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[1.12.x] Ship Manifest (Crew, Science, & Resources) - v 6.0.8.0 - 28 Apr 23


Papa_Joe

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Ship Manifest


Current Version: 6.0.8.0, 28 Apr 2023 -- Download: SpaceDock | CurseForge | GitHub (all releases). Also supports CKAN and KSP-AVC for your convenience in updating.

NOTE: This version of SM is KSP version 1.11.0+

license-CC%20BY--SA-green.svg CKAN-Indexed-brightgreen.svg KSP AVC-supported-brightgreen.svg SpaceDock-listed-blue.svg


Ship Manifest is a tool to manage your ship's "things".

I originally started with Crew Manifest as a basis for this work. My great thanks go out to vXSovereignXv for creating Crew Manifest, and Sarbian for contributions to and continuing maintenance of Crew Manifest.

I've now re-imagined it into Ship Manifest, Crew transfers are now only a small part of what SM can do. Ship Manifest moves crew, Science and Resources around from part to part within your ship or station. It also manages docked vessel refueling, hatches, deployable Solar Panels, antennas and lights. Kinda like your Ship's bridge...

Ship Manifest has a LOT of flexibility and a lot of Options. So much is available that is NOT seen in a default installation (Realism mode set ON by default) that you may be missing a lot of what SM has to offer. Please go to the Settings Window to see what options are available, and play with them. You will be surprised at the number of features that exist in this tool. I believe in choice, so you can configure SM to be pretty much exactly what you want. You want a "realistic" experience? Check. You want to be a god and chafe at realism mode restrictions? Check.

I also invite suggestions for things you would like to see.


License: CC BY-NC-SA 4.0. Original license on Crew Manifest was do as you want. I felt the original and contributing authors deserve due attribution, since this is a derivative work.

Source code (and all releases): http://github.com/PapaJoesSoup/ShipManifest

Ship Manifest WIKI: http://github.com/PapaJoesSoup/ShipManifest/wiki

No Mod Dependencies!:

Ship Manifest is mod independent. You don't need any other mods to use Ship Manifest. However, if you install the mods below, Ship Manifest provides specific support for their features.

  • Toolbar, by blizzy78. This mod is the "original" and a great alternative to the stock toolbar.
  • Connected Living Spaces (CLS) by codepoet. This mod provides the player with graphical information on livable spaces in a ship. It shows you where you could go internally on your ship. 
  • Module Manager. This mod allows you to extend the configurations on your parts. Used by CLS.
  • RemoteTech. This mod overhauls the unmanned space program and makes antennas much more important. Very powerful mod.
  • DeepFreeze. This mod provides part(s) for cryogenic freezing of kerbals for long duration flights. JPLRepo has taken over maintenance of this mod.
  • USI Kolonization System (MKS/OKS) Inflatable Modules.  Very cool mod for compacting your trips and station builds.
  • KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update.
  • CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically.

NOTE TO CKAN USERS:  don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me.

Acknoledgements:

Special thanks to @micha  for his support the past few years.  For continuity, a link to his thread is here:  Ship Manifest

 


What's New:

Version 6.0.8.0 - Release 28 Apr 2023 - KSP 1.12.5
--------------------------------------------------
- New:  Added horizontal window resizing to all windows.  SM will remember these settings  between saves.
- Fixed: Correct window scaling issue where other mods were affected by SM when changing the KSP Scale.
         This was caused by GUI.skin issues as SM was altering the built in skins.
         SM now uses a custom skin constructed dynamically from the selected built-in scales, so only SM windows are affected.
         Issue: Forum post https://forum.kerbalspaceprogram.com/index.php?/topic/56643-112x-ship-manifest-crew-science-resources-v-6070-25-apr-23/&do=findComment&comment=4277051
- Changed:  adjusted window heights for the Unity skin and the KSP skin.  This makes window resizing more reliable.

Version 6.0.7.0 - Release 25 Apr 2023 - KSP 1.12.5
--------------------------------------------------
- Fixed: Correct error in Manifest window with the vessel name.  Was using a nonlocalized name. Now properly localized.
- Fixed: Rate Modifier field in Science window was displaying incorrect value.  Now properly displays the value.
- Fixed: Correct resource display error when RealXfers setting is changed and Saved in Realism settings.
          Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/63
 - Fixed: Memory leak on SM destruction.  One handler was not being removed.
          Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/64
 - New: Refactored mod to support KSP UI scaling.  You folks with the 4k monitors should be able to see the text now.
 - New: Localized Screen messages in Crew transfers.
        Note: Many localizations are machine translations. Any help in improving them is appreciated.
 - New: Added a Settings button to the Roster window when in the Space Center.  This button appears if you disable the Settings icon
        on the toolbar.  This setting is in the Config Tab.
 - Changed: Refactored remaining windows and tabs to clean up display code.  Moved a lot of redundant code into GUI utility methods.
 - Changed: Refactored all windows to cache all localization strings and object size values.
            Object size values only recalculate if the screen resolution is changed.  Hopefully this helps a bit with performance.

Installation:

1. Remove the ShipManifest folder from your GameData folder before installing any new version..

2. Overwrite your GameData folder with the contents of the archive.

Ship Manifest is KSP-AVC aware and is CKAN indexed

Support:

If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions.

  Reveal hidden contents

Change History:

  Reveal hidden contents

This work was originally based in large part on Crew manifest 0.5.6.0 by xxSovereignxx as modified by Sarbian to work with 0.22. It has since been completely reworked and massively expanded.
 

Videos:

- Kottabos did a fine review here:

  Reveal hidden contents

(Feb 28th, 2014). It was very educational for me :). I've long since fixed the bugs and added much more... :D

Screenshots:

  Reveal hidden contents

Donations:

I wrote and support SM (and other mods) as it is an opportunity to give back to the community I love in some small way. But, some folks have asked me how they could donate. It completely blew my mind.

So, I've added a donation button. It is Completely voluntary, absolutely amazing, and I very much appreciate the gesture!    btn_donate_LG.gif

Edited by Papa_Joe
New release! v6.0.8.0
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Neat idea, but I'll wait until the mod is developed further; the user interface is quite clunky and I actually had to go into the settings and modify the size of the windows so I could actually view them on my screen.

Also, when transferring resources, the initial fuel tank would sometimes not glow green, and I had to select another one before switching back to it.

Again, this is a very good idea, but I feel like it needs a little more polish before I decide to download.

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  CalculusWarrior said:
Neat idea, but I'll wait until the mod is developed further; the user interface is quite clunky and I actually had to go into the settings and modify the size of the windows so I could actually view them on my screen.

Also, when transferring resources, the initial fuel tank would sometimes not glow green, and I had to select another one before switching back to it.

Again, this is a very good idea, but I feel like it needs a little more polish before I decide to download.

How big is your screen, are you playing on your phone or something? How more polished can a mod that is just an extension of a really. really well used and well know mod be? Try to be a little more specific if you have issues. Lets try to make life easier for the dev's huh?

I, however, think this mod is awesome and I thank you for updating/ taking over and improving functionality. I like the interface, it's obviously a clear extension of the crew manifest and I personally think it's awesome you are using the common API toolbar by Blizzy to allow everything to be kept in the same place on ones screen.

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very nice, just tried it and it seems to work fine in .23

one minor complaint: in the "spaceport view" the interface doesn't show the buttons but just a black spot. intended?

edit: on second startup its now just the transparent background without buttons (spaceport view, moved the buttons previously)

request:

could you make it compatible with the this mod: dock align indicator

http://kerbalspaceprogram.com/dock-align-indicator/

both use the same toolbar, sadly it cuts a part of the DAI-mod off.

Edited by TNM
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Thanks for the feedback. Good, bad, or otherwise, feedback is always welcome.

It is indeed alpha, so much remains to be done. I expect it to get easier to use, and take up smaller real estate.

I also felt the interface was too wide, so I'd already planned on cleaning that up. I simply felt that since it works and it adds value now, go ahead and get it out there and see what sticks.

It is indeed overlap with other tools. I make no bones about that in my OP. It is intended for those that do not wish to use the other tools, so I don't expect it to replace anything. I feel it fits a niche like mine. I have a truck load of mods, and I do not desire all the functionality of TAC Fuel Balancer. If you prefer that, please by all means, use that. It is a great mod, and I've no desire to compete with it.

I used to use dock align. I'll check it out and see what the issue is.

Yes, I've tested it in .23 (along with a whole host of other mods that seem to work just fine in .23) I'll be happy to provide a list of installed mods in .23.

Edit. Sorry I missed this.

  MaHuJa said:
...

The #1 extension to crew manifest I would like to see, is that the roster shows what ship each kerbal is aboard.

I will add that to the list! That sounds like an interesting feature!

Edit. one of the responses helped me discover a distribution issue. I left the configuration.xml file in the plugindata folder of SHipManifest. I run 1920 x 1080 resolution, so deleting that file will correct issues with window positions on lower resolution monitors. OP has been updated.

I have an update pending to correct this, the resource window sizes and clean up the interface a bit. I'll be including the latest toolbar as well..

[update]

I think I will remove support for Crew Manifest. Sarbian is continuing support for Crew Manifest, and it just seems redundant at this time. If I have something to contribute to Crew Manifest, I'll cross that bridge then.

So, let's look at Ship Manifest just handling resources instead... Besides, Crew manifest is a small plugin, just like this.

Edited by Papa_Joe
config file issue
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I can't but notice that the icons with this mod are the same for Crew Manifest (no wonder, you told to be using that as basis for this).

Anyway, I believe this one merits to have its own. Though my skills at drawing icons are not all that good, please find here what I propose (loosely based on standard symbology for a manual controlled ball valve) (License: do what you want with that).

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Just an update.

@diomedea: Thanks so much for the offer, but I'd already created new icons for Ship Manager. I will include them with the next release.

I'm currently working on part highlighting. I want it to be rock solid, and useful. When you select a resource, the parts that contain that resource will highlight in yellow. When you select a source, it goes green, when you select a target the target goes red. when you select some other source or target, the original parts revert to yellow, and the newly selected parts will now be green and/or red.

When you change a resource, all previously highlighted parts will clear and the new list will now show in yellow. Cleaning up the logic now, so it behaves correctly with mouse overs.....

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Update: New version out: .23.1.3 - Add part highlighting enhancements., new icons.

Edit:

Darn it all... I found a bug. When you select a resource, and then close the manifest window, the parts stay illuminated. I have corrected this behavior and published an update.

Sorry all!

Edited by Papa_Joe
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  • 2 weeks later...

I was scanning the mod requests thread and found this:

http://forum.kerbalspaceprogram.com/threads/65916

This is a good idea, and I'm going to add it to Ship Manifest. Seems like a good fit for this Mod's role.

I got some ideas I'm going to run with, but I welcome thoughts on how to make it really useful.

Off to code...

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  Papa_Joe said:
I was scanning the mod requests thread and found this:

http://forum.kerbalspaceprogram.com/threads/65916

This is a good idea, and I'm going to add it to Ship Manifest. Seems like a good fit for this Mod's role.

I got some ideas I'm going to run with, but I welcome thoughts on how to make it really useful.

Off to code...

Hey Papa_Joe!

I am glad, you liked my idea - just came across when doing stupid things after my first landing on minmus - without having my game saved.. poor guy... :)

I am curious, what you will bring up here :)

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This may be me but... When I use the slider to specify the amount of resource to move it seems to ignore what I have set and either empties the tank it is transferring from or fills the tank it is transferring to.

One other comment that you not agree with. When the tanks are highlighted it feels more natural to me to have the tank that is being transferred from to be red (a warning to get it right) and the tank you are transferring to to be green.

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Yay! Feedback! I was getting lonely here... :)

  Z3R0_0NL1N3 said:
Are you going to add in Crew Manifest's crew transfer?

Also, my game shows 2 Ship Manifest toolbars. Can I get rid of one?

I had originally released Crew Manifest as part of Ship Manifest, as it was not being supported, but Sarbian released an update to Crew Manifest before I released Ship Manifest. So, I removed Crew Manifest as I thought I would simply be duplicating effort. I then offered to continue support of Crew Manifest, as Sarbian was also supporting many other important mods and I felt I could "relieve some pressure" from him. He declined, stating that he would welcome a change of pace from all the math he has been doing.

Sorry for the long explanation, but I'm just trying to be respectful to the modding community as I get my feet wet. However, the license on Crew Manifest is "do what you want", so there is no "reason" that I couldn't incorporate that functionality into Ship Manifest. Of course, this would then present users with a couple of choices for Crew Manifest, and I suppose that is not necessarily a bad thing, but I also do not wish to offend any modders. I will consider resurrecting my code and enhancing it with suggestions made in the Crew manifest thread if enough people express an interest. I do have some ideas to add as well...

Edit: The "Extra" toolbar is because of NavyFish's docking alignment tool. He included a copy of the Toolbar folder in his folder. Remove that one and all will be well.

  Horman said:
Hey Papa_Joe!

I am glad, you liked my idea - just came across when doing stupid things after my first landing on minmus - without having my game saved.. poor guy... :)

I am curious, what you will bring up here :)

Hi Horman, Yes indeed I thought it was a great idea. I have posted some of my ideas for this feature in the OP under Planned Features. Mainly I'm thinking a persistent checklist per vessel, with some templates for common flight profiles, and the ability to add and remove whatever you wish, with CheckBoxes to mark completion.

  katalex-3 said:
4 Mb sounds ?!?!:mad:

LOL. Yes, with all the effort to reduce memory... 4 mb sounds. Hey, it was .wav and it was quick. I'll convert to .ogg on the next release. That should reduce it to respectable levels. However, if you are that concerned about 4 mb (and I understand that that "could" make a difference), you can convert them your self and replace the files there. Note that KSP does NOT care about the extension, so you can replace the files with .ogg easily. You can also change the file names in the settings window, so you are not limited to what I provided. Hope that helps in the short term.

  THobson said:
This may be me but... When I use the slider to specify the amount of resource to move it seems to ignore what I have set and either empties the tank it is transferring from or fills the tank it is transferring to.

One other comment that you not agree with. When the tanks are highlighted it feels more natural to me to have the tank that is being transferred from to be red (a warning to get it right) and the tank you are transferring to to be green.

Yes, I found that error a week ago, but have not released a "fixed" version yet. My bad, sorry. I am glad you reported it tho!

As far as the colors, I have to agree. I debated changing that, but at the time I was being consistent with Crew Manifest. I can add a configuration to allow you to change the colors for source and target. I'll include that in the next release as well.

Again, to everyone, thanks so much for the feedback. It is very important to me.

Edited by Papa_Joe
Added Extra Toolbar comment
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i use crew manifest for long, but i like the idea to have crew and resources in one tool together.

a suggestion: i personaly think there is a function missing, to transfer science data between docked pods, whitout EVA. maybe this would be a "special" for the ship manifest ;)

edit: oops, already exists: http://forum.kerbalspaceprogram.com/threads/54998

Edited by acc
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  Captain Sierra said:
You know what would make this over the top? Fuel leveling. e.g. select two tanks and have it even the fuel between them exactly.

I think it is a good idea, but have you used TAC Fuel Balancer? It offers more advanced resource management, including Center of Mass balancing. While it appears to have a larger learning curve (so I've been told), it is a great mod. as I said in my OP, I've no wish to compete with that Mod.

Given that, simple balancing between 2 parts would seen to be in line with my tool (lightweight and easy), and would be an easy add.

@Horman: I just noticed another mod that provides notes/checklists: http://forum.kerbalspaceprogram.com/threads/55625

Check this out and see if it meets your Checklist needs. If I offer a checklist feature, I will need to make it an alternative method to support the need and not step on the efforts of agises

Edited by Papa_Joe
Added link for Tac Fuel Balancer
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