TriggerAu Posted December 1, 2013 Share Posted December 1, 2013 KSP Alternate Resource Panel v2.11.0.0 The KSP Alternate Resource Panel is a plugin to the Kerbal Space program game and was created to provide me an alternate view of the resources list and also add some staging functionality to the map view. Basically installing this gives you an extra button labelled "Alternate" next to the Resources button in the top right corner. When you hover over it it will keep the panel displayed while the mouse is over any part of the panel, or if you click it it will be toggled on. It displays a list of all the resources that are present on your vessel with a bar graph of the amount on vessel and the amount remaining. It also has the following additional capabilities: Displays stage amount/usage - so you can see how much fuel is left in your current stage, esp in an asparagus configuration - Now configure which side the stage is displayed on (*New in 2.4.1.0) Adjust the order and Grouping of the Resources so they display how you like - some can even be set to only show up when a threshold is passed - Now with Drag And Drop and Separator Inserts (*New in 2.3.0.0) Optionally displays the change rate (or instant consumption) values Optionally displays time till empty/full (*New in 2.2.0.0) Optionally hide a resource on empty (*New in 2.1.0.0) or on Full (*New in 2.2.0.0) Select Resources to see part windows and look at individual components Transfer Resources between parts - like the standard part windows (*New in 2.1.0.0) Add Alarms to get visual and Audio queues for what needs attention - even add your own sounds Maintains settings and visibility between vessel switches/restarts KAC style update checker added Movable and lockable panel Option of the KSP or Unity styles Ability to add icons by simply placing files in the right folder Ability for Modders to provide icons with their mod and have them display in KSPARP Ability to configure the order of preference for icon sets Ability to configure resources to hide on full/empty as well as cater to disabled flows for full vessel resources Ability to configure non-staging resources to show Active/Reserve values using the green/blue bars (*New in 2.2.2.0) Optional Staging facility with Ability to Activate Stages in Map View, and Ability to use Space Bar in Map view to activate stages - like in standard flight mode Autostaging Controller to activate stages on engine flameout (*New in 2.1.0.0) Now contains icons for resources from: Kethane, Deadly Reentry, Extra Planetary Launchpads, KSP Interstellar, Life Support By Bobcat, RealFues, Near Future, TAC Life Support API for information reading and alarm acknowledgement (*New in 2.1.0.0) I plan to add a few more items to this over time, but that's it for starters Heres some vision of the ARP in use - updated for 2.1 And the drag and Drop functionality in 2.3 Instructions Hopefully I have built this simple enough that the pic below explains all you need... OK, we've moved past that point . The below will give you an eyeball at the main screen, but you will find the details on rest of the settings on the Documentation site linked below Player Created Icon Sets Icons by Olympic1 by Olympic1 Icon Set by pheonix_ca and IMGUR Gallery Links and further Information Download from GitHub or Download from Curse or Download from SpaceDock Documentation/Manual Source Code on GitHub Version History Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page https://sites.google.com/site/kspalternateresourcepanel/latestversion to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available This work is licensed under an MIT license as outlined at the OSI site Link to comment Share on other sites More sharing options...
Dante80 Posted December 1, 2013 Share Posted December 1, 2013 Looks good, I especially like the stage resource indicators. How is mod support for this? Link to comment Share on other sites More sharing options...
Barklight Posted December 1, 2013 Share Posted December 1, 2013 This is great, I'm surprised nobody thought of this sooner. Thanks I'll give it a test run now. Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 Please re-download after this post as I made a typo in the build script that makes the zip. v1.0.3 is on spaceport now and I'm backfilling the other locations Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 Looks good, I especially like the stage resource indicators. How is mod support for this?I assume you mean mod resources. It should read any defined game resource, so Mod resources should display.I only created icons for the standard ones, and was going to look at some other mod resources next. If it has no icon it displays a two letter acronym for the resource and on all the resources a tooltip displays the full name. The staging option is displayed for any resources that dont have a flow mode of all_vessel Link to comment Share on other sites More sharing options...
Dante80 Posted December 1, 2013 Share Posted December 1, 2013 I assume you mean mod resources. It should read any defined game resource, so Mod resources should display.I only created icons for the standard ones, and was going to look at some other mod resources next. If it has no icon it displays a two letter acronym for the resource and on all the resources a tooltip displays the full name. The staging option is displayed for any resources that dont have a flow mode of all_vesselVery nice, testing now. Looks very slick, and the added staging functionality in map view is a godsend. Are there any plans for integrating resource instant consumption stats to the bars? Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 Very nice, testing now. Looks very slick, and the added staging functionality in map view is a godsend. Are there any plans for integrating resource instant consumption stats to the bars?If you mean the numbers in "()" in the main one, then yes I was playing with it, but was running out of time to get something published this weekend. Getting the resource usage is quite difficult programmatically, so I set up something to measure over time, but struck issues with physwarp so I went live without it. I have a lot of the code already there in the source, and just need to tweak it to release.If it's something else, then just let me know and I'll see what I can do Link to comment Share on other sites More sharing options...
drtedastro Posted December 1, 2013 Share Posted December 1, 2013 Downloaded and testing... Currently, there seems to be something 'strange' with display.how is best way to attach and send image??? Link to comment Share on other sites More sharing options...
MedievalNerd Posted December 1, 2013 Share Posted December 1, 2013 Wow, looks great! I'll have to give this a spin soon. I really like the color scheme and icons! Link to comment Share on other sites More sharing options...
MedievalNerd Posted December 1, 2013 Share Posted December 1, 2013 Downloaded and testing... Currently, there seems to be something 'strange' with display.how is best way to attach and send image???I suggest dropbox, or if you rather not install anything there is this random thing I use:Use hotlink#1 or #2 in the options. (And pick family safe)http://postimage.org/ Link to comment Share on other sites More sharing options...
blackheart612 Posted December 1, 2013 Share Posted December 1, 2013 And here I was thinking earlier "why doesnt the resource panel display my current stage's resources?"Good one, this is useful. Downloading now! Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 Downloaded and testing... Currently, there seems to be something 'strange' with display.how is best way to attach and send image???Make sure you have v1.0.3. The first version had the textures in the wrong folder.imgur.com is a good way to share images Link to comment Share on other sites More sharing options...
drtedastro Posted December 1, 2013 Share Posted December 1, 2013 Make sure you have v1.0.3. The first version had the textures in the wrong folder.imgur.com is a good way to share imagesThanks, see if this works... http://imgur.com/M6dNMDb Link to comment Share on other sites More sharing options...
Dante80 Posted December 1, 2013 Share Posted December 1, 2013 If you mean the numbers in "()" in the main one, then yes I was playing with it, but was running out of time to get something published this weekend. Getting the resource usage is quite difficult programmatically, so I set up something to measure over time, but struck issues with physwarp so I went live without it. I have a lot of the code already there in the source, and just need to tweak it to release.Yep, thats what I meant. Wouldn't mimicking the stock resource usage be easier? Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 Thanks, see if this works... http://imgur.com/M6dNMDbThats what Mine looked like when I had the first download go wrong.Have a look in GameData\TriggerTech\PluginData . There should be a folder called KSPAlternateResourcePanel with all the images. If its called AlternateResourcePanel then you can simply rename it. Hope that helpsBTW. What are all those Resources you have there? Link to comment Share on other sites More sharing options...
drtedastro Posted December 1, 2013 Share Posted December 1, 2013 Yes, the new version fixed it... Many thanks... This looks really good. will play with it and get back to you.. thanks for making this... and your other mods... Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 Yep, thats what I meant. Wouldn't mimicking the stock resource usage be easier?Programmatically, I couldnt find a way to read the usage/generation of resources, did ask in some of the dev forums too. An example would be I was unable to read the EC generation from engine Alternators. So time based may bethe only way. The testing gave good values, just some physwarp issues. Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 Yes, the new version fixed it... Many thanks... This looks really good. will play with it and get back to you.. thanks for making this... and your other mods...Excellent, sorry for the broken upload, and thanks Link to comment Share on other sites More sharing options...
diomedea Posted December 1, 2013 Share Posted December 1, 2013 (edited) Very nice. I was waiting for your new creation, and it is as good as I could imagine. Waiting for consumption rates to be implemented, those are really needed and should greatly benefit from a better GUI, I hate the simple -/+ numeric indication of stock resource indicators.What would take to make custom icons for other resources? I would like to have for all the ones used by other mods, would make the .png files myself, however how can new icons be linked with the plugin?EDIT: well, found by going through your source, need to mod settings.cs and recompile. Will try to do that for myself. Edited December 1, 2013 by diomedea Link to comment Share on other sites More sharing options...
Chebalu Posted December 1, 2013 Share Posted December 1, 2013 Is it possible to delete the stock one? Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 Very nice. I was waiting for your new creation, and it is as good as I could imagine. Waiting for consumption rates to be implemented, those are really needed and should greatly benefit from a better GUI, I hate the simple -/+ numeric indication of stock resource indicators.What would take to make custom icons for other resources? I would like to have for all the ones used by other mods, would make the .png files myself, however how can new icons be linked with the plugin?EDIT: well, found by going through your source, need to mod settings.cs and recompile. Will try to do that for myself.Yep, a few lines of code at the moment to do it. I collated a list of other resources and have already made a few others in a similar style ( O2, CO2, etc), but I was wondering if I should try and make it search/load textures on vessel start so they can be truly dynamic, ie. New resource, new PNG and no code. Will look at it this week - then people could also have preffered icons, not just my style If you have a list of resources (and images) you want then PM me em and I can look into em. Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 Is it possible to delete the stock one?The Stock Resource Panel? Link to comment Share on other sites More sharing options...
diomedea Posted December 1, 2013 Share Posted December 1, 2013 Yep, a few lines of code at the moment to do it. I collated a list of other resources and have already made a few others in a similar style ( O2, CO2, etc), but I was wondering if I should try and make it search/load textures on vessel start so they can be truly dynamic, ie. New resource, new PNG and no code. Will look at it this week - then people could also have preffered icons, not just my style If you have a list of resources (and images) you want then PM me em and I can look into em.I am not sure if the search/load feature would do. Believe other mods defining and implementing different resources don't necessarily have icons for them in a format consistent for your mod. Certainly would be required to have some sort of check at loading time, to see that all resources defined are managed; that would also mean your mod should start after any other to do that properly.Nice idea to have different sets of icons, to meet personal preferences. Believe it should be easy enough to implement. Anyway, I like your style and will try to make other icons in the same. I will PM you after compiling a list of resources, and in case of images. Link to comment Share on other sites More sharing options...
TriggerAu Posted December 1, 2013 Author Share Posted December 1, 2013 I am not sure if the search/load feature would do. Believe other mods defining and implementing different resources don't necessarily have icons for them in a format consistent for your mod. Certainly would be required to have some sort of check at loading time, to see that all resources defined are managed; that would also mean your mod should start after any other to do that properly.Nice idea to have different sets of icons, to meet personal preferences. Believe it should be easy enough to implement. Anyway, I like your style and will try to make other icons in the same. I will PM you after compiling a list of resources, and in case of images.The search load idea would simply be a png in the ARP plugin folder with the name of the resource (as configured in other plugin file) - no code update/additions is what I was thinking. In fact it might be similar code to personal icons. I'll put it in my task list Link to comment Share on other sites More sharing options...
Dante80 Posted December 1, 2013 Share Posted December 1, 2013 A couple of suggestions about icons:1. Cryogenic fuels would be nice in orange.2. Mono propellant in yellow.3. Xenon/Argon in purple. Link to comment Share on other sites More sharing options...
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