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[1.12.x] Auto Actions (continued) [v1.12.1 — 2021-07-25]


Teilnehmer
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Diazo’s Auto Actions
version 1.12.1

tyvrROy.png   

Automatically activates action groups and some other things on launch.

You can control the initial state of:

  • Built-in action groups (Abort, Brakes, RCS, SAS, Gear, Lights),
  • Custom action groups,
  • Action set,
  • Precise Control mode,
  • Staging,
  • Throttle level,
  • Trim (Pitch, Yaw, Roll, Wheel motor, Wheel steer).

 

Available via CKAN.
Download:github.com/formicant/AutoAction/releases
Source: github.com/formicant/AutoAction

Dependency: Module Manager

 

How to use:

Spoiler

In editor, switch to the Action editing mode (XBdOgJf.png).
The Auto Actions window should appear.

First, set up the default actions you want to be triggered on launch for most your craft.
The default settings are separate for VAB and SPH.

pUzBsPj.png ltEVpG1.png

green — action on
red — action off


Then, for every vessel, you can override the default settings and set up some other things such as custom actions, action set, and trim.
You can specify up to five custom actions by typing in their numbers (1 .. 10 for stock, 1 .. 250 with the Action Groups ReExtended mod).
The per-vessel settings are saved into .craft files.

S9aDjUd.png

gray — keep default value
green — action on
red — action off

Known issues:

Spoiler
  • Does not support UI scaling.
  • PartModule indexing mismatch warnings can appear in the log on craft file loading. As far as I know, they are safe to ignore.


Localization: English, Spanish, Russian, Japanese, Chinese

License: GPL-3.0

Originally created by @Diazo. Continued by me since version 1.6f. Original forum thread by Diazo.

Version history:

Spoiler

1.12.1
Updated to KSP 1.12.1.

1.11.4
Revert to launch bug fixed.
ModuleAutoAction is always writen to the craft file again.

1.11.3
Action sets support added.

1.11.2
Updated to KSP 1.11.0.
Automatic staging feature.
Writing only non-default values to craft files.
Fixed behavior when switching editor.
Refactoring.

1.11.1
Updated to KSP 1.9.0.

1.11.0
Target .net framework changed to 4.8.
Updated to KSP 1.8.1.

1.10.7
Updated to KSP 1.7.0.

1.10.6
Updated to KSP 1.6.

1.10.5
External Command Seat support added.
Settings structure modified.

1.10.4
Updated to KSP 1.5.1.

1.10.3
Updated to KSP 1.4.5.

1.10.2
Updated to KSP 1.4.4.

1.10.1
Updated to KSP 1.4.3.

1.10.0
Gear and Light behavior fixed.
UI layout changed.

1.9.5
Updated to KSP 1.4.2.

1.9.4
Updated to KSP 1.4.1.
Fixed null exception when displaying the trim section for the first time.

1.9.3
Exception on Editor to Flight scene change fixed.

1.9.2
Updated to KSP 1.3.1.

1.9.1
Spanish, Japanese, and Chinese translations added.

1.9
Trim settings added.

1.8.1
Spanish, Japanese, and Chinese translations added.

1.8
Updated to KSP 1.3.
Localization support added.
Russian GUI added.
Code refactoring.

1.7.3
Updated to KSP 1.2.2.

1.7.2
Updated to KSP 1.2.1.

1.7.1
Licence added.
.version file added (AVC support).
.netkan file updated (CKAN support).

1.7
AutoAction.cfg file renamed to AutoAction.settings to prevent invalidating the cache by ModuleManager.
Bizzy’s toolbar wrapper updated.

1.6.3f
Updated to KSP 1.2.

1.6.2f
Fixed stock toolbar.
Fixed gauge color.
Separate VAB and SPH defaults.

1.6f
Updated to KSP 1.1.2.
Default value editing added.

 

@Diazo’s:

1.6
KSP 1.0.5 Update.
No code changes, Squad just moved some stuff in the API I have to update for.

1.5
KSP 1.0.4.
Fix a rare NullRef.

1.4
KSP 1.0 Update.

1.3
Add Precise Control option.
Fix Override Career flag added in previous version so it actually works.

1.2a
Add ability to override career mode lockout on action groups so this mod will show even if action groups are not yet unlocked.
Note that only shows this mod, another mod is required in order actually assign actions in early career mode. (Action Groups Extended is one that does.)

1.2
Stock toolbar support added, will be used if Blizzy's toolbar is not installed.
Now respects the action groups available in career mode and will only show actions you have access too. Note this means the mod will not show at the start of a career game, you must upgrade the VAB/SPH once to show it.

1.1
KSP 0.90 Compatibility fix.
There are code changes under the hood, you must update to 1.1 for this mod to work in KSP 0.90.

1.0
Automatically activate any action groups on vessel launch.
Including RCS and SAS.
Set Main Throttle to a specific value.
All settings save on a per vessel basis.

 

 

Edited by Teilnehmer
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Forgive the newb question, but how do I actually use this?  Say I want to fire an action group at a certain height how do I do it?  At the moment, I assuign Jettison fairing to AG 1.  I put number one in the first box but as soon as I load on the launch pad the fairings Jettison.  Is this mod used for that or does it just fire all actions immediately without delay? 

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  • 2 weeks later...

Version 1.8

Changes:

  • Updated to KSP 1.3
  • Some refactoring
  • Localization support added
  • Now, also in Russian. Теперь и на русском
Spoiler

bmXUzeS.png3EwHwD6.png

Please do not hesitate to add other localizations of the mod.

Known issues:

  • A few second hang-up can occur at the first appearance of the GUI. I’m trying to find out what causes it.
Edited by Teilnehmer
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hey there getting this when put a rocket on the launchpad

Spoiler

[EXC 01:57:21.824] NullReferenceException: Object reference not set to an instance of an object
    AutoAction.AutoActionEditor.OnGUI ()
[EXC 01:57:21.842] NullReferenceException: Object reference not set to an instance of an object
    AutoAction.AutoActionEditor.OnGUI ()

 

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Version 1.9.3

  • Exception on Editor to Flight scene change fixed.

 

After a scene change from Editor to Flight, the editor OnGui method keeps being invoked for some reason while the EditorLogic.fetch object is set to null. I’ve added a null check. It should be OK now.

Edited by Teilnehmer
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А как насчёт возможности НЕ переключать что-то на старте?

Конкретно хочу, чтобы шасси не выпускались и не убирались, а остались, как смонтированы.

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11 hours ago, Sebra said:

А как насчёт возможности НЕ переключать что-то на старте?

Конкретно хочу, чтобы шасси не выпускались и не убирались, а остались, как смонтированы.

If you turn on the Gear button in AutoActions, the actual gear state at launch should be the same as in editor.

Spoiler

6WQjdrv.png

TcIa00S.png

 

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