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Found 20 results

  1. A little idea, i would want sensors so i can activate certain action groups when they detect things like distance, preassure or temperature :DDD (i'd love if this was added in both KSP and KSP2)
  2. I hope this hasn't been posted yet, didn't find anything. It would be nice to be able to add regular parts to the KAL robotics controller, like deployable solar panels, landing gear, etc. I'm trying to put solar panels on a hinge but they deploy too soon. Being able to sync them with the robotics stuff would be really useful.
  3. Hello, guys! Despite DOZENS of great mods and official improvements, still there are a few things I believe would be AWESOME to have in stock game, as it seems to me they are no challenge for professional programmers to add. 1.) Once you have a LOT of scientific experiments on your vessel/station - and we are going to have A LOT more with the upcoming DLC -, there would be great if we could open some kind of list/menu which shows them all in our assembling, so to, somehow, use them "remotely" while in IVA; 2.) The action groups are great and pretty much useful! And, yeah, 10 groups is more than enough. But, sometimes, you want - or - NEED to change them after launching your stuff into space. Even more, if you couple two different vessels together, things become messed up when you use´em action groups. So, here they are. Thank you for your time, and let´s warm up for new breaking grounds!
  4. I believe there's a mod which allows thrust-limiting engines through action groups, but I can't remember its name for the life of me. Could someone post a link? Thanks
  5. I'm having trouble with the new parachutes. They're great and fun to use, but I want to deploy them without right-clicking on my kerbal. So I took to the code. I searched the landing gear, lights, and RCS-related parts and couldn't find anything related to action groups. So how do you set them? I know it's possible to assign action groups and staging to kerbals, just get in an EVA seat. I know next to nothing about this stuff, so a video tutorial would probably help the most but I'll take any help I can get.
  6. Right now, SAS is hardwired to the SAS action group. As long as something can have SAS, it's toggled with SAS and ONLY with SAS. I think you should be able to remove and change this binding via the action groups menu. The SAS group would be automatically applied to every command pod/probe core/???. This way, you can toggle SAS with other action groups and have an action group that can invert itself briefly without any unintended results. An (extremely complex) example of where this would be useful is in a supermaneuverable fighter plane with an ejector seat; something I just happen to have. On launch, I could hit the space bar and permanently turn on SAS (unless I right click the cockpit and turn it off), and toggle the afterburners with T. If I needed a brief pulse of extra power (or if I wanted to turn it off for some reason), I could tap F to quickly turn the afterburners off and back on when I release it. Or the other way around because it can invert itself. The reason I mentioned the ejector seat is because the second stage is the ejector seat. There's really no reason NOT to make it this way. It (probably) doesn't take that long to change, and doesn't get in the way of gameplay if you don't want it to. Parts are already set to do things on certain action groups (gear, brakes, and lights), and it would open up a whole new action group behavior; inversion. P.S. - I know about the brakes action group but that doesn't invert. It just turns off on its own. What if I want to briefly turn it off and then have it stay on?
  7. Holy sciencey title Batman! Basically what I'm suggesting is for SAS to be a module on command pods/probe cores that's automatically assigned to the SAS action group but can be removed and set on other action groups, just like the brakes on wheels and lights in lights and crew parts. What this would do is open up an entirely new action group with new properties. I know you can already set things to the SAS action group, but it's basically suicide to disable SAS mid-flight, especially in some aircraft. As for the "new properties" I mentioned a sentence or two ago, the SAS action group can be on or off, and can have the state temporarily reversed by holding the F key. This would be useful for things such as Space X-style booster landings or SSTO re-entries where briefly deploying all your airbrakes or retracting them to keep them from blowing up from the re-entry heat or to fine-tune your trajectory would be extremely useful. TL;DR - Make SAS an action group like brakes or lights to free it up for other things where temporarily inverting the state of a part would be required/useful.
  8. Hi KSP dev team I found that toggling/deploy/retract drill in action groups for drill has been removed in the recent update, so I cannot toggle drills from action groups, it is annoying that toggle drills one by one, Also if it is possible that we can re-define the action group in flight.
  9. One last ditch effort. I can add and remove actions groups in runtime in my PartModule plugin, but they can't persist from editor to flight (probably also on vessel load/spawn), so i gave up on that front. To elaborate : i've tried with Action Groups Extended by @Diazo to have a look into mechanics of action groups in flight scene, and while i can add actions on the fly and use them, KSP "forgets" them from SPH/VAB to vessel launch. Next, i've discovered by "type - compile - run - duck and cover" testing i can add multiple [KSPAction("somename"]) above a single function and have fully working multiple actions that persist from editor to flight scenes ! What bugs me is that i can't find out WHICH KSPAction attribute fired the function, there is no apparent link to trace back to corresponding action. Sigh... Example: [KSPAction("action one")] [KSPAction("action two")] [KSPAction("action three")] public void DoSomething(KSPAction param) { // ...stuff.. note that received "param" has only [float] Cooldown, [KSPActionGroup] group and [KSPActiontype] type, no backtracking from this } If there is a way to determine a calling action, this could save some space and simplify code. As one can guess from the above, i really would like to save up on repeating the same blocks of code (i need a lot of them for my plugin). This is me more sharing this discovery rather than me following up on this, i'll take the usual one-attribute-one-function route until this is resolved either as a failure or a success.
  10. Hey guys, quick question here. BTW, I tried my best to search for an answer, but couldn't seem to find one, so I apologize if it's been asked before. Are there hotkeys for the SAS hold buttons? I especially use the 'hold prograde' throughout a lot of the ascent of my rockets. I'm visually impaired, so it's been a thing where I have to pause the game to give me time to find and click the button, and it's kind of getting old. Might there be a mod that allows me to assign these SAS holds to action-groups? Thanks!
  11. Need I say more? It was useful to be able to quickly switch a rover from a faster, stabler mode to one which enabled precision parking.
  12. I'm playing with the Iktomi build I did earlier this month, assigning an action group to all of the science instruments. Figured it would be handy for very brief passes through a planet's upper atmosphere. I'm finding that, with the exception of the Materials Bay and Goo, I can only trigger an instrument once using an action group. With the Goo and Materials Bay I can trigger a cleanup with a mobile processing lab, and then I can use the action group to trigger those experiments again. Not so with the remaining instruments; even after collecting the data from those instruments to the MPL or a data storage capsule, I can't re-trigger them using the action group. Have I missed some step to fully reset an instrument so I can use the action group again? Using KSP 1.2.1, visual mods only, hence the reference to the data storage capsule. --
  13. I like to use action groups for things like toggling solar panels etc, but I find, if I haven't used any actions for a while, it takes two presses of the relevant number key before anything happens. Is this by design (maybe so you don't have something happen if you have hit the key by mistake), a bug, or something unique to my KSP world? It's not really a huge issue, I'm just curious! Regards Clipper.
  14. Hello guys, I am running a 64 bit 1.1.3 version of KSP with following Mods (updated) installed, but note that the problem did occure long after any game file changes. B9_Aerospace, Deployable engines, EasyVesselSwitch, Firespitter, Hangar extender, JSI, KAS, KAX, KIS, Kerbal engeneer, KW rocketry, Mark IV system, MechJeb2, NavyFish, Near future Props, Planetary Base, Procedural Dynamics, RocketSystems, OPT, Tac fuel balancer, Tweak scale. Actual Problem: I build a heavy lifter SSTO spaceplane using the MKIV system and the Sabre engines from B9 with the corresponding precooler and airintake. I set up my action groups as followed : 1 = Toggle engines, 2 = Switch engine mode and toggle air-intake. Once on the runway I hit 1 to active the engine which fires up in Airbreathing mode. If i hit 2 the engines get switched, the airintake closes and if the engine was still running the Closed circle mode fires up. After that I am unable to shut down or restart the engines with action group 1. I have to activate 2 (going to airbreathing again) to potentialy shutting them down or if I want to restart them I have to toggle them in Airbreathing mode and switch mode again. In short : once I switch the mode I cant shut down/restart the engines properly. By rightclicking on an engine I can still start it manualy even though the action group does not work. To specify, I am using this ship unmodified for a long time and the problem just suddenly appeared. I tried altering the action groups from toggle to one for activating and one for deactivating the engines, i tried using staging, drone controle, deinstalled all non essential mods for that plane, made a fresh game install but the "bug" persist. If you need any futher informations let me know, but if anyone could help me that would be awesome as I am using that ship for basically everything... Best regards, Aventh
  15. Okay, so the ability to set thrust limiters on engines is great, and with the exception of solid fuel engines, those thrust limits can be adjusted while in-flight. This is quite handy for things like reducing thrust output to make fine maneuvers without overshooting, or when using a VTOL craft with downward facing nozzles that need to be adjusted to balance the thrust across the mass. However, it does come with the limitation that trying to do this while in flight and (especially) under thrust is incredibly difficult. On a single engine craft this is kind of possible, on multi-engine craft this is a nightmare. Try limiting the thrust of four engines, one at a time, while also under power and you will see what I mean. Thus, I would like a way to adjust maximum thrust on-the-fly (ha!) using action groups, if I can previously specify some thrust limits in the VAB/SPH. This would allow things like an efficient transition from a VTOL mode to a forward-thrust mode, or the ability to steer a craft by controllably making the thrust asymmetric. Or even just having a multi-purpose lander that can switch modes to best suit the gravity of the body it is trying to land on. And (I hope) this would be a relatively easy thing to add.
  16. 1.1 has removed the separate "Extend Legs" and "Retract Legs" options from the actions that can be assigned to Action Groups on landing gear, which was present in 1.0 and prior versions. Before 1.1, "Extend Legs" and "Retract Legs" were separate Action Group Actions, included alongside the "Extend/Retract" option. I'd made extensive use of that with my spacecraft setup, as with limited numbers of action groups available, my action groups were set up to do things based on what the ship was doing, rather than grouping similar types of parts. Having "Extend Legs" as an Action Group option meant that, for instance, on my "Landing" action group, I could be sure that the legs would be extended, at the same time as the Solar Panels were retracted and the engines were activated, regardless of whatever the spacecraft had been doing immediately prior to hitting the "6" key, and as long as I was still committed to landing accidentally (or deliberately) hitting the "6" key again would not take any of those parts out of the "Ready to Land" mode. More generally, I'd really prefer it if all the available action groups had "Activate", "Deactivate", and "Toggle" options for their actions, instead of the current setup where some parts only have "Activate" and "Deactivate", and others only have the "Toggle" option.
  17. I had this mod, AGX. I didn't install it because I needed all that fancy sff and 250+ action keys... No, why would I have more keys programmed than my memory can remember... I installed it to cover a specific "flaw" in the game... That is, the impossibility of programming action groups in flight. Either because I forget to do so before launch or because I attach 2 or 3 ships and I don't want the action groups to do unwanted things... problem is, although AGX mod has some nice stuff, like the ablity to choose hidden parts, to include in actions, its interface must be one of the most difficult to tackle, of all mods, and after upgrading to 1.0.5, and even using the latest AGX available, stopped saving the action groups, that is, I program the action groups, leave hangar, and action groups actions are erased... is there another, simpler, mod out there that just lets me reprogram action groups in flight. Just the basic action groups, really... Or... In case there isn't, what the hell is happening with my AGX? And how can I fix it?
  18. Hello, probably this has been suggested before, but i wanted to ask if the development team still is aware of this issue: When inflight, you often dock/undock vessels, and while the scrambled staging can be fixed inflight, the action groups cannot. For example: If i dock a ship to another and want to toggle all my solar panels by pressing (2), the game won't allow this. Or if i switch to a ship i haven't activated for a long time (Jool mission return crew saver rescue vehicle you know what i mean....), i simply can't remember i used (2) to activate the drag chutes, and PLOPP the chutes are gone and i don't have a mechanic onboard. Doh! It would be great to be able to re-assign the action groups while inflight (as long as the VAB is upgraded enough of course).
  19. The options that some parts have for action groups seems rather limited (or even a bit arbitrary). For example on an Elevon you can set action groups to toggle, extend and retract. But on the context menu for the same Elevon there are quite a few more actions available; state toggle (which covers the action group options), deploy toggle (inverted or normal) and a toggle for pitch, roll and yaw. The action group options "extend" and "retract" are kind of pointless when you have "toggle" and the really useful one to have as an action group (the deploy toggle) just isn't available as an action group option (the other toggle could be useful too with certain designs). In order to change deploy state in flight you have to use context menus (which while coming into land at speed can be tricky!). Looking at the small landing gear, while it has almost all context menu actions available as action group actions there is no action group option for toggling the brake (I don't mean applying the brakes, I mean enabling/disabling them on a particular wheel). So my main point is; We need more action group options available, in fact everything that can be done via context menus should be doable via action groups. This leads me to my second point, (programmer hat on) which is about the implementation logic for action groups and context menus; There is quite a difference on some parts between what's available on context menus and what's available as action group options. Obviously there is overlap, but there's a lot of difference too. It seems to me that there must be two separate definitions for what's available in action groups and what's available on context menus. That's not very DRY (coder term; Don't Repeat Yourself). There shouldn't be two definitions, there should just be a definition of what appears in context menus and the options available in action groups should simply inherit that (with the exception of any sliders). Anything that exists as a togglable thing in a context menu should automatically be available as a togglable action group. (A good, complete design should also have a option to set a flag to exclude a context menu toggle from action groups, but that should be a rare exception rather than the norm.) The current implementation implies that someone had to think about what's available in context menus vs what's available in action groups, and maybe they did think about all the insane things we may want to do. By having action groups inheriting their options from the context menu options it means that it doesn't require anyone to think about what's available; the functionality of the part defines what's needed in the context menu and that automatically takes care of the action groups. The result is more functionality available via action groups, it fulfils the expectation that anything you can do via context menu you can do via action groups and the implementation is simpler (should be less code) and less rule bound. Aside; further enhancements to action groups.
  20. Action Groups Extended Version 2.2 Can be found on the CKAN as Action Groups Extended Joystick and Controller Users: See this post for specific instructions to assign joystick/controller buttons to action groups. This mod respects career mode VAB/SPH progress and only shows unlocked action groups by default. To override and always have all action groups available, find the KSP\GameData\Diazo\AGExt\AGExt.cfg file and change the "OverrideCareer" value to 1 (one) from 0 (zero). You can also use the new stock ActionGroupsAlwaysAvaialble option in-game, found under Custom Difficutly -> Advanced Options. -Option to override Career Mode action groups lockout on low level buildings to use action groups immediately if desired (Disabled by default) -Increase the number of action groups to 250 -Edit Actions in Flight. -Name Action Groups on a per vessel basis, so you can remember what is assigned where -Actions state can be color coded based on status. (Note this defaults to off.) -Toggle monitoring allows visual feedback of actions that lack this, such as the "Inverted Steering" on a wheel. -Supports saving actions to sub-assemblies Mods aware of this mod and can activate all 250 action groups: Auto Actions: Automatically activate action groups (and RCS/SAS) on launching a new vessel. Smart Parts: Activate an action group on a time delay, or at a set altitude or a fuel tank being empty. kOS Scriptable Autopilot System: Control your vessel with scripts to automate vessel control tasks. (kOS 15.6 or newer) RemoteTech: Support for signal delay and RT's Flight Computer How to edit actions in flight? Right-click (not left-click) the AGX button in flight mode and select the 'Edit' button. How to assign actions to non-number groups (Brakes/Gear/etc.) On the Groups window, click the Other button. Download Download latest version can be found here. All releases are archived here if you are running an older KSP version. Note that ModuleManager is a required dependency. (Click here to download.) Full changelog here. This mod is released under the GPL 3 license and source code is on GitHub. List of supported partModules for toggle state monitoring is here. Installation The GameData folder inside the zip file is to be merged with the GameData folder in your KSP directory. The AGExt.dll should end up at KSPInstall\GameData\Diazo\AGext\AGext.dll Toolbar support is included, but is optional. If Blizzy's toolbar is not installed, the AGX icon will appear on the stock toolbar instead. Quick Start 1) Assign an action: -Click the part that contains the action, all parts in symmetry will be selected by default and show in the Selected Parts List. To change to another part, just click it, the parts list will clear itself and select the new parts if they are different. If the parts are the same they will be added to the list. Clicking on a part in the list removes just that part from the list. A Blue Cross will hover over parts currently selected, a Red X will show over a part when you mouse-over it's button in the list. -Select the group you wish to assign the action to in the Groups Window. -All actions available on the part will now show in the Actions List (below the selected parts list). Click on an action to assign it to the current action group. It will now show in the Actions window. Actions currently assigned to the currently selected action group will show in the Actions window and a small green X will indicate the parts these actions are assigned to. -The clicked action will now show in the Actions window, note that actions appear for individual parts, if you had 4 parts listed in the Selected Parts list, 4 Actions will appear in the Actions window, one for each part. 2) Remove an action: -Select the Action Group that has the action assigned in the Groups Window. -Click the Action in the Actions Window, on mouse-over a red X will appear on the part containing the action so you can tell similar actions apart. 3) Name a Group: -Click on the Group Name text box, this is a free-entry box for typing with the keyboard. 4) Change a keybind: -Groups 1-10 are assigned to the 1-10 number keys to match the KSP defaults. Other groups have no key assigned by default. -Click on the Keybind Key ("Alpha1" in the above image), a new window showing all available keys will pop-up. Click the button representing the key you wish to assign. Assigning the key by pressing the physical key on the keyboard does not work. 5) Activate group in flight: -Press the assigned key on the keyboard or click the action group on the Flight window. -The Flight window can be shown/hidden by Left-Clicking the AGX icon on the toolbar. (Right-Clicking the AGX icon opens the menu.) Full AGX Manual on Google Docs. (In progress, only 10% complete.) D.
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