP will only show up when the entire rest of the UI is hidden. Before I post a log, has anyone seen this and/or is there an option in the mod that can fix it? I don't see anything weird in the console log edit: here's an output_log anyway https://www.dropbox.com/s/7tbipw74tkm9yhy/output_log - Copy (2).txt?dl=0 Edited February 3, 2018 by drhay53 Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 3, 2018 Share Posted February 3, 2018 This can happen if you press escape and then press F2 for whatever reason then press escape again. I've never seen it just disappear otherwise. To bring it back "in sync" just do the opposite and after you press F2 to hide the UI and it shows up, press Esc Quote Link to comment Share on other sites More sharing options...
cybermeister Posted February 4, 2018 Share Posted February 4, 2018 Mr. TriggerAu Sir! (and community) Greetings and Salutations! Thank you for such a great mod (ARP). I am a retired SW Engineer and appreciate the work needed to product something of this quality. I'm wondering about a possible feature that could be added that should be a no brainer and very easy to implement: As an addition to sending warnings to the Kerbal Alarm Clock, how about the ability to configure a key press. The key would be determined by the configuration and tied to a specific alarm on the panel. This would be great for those of us who have RGB or LED keyboards. It would allow a macro configuration of the "alarm key" to blink a specific keyboard LED. Alarm ON and Alarm OFF messages would be great for a start. A more robust coding of this feature would allow other custom hardware to display status easily. Note that Telemachus would have some overlapping functionality as both the ARP and Telemachus report status from the game. Another perhaps more appropriate place to add this functionality would be in the Kerbal Alarm Clock itself since that is generally the warning manager for the game. Regards, cybermeister Quote Link to comment Share on other sites More sharing options...
cybermeister Posted February 4, 2018 Share Posted February 4, 2018 Mr. TriggerAu Sir! (and community) Greetings and Salutations! Thank you for such a great mod (ARP). I am a retired SW Engineer and appreciate the work needed to product something of this quality. I'm wondering about a possible feature that could be added that should be a no brainer and very easy to implement: As an addition to sending warnings to the Kerbal Alarm Clock, how about the ability to configure a key press. The key would be determined by the configuration and tied to a specific alarm on the panel. This would be great for those of us who have RGB or LED keyboards. It would allow a macro configuration of the "alarm key" to blink a specific keyboard LED. Alarm ON and Alarm OFF messages would be great for a start. A more robust coding of this feature would allow other custom hardware to display status easily. Note that Telemachus would have some overlapping functionality as both the ARP and Telemachus report status from the game. Another perhaps more appropriate place to add this functionality would be in the Kerbal Alarm Clock itself since that is generally the warning manager for the game. Regards, cybermeister Quote Link to comment Share on other sites More sharing options...
jofwu Posted February 19, 2018 Share Posted February 19, 2018 (edited) Two feature requests that have been banging around in my head for a while now... I often have resources changing at a rate too small for ARP to depict. You get a change of (0.00) units per second, which isn't terribly helpful. Would be nice if non-zero values less than 0.01 displayed in scientific notation. Then a much bigger one... Also perhaps outside the scope of this mod, but I figure I'll throw it out there... With big ships and bases I often have a hard time figuring out how my resources are being used (or how they could) be used. You can look up in the resource panel and find out that you're using X units of EC per second, but what parts are consuming that EC? What parts are producing it? I imagine picking a resource from a list and seeing all of the parts which can store, produce, or consume that resource. Pick a part and it highlights to help you locate it. You see two values for each: (1) "capacity", which is the max amount that can be stored (for current configuration) or the max amount that can be consumed or generated (for current configuration, if part is turned on) and then (2) "usage", which is the current amount stored or the current amount being consumed/generated. I think this would be incredibly useful. Say your EC usage seems really high and you need to turn something off. This would make it much easier to locate what parts are using EC and decide what can be turned of. Or perhaps you will be adding more solar panels and want to know what kind of production the existing panels get at your current location. Maybe you're mining ore and producing fuel and you want to know if the ISRU can handle the production increase of another drill. With stock KSP you have to search every part one at a time to figure this kind of info out, so this kind of information would be a huge quality of life boost for me. Just an idea... Edited February 19, 2018 by jofwu Quote Link to comment Share on other sites More sharing options...
Fraktal Posted March 7, 2018 Share Posted March 7, 2018 Addon doesn't seem to work in 1.4: the UI is a completely empty gray rectangle. Even the icon is missing, replaced with a gray square. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted March 13, 2018 Author Share Posted March 13, 2018 On 3/8/2018 at 6:21 AM, Fraktal said: Addon doesn't seem to work in 1.4: the UI is a completely empty gray rectangle. Even the icon is missing, replaced with a gray square. yupp will update me mods this weekend after 1.4.1 is out Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted March 16, 2018 Share Posted March 16, 2018 On 13.3.2018 at 12:11 PM, TriggerAu said: yupp will update me mods this weekend after 1.4.1 is out awesome to hear! .. can't play properly without .. will the old config work with the updated one then too or will i possibly have to resort my resources then? .. I'm thankful already to hear you update this one hehe! Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted March 17, 2018 Author Share Posted March 17, 2018 v2.9.3.0 Released You'll find it in all the usual places, its not much more than a recompile for 1.4.1 Download from GitHub or Download from Curse or Download from SpaceDock Quote Link to comment Share on other sites More sharing options...
SVoyager Posted March 26, 2018 Share Posted March 26, 2018 (edited) I am having an issue with ARP, could use some help. I find that having the ressource panel open tends to make KSP stutter much more frequently (twice as much actually). I checked with memgraph and it shows the difference with ARP open vs the stock ressource panel open. I don't know if it is only me so maybe others can check on their ends too? ARP does do quite a lot more than stock so that might be related but it feels like the difference is quite extreme. Here is a screenshot as well as the log file. Note, for some reason I have some binding error spam on my log file. I just realized this today so i'll have to track this down but that is for another thread. I suppose it is not related? I have a fair amount of mods installed, if required I can try this again on a fresh install (anyway i'll have to do that to track the log spam). Thanks in advance for the help!! Log file Edited March 26, 2018 by SVoyager Quote Link to comment Share on other sites More sharing options...
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