linuxgurugamer

[1.8.x] Action Groups ReExtended: 250 Action Groups, in-flight editing.

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13 minutes ago, linuxgurugamer said:

As I said on the OP

unless a good reason is presented to keep it going

 

Thank you for quoting me, I don't know how you managed to quote me before my post, without editing =D but ok...

And ... I mean just the ability to have 250 custom actions is a quite good reason in my opinion.. We can't have more than 10 in stock, am I wrong, did they change something?

Also as I said in the post you quoted from, integration with the Smart Parts mod was also very cool feature, using them side by side. Plus as @JeffreyCor mentioned; the ability to have custom named action groups... is just priceless... I remember so many times, sharing my vehicle in multiplayer with friends and they're were so easily adapted to my crafts or stations thanx to those labels.

Edited by Problemless Mods Wanter
Shared memories.

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2 minutes ago, Problemless Mods Wanter said:

Plus as @JeffreyCor mentioned; the ability to have custom named action groups... is just priceless...

That's the number one reason I love this mod. That self-documenting/reminder feature is invaluable. Especially when coming back to a vessel which has been in flight for a long time (both in game and IRL).

In flight editing would be number 2 although there's a stock implementation of that now although I still prefer AGx's editor.

Then there's the more than ten actions and easily assignable buttons for extras outside default 10. I find stock's action sets a clunky by comparison.

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22 minutes ago, Aelfhe1m said:

Checking...

Checking....

I'm back ;)

I set up a minimal 1.7.3 to test. Initially didn't see the error but then found out how to trigger it - definitely an edge case.

  • Have the action editor open before going on EVA.
  • Left click on EVA Kerbal to select in editor (blue cross)
  • Board vessel
  • Exception spam

Clicking any part on vessel so it is selected before boarding does not cause the spam. It seems to be related to the KerbalEVA object no longer being present.

 

Replicated this and fixed it.  Also, no continuous nullrefs after sitting for more than 5 minutes

26 minutes ago, Problemless Mods Wanter said:

And ... I mean just the ability to have 250 custom actions is a quite good reason in my opinion.. We can't have more than 10 in stock, am I wrong, did they change something?

Stock now supports ActionSets, each of which  can have 10 action groups and all the Axis Groups.  total of 5 Action Sets gives 50 action groups

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Ok, I've decided to continue the mod.

I'll release it tomorrow with the bugfix for the problem that @Aelfhe1m was able to isolate for me.

 

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New release, 2.4.0.1

  • Updated for KSP 1.8
  • Fixed nullref on an edge case:
    • Have the action editor open before going on EVA.
    • Left click on EVA Kerbal to select in editor (blue cross)
    • Board vessel
    • Exception spam

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@linuxgurugamer, I mentioned in a recent Twitch stream of yours that I quietly supported your continued maintenance of this mod.  You encouraged me to mention why.

  1. Toggle the colour of an action group (State Vis).  I use this extensively for easily identifying whether a group has been activated (on/off, deployed/retracted, unstaged/staged (i.e. fairing), etc.).  Very useful.
  2. Named groups as a clear indication of a group's function.  Very  useful.
  3. Key assignment beyond the stock limitation of 10.  Useful occasionally.
  4. Extensive key bindings.  Useful.
  5. Ability to chose from a list of all parts (i.e. without having to select a part).  Very useful.
  6. Ability to separate identical parts and assign them individually to different action groups.  Very useful.
  7. Dragable windows.  Very useful

I'd like to see some improvements:

  1. The ability to close the Keybinding window without having to select a key.
  2. Fit text in the UI elements properly (long descriptions can exceed the list window width, State Vis button overlaps the action list scroll bar, etc).
  3. The ability to resize the UI elements.

There might be others in both of these lists, but you get the point.  Although I could revert to the stock mechanism, I'm very pleased you've decided to retain this mod.

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On 11/6/2017 at 7:47 PM, linuxgurugamer said:

-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.

Does it also work with joystick buttons?

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