Playful1510 Posted August 9, 2014 Share Posted August 9, 2014 Is this compatible with .24.2? Link to comment Share on other sites More sharing options...
avivey Posted August 9, 2014 Author Share Posted August 9, 2014 Is this compatible with .24.2?Short test, but looks like it does. Link to comment Share on other sites More sharing options...
inigma Posted September 19, 2014 Share Posted September 19, 2014 You should rename this mod to Tracking Center Extended. Just sayin'Great mod! Link to comment Share on other sites More sharing options...
avivey Posted September 20, 2014 Author Share Posted September 20, 2014 haha - I'll consider it for the next build Maybe I should get back to working on it.... Link to comment Share on other sites More sharing options...
inigma Posted September 21, 2014 Share Posted September 21, 2014 Hello!I wanted to invite you avivey to a discussion on a mod list I'm testing. Let me know in that thread if you would be interested in helping test other listed mods with yours, or if you already have.Inigma's KSP Essentials Mod Listhttp://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-%28in-Testing%29 Link to comment Share on other sites More sharing options...
Eleven Posted September 21, 2014 Share Posted September 21, 2014 This beats what I've been doing: Going through and manually re-naming all vessels with extra fuel in them Link to comment Share on other sites More sharing options...
inigma Posted September 22, 2014 Share Posted September 22, 2014 haha - I'll consider it for the next build Maybe I should get back to working on it....my bad,I encourage you to rename this to Tracking Center Extensions - in plural, since hopefully this gives this mod a direction to provide different kinds of information extensions such as the text you display now, and hopefully in the future a thumbnail of craft as well. Perhaps TCE will expand to include other Tracking Center "extensions" by you or future developers who pick this project up to either control such objects, or other bits! I'm loving it so far! Link to comment Share on other sites More sharing options...
avivey Posted September 27, 2014 Author Share Posted September 27, 2014 I've updated this to hide information about asteroids. Still no bars or snapshots... Link to comment Share on other sites More sharing options...
Thourion Posted September 27, 2014 Share Posted September 27, 2014 For some reason i remember using a mod like this, and then i remember saying thanks to that mods thread...Now either this one is a different mod, or its the right one but havnt said thanks yet ..Anyway thanks! So many ships flying around its a big helper when you need to check things without going back and forth. Link to comment Share on other sites More sharing options...
inigma Posted October 12, 2014 Share Posted October 12, 2014 This works in .25 btw. No recompile necessary, unless you want to change the name to Tracking Center Extensions. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted October 12, 2014 Share Posted October 12, 2014 Damned, I wonder where did I got this "shipinfo" plug-in ! archive comes with no info . It's very nice and usefull to save time switching ships in tracking station to track their resources. Thanks for it avivey. Link to comment Share on other sites More sharing options...
mindstalker Posted February 14, 2015 Share Posted February 14, 2015 (edited) Any thoughts on integrating this with BackgroundProcessing? I don't think you'd actually have to integrate it at all, just allow for some type of polling? Right now if you have Resources actively draining/filling from an unloaded ship you have to alternate between clicking on different ships to see a changing resource. Edited May 5, 2021 by Snark Link to defunct website removed by moderator Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted April 28, 2015 Share Posted April 28, 2015 This appears to still be working in 1.0 Link to comment Share on other sites More sharing options...
ManuxKerb Posted July 10, 2015 Share Posted July 10, 2015 Sadly it does not work in 1.04 :-( Please fix! And also this should be stock..... Link to comment Share on other sites More sharing options...
hab136 Posted July 13, 2015 Share Posted July 13, 2015 Sadly it does not work in 1.04 :-( Please fix! And also this should be stock.....Works fine for me. What problems are you having? Link to comment Share on other sites More sharing options...
Stone Blue Posted October 24, 2015 Share Posted October 24, 2015 ^^I know not much activity on this, but just chiming in to ALSO verify this is working fine for me in 1.0.4.... Link to comment Share on other sites More sharing options...
Stone Blue Posted December 15, 2015 Share Posted December 15, 2015 Wow... No recent activity... Well, just thought I would post that this seems to be working fine in 1.0.5 ... BOTH in Windows and Linux installs... Link to comment Share on other sites More sharing options...
Trann Posted December 15, 2015 Share Posted December 15, 2015 You're doing good work, Stone. Link to comment Share on other sites More sharing options...
Stone Blue Posted December 16, 2015 Share Posted December 16, 2015 ^^ Thanx Trann... I have a thing for trying to keep old, little-known mods alive, and from disappearing into obscurity... So I'll try to "bump" them if nobody has posted in a long time... lol Its actually also peaked my interest in learning to 3d model and edit & create config files... I've actually gotten some old parts from obsolete mods to work in 1.0.5 for myself, where configs just needed to be fixed or re-created... I'm kind of surprised with THIS mod...Its such a simple, low hardware resource using mod, and "I" definately find it useful for differentiating between very similar craft in the same SOI, I cant believe more people dont use it... It saves me lots of screen changes switching into/out of craft, trying to find the one I want...Especially since there's the existing problem of supposed crashes due to an accumulation of scene changes in the game, due to garbage collection... I mean theres only SO much info you can put in a craft's name, to differentiate it from another, especially if they are basically of the same "class"...And especially if you havent played recently...Trying to remember which was which... I DO wish it had a few more features, but.... Link to comment Share on other sites More sharing options...
ManuxKerb Posted January 6, 2016 Share Posted January 6, 2016 Hi I really love this mod. It is very helpful! But: As 1.0 introduced science as a harvestable resource in a lab in space it would be very good to see how much science has build up in the lab. Can this be easily be integrated ? Thanks Link to comment Share on other sites More sharing options...
avivey Posted January 31, 2016 Author Share Posted January 31, 2016 Hi all, I'm glad there's still some good getting out of this micro-mod! The current status is like this: I'm waiting for 1.1. Since 1.1 includes a large UI change, and this mod is mostly UI, I expect I'll need to re-write much of it. I'm also not playing KSP until 1.1, because the technical limitations that will finally be solved are a big pain for me. Once 1.1 is out, and since I can't really play without this mod, I'll update it, and that will (eventually) include harvestable/offline resources. so.. soon, I hope? Link to comment Share on other sites More sharing options...
mudkest Posted February 10, 2016 Share Posted February 10, 2016 one of those "I can't believe its not butt, ehr stock" mods nice to hear you're planning to update it for 1.1 Link to comment Share on other sites More sharing options...
Jansn67 Posted April 25, 2016 Share Posted April 25, 2016 1.1? One of my long time managing plugins... Link to comment Share on other sites More sharing options...
ManuxKerb Posted April 25, 2016 Share Posted April 25, 2016 2 minutes ago, Jansn67 said: 1.1? One of my long time managing plugins... +1 Link to comment Share on other sites More sharing options...
Grogfeld Posted May 4, 2016 Share Posted May 4, 2016 On 30.01.2016 at 8:42 PM, avivey said: Once 1.1 is out, and since I can't really play without this mod, I'll update it, and that will (eventually) include harvestable/offline resources. so.. soon, I hope? I've just signed up specially to say "Do it, Do it Nooow"... Link to comment Share on other sites More sharing options...
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