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[1.1.2] WernherChecker v0.4.1 - Customizable Editor Pre-Flight Checklist ; (May 18)


Magion

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!!! WernherChecker Continued by linuxgurugamer !!!

I wanted to say STOP to the constant forgetting of solar panels or other important parts, so I decided to make this plugin. It is simple, but it can save a lot of time. Finally it is the end of those times, when you arrived at Duna and noticed, that all your ElectricCharge is gone.

Ladies and Gentlemen, I present you WernherChecker!

WernherChecker checks your ship during the construction in the VAB or SPH and tells you what should concern you in a small window in form of checklist.

 

Do you like it? So what are you waiting for? Download it now! (SpaceDock, CurseForge, GitHub)

Notes and Links

Planned Features (Green items will most likely be in the next release)

  • Custom GUISkin
  • Warning before launch, when important part is missing
  • Warning before launch, if the ship is not orbit capable

Known Issues

  • None known!

Changelog

------------- Version v0.4.1 (May 18) -------------
* KSP 1.1.2 support
* Added new default checklists (thanks linuxgurugamer!)

------------- Version v0.4 (Nov. 18) -------------
* KSP 1.0.5 support
* Added checking for resource capacity, current resource amount, crew's skills and part presence
* Added criterion's parameters in-game editing
* Added tooltips
* Preformance increase - checking only if necessary
* Changed color of the indicator lights 
* CrewCheck test is PASS, if EditorPanel.Crew is dipslayed
* Improved window's heigh calculations
* Toolbar setting label shows the current state
* Added "Try again" button to look for checklists again when no valid ones are found
* Fixed the launch button tooltip not displaying
* Many small tweaks

------------ Version v0.3.4 (Jan. 5) ------------
* Added in-game settings
* Fixed an issue causing the game to go crazy after launching an unmanned ship
* Crew-assignment-checking feature rewritten
* Under-the-hood tweaks

------------ Version v0.3.3 (Dec. 31) ------------
* Fixed the stock toolbar button duplication issue
* KCT compatibility

------------ Version v0.3.2 (Dec. 27) ------------
* KSP 0.90 support
* Added saving of the window's position
* Improved launch button hook for the crew-checking feature
* Default AntennaRange support

------------ Version v0.3.1 (Oct. 13) ------------
* KSP 0.25 support
* Added button to reload the config file
* Main window automaticly hides, when switched to the Action Groups or Crew Assignment panel
* Editor locks, when the CrewCheck window is displayed
* Minor visual changes
* Added some new PartModule definitions

------------- Version v0.3 (Aug. 25) -------------
* Fixed issue, where crewed vessel could be launched, even though it was blocked by editor
* Improved locking mechanism of editor
* Fixed issue, where the stock AppButton wasn't destroyed, when blizzy78's toolbar was not available, but it was set in settings
* Rewritten code ensuring loading and handling of checklists => changed cfg structure
* Better look of the main window
* Support of KSP-AVC
* Added indicator of the current checklist
* Option to select only certain parts for checking
* Various tweaks

-------------- Version v0.2 (Aug. 4)--------------
* Ensured 0.24.2 compatibility
* Multiple checklists support
* Option to change checklist during construction
* Various tweaks and minor improvements
* [internal] Rewrite of the code ensuring checklist loading and managing
* [other] Source code is accesible at GitHub
* [other] Available for download at KerbalStuff, GitHub and CurseForge

------------ Version v0.1.6.1 (Apr. 10)------------
* Recompiled for 0.23.5
* Checking for ModuleEnginesFX by default

------------- Version v0.1.6 (Mar. 17)-------------
* Checking of the crew assignment before launch

------------- Version v0.1.5 (Mar. 13)-------------
* Added availability in SPH
* Hovering over the window will lock the editor
* Renamed config file
* Small code optimisation

------------ Version v0.1.4.1 (Feb. 24)------------
* Jeb's suggestion can be disabled via config

-------------- Version v0.1.4 (Feb. 3)-------------
* Rewritten code ensuring checking for PartModules, so number of a PartModules linked to one item is no longer limited 

------------- Version v0.1.3 (Jan. 27)-------------
* Window uses button in blizzy78's Toolbar for minimizing
* Error message, if modules.cfg is missing

------------- Version v0.1.2 (Jan. 13)-------------
* Checklist is now configurable by the .cfg file
* Protection of the window before dragging out of the screen is smoother

------------- Version v0.1.1 (Dec. 30)-------------
* Window is now minimizable by button in lower left corner
* Window will come back when it will be draged out of the screen

------------ Version v0.1.0.1 (Dec. 26)------------
* Fixed issue, where External Command Seat was not recognized as Control Source
* RT2 compatibile

-------------- Version v0.1 (Dec. 26)--------------
* Initial release

License

This add-on is licensed under MIT license, which is available for reading in the download file.

Edited by Magion
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I love it!

How compatible is this with other mods?

This is brilliant! Maybe add a cfg that lets us choose what to check on the window.

No, bad idea. If you include an option NOT to check for something you might forget to revert to a 'check all' state. Negating the entire purpose of this mod in the process.

Edit:

Reading NotCoach's input below I do see some merit in custom configurations. By .cfg editing this could work safely, with in-game editing you still run the risk of forgetting things.

Edited by Tex_NL
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This is brilliant! Maybe add a cfg that lets us choose what to check on the window.

This. Running a million mods there are vital components from other mods that can be easily forgotten (radiators KSP Interstellar as one example). Make the checklist configurable to suit the needs of each individual using it.

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First impressions:

+ This only works in the VAB but not the SPH.

+ Works flawlessly with the parts from both B9 Aerospace and KW Rocketry. (Have not checked other mods yet.)

- The size of the screen is pretty intrusive, it can't be minimized. I can move it aside but if you move it 'off-screen' you can't grab it again. Fortunately a restart of the game resets it to its original position. A pull-out menu similar to MechJeb would be ideal.

- Other resources (liquid fuel / oxidizer / intake air) are not included in the checker.

- The External Command Seat is not recognized as Control Source.

Edited by Tex_NL
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- The size of the screen is pretty intrusive, it can't be minimized. I can move it aside but if you move it 'off-screen' you can't grab it again. Fortunately a restart of the game resets it to its original position. A pull-out menu similar to MechJeb would be ideal.

Added to ToDo list.

How compatible is this with other mods?

At this time it is compatibile with all parts, that uses stock PartModules and RealChute mod. I will add .cfg file, where you will be able to set, what modules to check for, as many of you requests.

- The External Command Seat is not recognized as Control Source.

Oops... I will fix it today.

And thanks for all positive feedbacks

Edited by Magion
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I can't tell you how many times I have forgotten to add in solar panels or some other item just to help my ships make the journey. This is awesome to have; will wait on the updates to make the screen disappear similar to mechjeb.

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Great idea, I too have introduced my head to my desk due to forgetting something that i should know better than to forget.

One request in line with keeping the list as small and unobtrusive as possible, could it be made to only show the items you do not have yet?

So, with your screenshot, it would only list engines and parachutes, because that's all your missing, you have everything else. As you add things in, they would be removed from the list and no longer shown, because you have power for example, so you don't need the reminder to add power any more.

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Neat, I've downloaded it and will try it. Some suggested improvements:

* Check for landing legs (VAB)/runway wheels (SPH)

* Integrate with Blizzy's toolbar. Here's the development thread with example code. It can be a "soft" dependency - if the toolbar is there, use it, but if not, make your own minimize button. Kerbal Alarm Clock does that.

* Check that the user has added all available (already researched) science sensors, not just one. If I've added a thermometer and barometer, but I've forgotten the gravity detector, I'm not going to be happy. You can step through PartLoader.LoadedPartsList() to see all the available parts, then pick out the science ones (more future-proof) and then call ResearchAndDevelopment.PartTechAvailable() to see if it's been researched yet. Maybe the toggle could be black/yellow/green for no science parts/some science parts/all science parts.

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I love it! I haven't downloaded it yet, but does it automatically check for those things? If so, its even more awesomes.

I already have ideas to suggest and I haven't even downloaded it!

I am going to assume that it does automatically check for these things.

There should be 2 different type of 'check boxes', like round ones the plugin checks automatically for you

and then Square ones where the user has to put the check in the box themselves.

Round checkboxes can be for 'craft title/desc', craft saved, landing gear, struts

One of the ideas I had for a Square checkbox is 'Staging'. Its a reminder for you to make sure you fixed your staging.

other Square checkboxes for action groups, crew assignment.

hmm, for landing gear maybe a square checkbox for landing gear rotation, making sure the landing gear aren't upside down..

oh, and one for docking ports not being backwards

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Might be nice if it also worked as a manual checklist too, my ideal spec:

  • It listed all the things you need to check.
  • Things check off automatically but you can also tick them off when you're satisfied you've taken them into account. (ie "I know I don't have solar panels, that's part of the mission design but thanks for the reminder.")
  • Those checkbox ticks do not save, so if you load another craft, they reset to unchecked, to avoid the "accidentally left everything checked" issue.
  • Add a "check yo staging" entry, that resets to unchecked whenever you do anything that messes with staging order.
  • Same for action groups.
  • Plugin support: Toolbar and TAC Life support are the two ones I'd most want to see.
  • Configuration screen that lets you set the default list of checks you want enabled for the plugin, a list that does save. I may never want to be reminded of staging (yeah right!) or struts. Yes, this allows the user to shoot themselves in the foot by permanently removing everything from the checklist and forgetting about it. That's their fault if they choose to misuse the configuration menu instead of manually ticking things off in the check list itself. 8)

Just realized Haze-Zero said most of these things just above me. So, uh, "what they said".

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After testing it, I like it a lot. :)

Two more suggestions:

* Check for LIGHTS! It's dark in space :)

* I put a probe core on a 200 t vessel, and the "reaction wheels" light turned on. Well yes, it will turn.. eventually.. but the "reaction wheels" check should not count probe cores as reaction wheels unless the vessel is super-light. Alternatively, turn the light yellow if only a probe core is on the ship and not a real reaction wheel.

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* I put a probe core on a 200 t vessel, and the "reaction wheels" light turned on. Well yes, it will turn.. eventually.. but the "reaction wheels" check should not count probe cores as reaction wheels unless the vessel is super-light. Alternatively, turn the light yellow if only a probe core is on the ship and not a real reaction wheel.

It should turn orange if there is a probe core, blue if there is a manned capsule, and green if there is a proper reaction wheel.

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It should turn orange if there is a probe core, blue if there is a manned capsule, and green if there is a proper reaction wheel.

This could perhaps be improved by calculating the actual rate of turn, based on the total torques for all the reaction wheels.

Above a certain amount of degrees per second is "OK".

Also, I agree with hab136 - adding a toolbar button would be good too.

Nice mod - keep up the good work.

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This could perhaps be improved by calculating the actual rate of turn, based on the total torques for all the reaction wheels.

Above a certain amount of degrees per second is "OK".

Yeah.. I had the same idea few days ago, but it would be quite problematic, if it will be combined with the list, which would be loaded from .cfg (well... it will be probably .xml) file. I'll see, how well will it go...

And now it's time for small update: After few days of celebrating New Year I finaly began to work on this project again.

At this time I have more than a half of work on the checklist, whose items will be loaded from .xml .cfg file completed - I figured out how to read data with the same index from two arrays and bunch of other stuffs.

Yet I have some trouble with PluginConfiguration, but I think it'll be solved soon.

Edited by Magion
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