avivey Posted January 12, 2014 Share Posted January 12, 2014 (edited) This is a tiny scratch for an itch I've been having: Which of the 25 "Orbiting Fuel Cache"s is empty and needs collecting? This plugin just shows the resources state of the selected ship in the Tracking Center. Long term plans, if I have the time, are to add a picture of the vessel, to make selecting one of many ships even easier. Install with CKAN: ckan.exe install TCShipInfo Download from Google Drive: https://docs.google.com/uc?export=download&id=0B1i-cKjnAQUHUmN4RXFfbXRacW8 source: (Google Drive): https://docs.google.com/uc?export=download&id=0B1i-cKjnAQUHMjZZNlNYY3RRLWs License: Public Domain. Installation: Extract the archive so that TCShipInfo directory should end up directly under GameData. For example, Steam installation on Windows will be in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\TCShipInfo\<content> Usage: The text window should show up whenever a ship is active. Toolbar: This plugin adds a button to the stock toolbar to toggle the display. Changes: v 0.4 (May 7, 2016): - Update to 1.1 api - Use stock toolbar instead of blizzy's. v 0.3 (Sept 27): - Unknown things (Like asteroids) will no longer be shown in details. - Other mods can now (Theoretically) add more information to the panel. v 0.2: - Toolbar (Optional) support. Requires an explicit dir structure. - persist window location and show-ness - Show crew count, part count, mass - Sort resources by name - Show command pod issues - Hide extra text for Kerbals on EVA - Explicitly set skin - see http://forum.kerbalspaceprogram.com/threads/65769?p=1017568#post1017568 Edited May 7, 2016 by avivey 0.4 / 1.1.x Link to comment Share on other sites More sharing options...
frizzank Posted January 12, 2014 Share Posted January 12, 2014 High five for this one, hope that it gets made a stock feature....I would give people some install instructions since the download is the dll, will save you some grief later.... Link to comment Share on other sites More sharing options...
DennyTX Posted January 12, 2014 Share Posted January 12, 2014 very useful! and frizzank is right. gotta be a stock future. Link to comment Share on other sites More sharing options...
TMS Posted January 12, 2014 Share Posted January 12, 2014 Does this automatically extend to customised resources, such as kethane or those defined in Interstellar? Link to comment Share on other sites More sharing options...
DennyTX Posted January 12, 2014 Share Posted January 12, 2014 seems yup. dunno about kethane, but hypergolic fuel from Engine Ignitor has been added.i hope it could show selected mission 4 vessel (from MCE) also Link to comment Share on other sites More sharing options...
NathanKell Posted January 12, 2014 Share Posted January 12, 2014 Oh, excellent! Link to comment Share on other sites More sharing options...
avivey Posted January 12, 2014 Author Share Posted January 12, 2014 Added installation instructions to OP, kind of.It should show any type of resource that the ship can carry, including customized ones - I just go over all parts and look for Resources.About MCE (and other plugins): I'd think of something for next version, but no promises about when...Glad to hear you like it! Link to comment Share on other sites More sharing options...
Playful1510 Posted February 11, 2014 Share Posted February 11, 2014 I was wondering if OP had any plans to continue with this mod? Link to comment Share on other sites More sharing options...
HoneyFox Posted February 11, 2014 Share Posted February 11, 2014 (edited) This is useful, especially when having generic space tugs on orbits and you want to know which one has sufficient fuel to move a cargo to the intended orbit. It will be useful when using with some mods like life support, too.P.S: not intending to de-rail the thread, what I even want more in TrackingStation, is allowing time-warp there to wait for certain launching/transfer window. Edited February 11, 2014 by HoneyFox Link to comment Share on other sites More sharing options...
a__gun Posted February 11, 2014 Share Posted February 11, 2014 Awesome. As for adding pictures of the craft, have you seen VesselView? Link to comment Share on other sites More sharing options...
HoneyFox Posted February 11, 2014 Share Posted February 11, 2014 Awesome. As for adding pictures of the craft, have you seen VesselView?You mean displaying a thumbnail for the vessel selected? That will be really awesome, REALLY. Link to comment Share on other sites More sharing options...
a__gun Posted February 11, 2014 Share Posted February 11, 2014 You mean displaying a thumbnail for the vessel selected? That will be really awesome, REALLY.I agree it would, though it was not my idea and personally I don't think it should be within the scope of this plugin, but the OP says that's what he wants to do:Long term plans, if I have the time, are to add a picture of the vessel, to make selecting one of many ships even easier. Link to comment Share on other sites More sharing options...
HoneyFox Posted February 11, 2014 Share Posted February 11, 2014 I agree it would, though it was not my idea and personally I don't think it should be within the scope of this plugin, but the OP says that's what he wants to do:Well perhaps rename the plugin to "TrackingStationExtensions" if it can provides various of useful features including resource display, vessel thumbnails, time-warp, etc..., just like that "EditorExtensions".Oh am I asking for too much? Link to comment Share on other sites More sharing options...
landeTLS Posted February 11, 2014 Share Posted February 11, 2014 Wow. Another one....Seriously there has been so much simple and cool feature adding plugins coming out of the forums lately. This, vesselview, keepfit, the vessel compartment plugin and so on. I think this is especcially useful. My tips/suggestions would be(in order of simplicity or awesomness):*Toolbar integration(simple)*Integration with vesselview for a small 2d representation of the vessel in the gui.(awesome)*I like % bars, maybe even a bit similar in design to the stock resource overview in the flightscene. perhaps in a later version of the gui. Maybe it would even be possible to integrate the gui into the squad mapview gui something like this(on the right):Tho my intuition says the code this resides in isnt possible to reference from a plugin. Tho someone managed to get planets into the game so what do i know:P.*does it track live usage of resources from mods like asmi eclss or tac? I havent checked/tested how isolated these run from the stock resource system to accomplish the unfocused resource draining thing so i dunno how difficult it would be to track this. Link to comment Share on other sites More sharing options...
a__gun Posted February 11, 2014 Share Posted February 11, 2014 Maybe it would even be possible to integrate the gui into the squad mapview gui something like this(on the right):RemoteTech adds a button on that panel which matches its style - maybe this could be replicated Link to comment Share on other sites More sharing options...
avivey Posted February 15, 2014 Author Share Posted February 15, 2014 Ooh, haven't looked for a few days.Glad to hear you like it!I do have plans to extend it, but not sure I'll find the time. It's one of the reasons that it's Public Domain - if any other maintainer thinks this would fit into they're mod, they can just paste it in (Or at least add it relatively easily).In particular, about the suggestions here:- Toolbar - should be very easy, I just didn't think it would be too useful. Now that buttons can be hidden and there's a snippet for optional integration - sure, why not.- Bars, and/or just using the stock UI for resources - I'd like that, but it looked at first glance that taking that out of the flight mode would be hard. It might be worthwhile, however, to integrate this feature into Alternate Resource View, which is basically the same thing.- Picture / VesselView - That's my wish-list I've actually looked into VesselView's code, and I don't think it would be practical to use; The big issue is that in the tracking screen, the vessel isn't actually "loaded", and vessel rendering (probably) can't be applied.In this mod, I'm looking at the saved state of the vessels - essentially the persistence file. Loading a vessel so it can be rendered takes a long time, and has some side effects.The best idea I had so far was to take a snapshot of every vessel when possible, and showing that; It's not a perfect solution, but it does most of what is needed.At any rate, no Idea when I might get to it.About Live usage from mods: I doubt it would just work without dedicated work, sorry. Link to comment Share on other sites More sharing options...
avivey Posted February 22, 2014 Author Share Posted February 22, 2014 Rubber Ducky has proved me wrong about rendering unloaded ships with Distant Object Enhancement; I will try to follow that code to get a snapshot... Link to comment Share on other sites More sharing options...
curiousepic Posted March 7, 2014 Share Posted March 7, 2014 I would love to see work on this continued! Toolbar integration would be appreciated, and in terms of low hanging fruit, top priority. Integration with ARV would be nice too. I don't care as much about a craft image. I know it would be work from above, but I think you should reconsider looking into supporting unfocused vessel resource drain. That would make this an essential mod. Link to comment Share on other sites More sharing options...
landeTLS Posted March 7, 2014 Share Posted March 7, 2014 Ooh, haven't looked for a few days.Glad to hear you like it!I do have plans to extend it, but not sure I'll find the time. It's one of the reasons that it's Public Domain - if any other maintainer thinks this would fit into they're mod, they can just paste it in (Or at least add it relatively easily).In particular, about the suggestions here:- Toolbar - should be very easy, I just didn't think it would be too useful. Now that buttons can be hidden and there's a snippet for optional integration - sure, why not.- Bars, and/or just using the stock UI for resources - I'd like that, but it looked at first glance that taking that out of the flight mode would be hard. It might be worthwhile, however, to integrate this feature into Alternate Resource View, which is basically the same thing.- Picture / VesselView - That's my wish-list I've actually looked into VesselView's code, and I don't think it would be practical to use; The big issue is that in the tracking screen, the vessel isn't actually "loaded", and vessel rendering (probably) can't be applied.In this mod, I'm looking at the saved state of the vessels - essentially the persistence file. Loading a vessel so it can be rendered takes a long time, and has some side effects.The best idea I had so far was to take a snapshot of every vessel when possible, and showing that; It's not a perfect solution, but it does most of what is needed.At any rate, no Idea when I might get to it.About Live usage from mods: I doubt it would just work without dedicated work, sorry.A snapshot wireframe 2d view of the vessel would be perfect for a visual. There is no need for it to be rendered.Im glad youre still working on this at it is certainly a useful plugin Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 12, 2014 Share Posted March 12, 2014 Time Control does something screwy to the resources window when it is opened in the Tracking station. Dunno whose fault it is. Posting here and over there. Link to comment Share on other sites More sharing options...
Xaiier Posted March 12, 2014 Share Posted March 12, 2014 (edited) The issue is that you aren't setting the skin and so it's using whatever skin happened to be set. As my mod does change it its likely that this mod is then using the Unity standard skin as opposed to the KSP skin which makes it "screwy." You should be able to add a "HighLogic.Skin" argument to the end of your window creation call and it should work fine, or just set GUI.skin = Highlogic.Skin right before calling it. (I'll fix my own as such to prevent it from messing with other mods) Edited March 12, 2014 by Xaiier Link to comment Share on other sites More sharing options...
avivey Posted March 16, 2014 Author Share Posted March 16, 2014 Added some features:Toolbar integration: If toolbar is installed, adds a button. Button only has one icon, and it toggles the window. If you don't have a toolbar, there's no way to hide it.The hide state is persisted, along with the window location.(Thanks, Gaiiden and Xaiier) - explicitly setting the skin also made it a bit prettier.Couldn't get the snapshoting to work yet, so I've added important information instead: Crew count, Part count, total mass. If a vessel is uncontrollable, an appropriate wording will appear.Percent bars - didn't have the time to look at it yet, sorry.New link download is in Spaceport - see link in OP. Naturally, if you have the earlier version installed, you should delete it. Link to comment Share on other sites More sharing options...
avivey Posted March 18, 2014 Author Share Posted March 18, 2014 Minor issue - fixed an issue with the window location being saved incorrectly.If you've downloaded yesterday, you should probably update... Link to comment Share on other sites More sharing options...
likke_A_boss Posted March 18, 2014 Share Posted March 18, 2014 Alright! This is a handy little tool. I wish these small mods got a wee more attention. Link to comment Share on other sites More sharing options...
WaRi Posted March 18, 2014 Share Posted March 18, 2014 bug report: this plugin has compatibility issues with Kerbin Date Calendar. if you activate both, the info windows show a strange behavior. Link to comment Share on other sites More sharing options...
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