Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,934
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. New release, 2.0.1 Updated help text Added filter to payload selection Added subassemblies as available payloads Added toggles to select from VAB, SPH & Subassemblies Added code to create thumbnails for subassemblies and any missing ship thumbnails
  2. Originally made by forum user @Diazo, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/116142-* ModActions This mod is designed to allow you to control your vessel entirely via action groups, no more having to right-click on parts and control things through the part menu. This allows you to do such things as change the thrust limiter on all engines on your vessel via a single action group command. In addition to many stock actions, you can also control several mods via action groups in this fashion. Availability Source:https://github.com/linuxgurugamer/ModActions Download:https://github.com/linuxgurugamer/ModActions/releases License: MIT Available via CKAN Dependencies Click Through Blocker ToolbarController Module Manager Changes Made During Adoption Adoption by LinuxGuruGamer Added support for ToolbarController Added support for ClickThroughFix Removed Blizzy & stock toolbar code Replaced call to: KSP.UI.Screens.EditorActionGroups.Instance.SelectGroup(); with reflection call because method was made private: typeof(KSP.UI.Screens.EditorActionGroups).GetMethod("SelectGroup", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(KSP.UI.Screens.EditorActionGroups.Instance, null); Moved mod folder to GameData (out of Diazo) Moved all textures to PluginData & changed loading to use ToolbarControl.LoadImageFromFile Added .version file Added Changelog, added details from all releases Added InstallChecker Added Assemblyversion.tt Moved following classes into their own files: ModActionsFlight ModActionsEditor ModActionsMainMenu ModActionData Terminology note: If an action uses the "Set" keyword, that is directly setting the associated value. If the "Change" keyword is uses, that action modifies the associated value. (Use negative numbers to decrease the value.) Supported actions: Vertical Velocity Control Landing Aid GPOSpeedFuelPump Ferram Aerospace Research Control Surface Deflection/Axis control in stock. Wheel control (steering/brake/traction/friction/etc) in stock. Saturable Reaction Wheels Momentum Dump (Planned)TAC Fuel Balancer (Planned) MechJeb To use: 1) Go to the Action Editor mode in the Editor and click the Mod Acts button (will appear on the toolbar mod if installed, otherwise on the stock toolbar). Note that this mod will not show except on the actions editor screen in the editor and that in both the editor and in flight, the mod is hidden by default and will not show until the ModActs button is clicked. 2) Select your part to edit actions on. - Directly click the part in the 3D editor game space. Or, if you are not sure which parts can be controlled by which mod, make sure no parts are selected and select a mod to see all parts that can be edited for that mod. The selected mod's button with turn green and all parts that mod can control will be indicated by the purple circles. Click on the desired part in the 3D editor game space to select a part. 3) An unassigned action will have a "Click to select" button. When in this state, the action is hidden from the action group editor and if you somehow manage to activate it, it will do nothing. Click the "Click to select" button to view a list of mods that can be controlled from this part and select the desired one. The "Clear Action" button is always present and when selected deletes the action and returns it to the "Click to select" state. When a mod is selected, the first action in that mod will be chosen to fill the fields in this action in. At this point, the action will become visible in the action selector to add it to an action group. 4) Keep narrowing down your selection in the third and fourth columns (Thrust Limit and Thrust Limit#. While each column only has a single selection at the moment, once larger mods are implemented they will be grouped and filtered by these columns. 5) Enter the desired percentage for the thrust limiter in the right-most column. The value is in percent, so a value of 50 will set the engine thrust limiter to 50%. 6) Enter an appropriate description in the left-most field. This is a free-text field that you can use as you desire to remember what the action does. The text that shows here will be the text visible as the action name when adding the action to an action group. Note that this field resets any time the fourth column changes because that means the action in this slot has changed and so your old description is no longer valid. 7) Click the Mod Acts button again to hide this window and go to the action group editor to assign your Thrust Limiting actions to an action group to be usable in flight. Note: This mod adds new actions to a part's available actions list. You must still select the action and assign it to an action group as you do with any other action. Copying Actions: If you enable the "Copy" options in the top right (turns red when enabled), when you click on another part to select it, the actions on your current part will attempt to be copied to the new part. (All actions on the target part will be deleted before hand.) Only actions usable by the target part will be copied. Copying actions is still experimental, engines will quite possibly have issues as there are multiple different types. D. - - - Updated - - - Supported Stock Actions: Set/Change Main Throttle (Found on the Command button) Directly set, or change, the main throttle percentage. (Use a negative number to reduce the throttle.) Set/Change Engine Thrust Limit Directly Set or Change an engine's Thrust Limiter. Set/Change RCS Thrust Limit and toggle control directions (Roll/Pitch/Yaw/X/Y/Z axis) Directly Set or Change an engine's Thrust Limiter. Control From Here in right-click menu (ModuleDockingNode, ModuleCommand) -Control From Here: This will shift vessel control to the part this action lives on, the same as right-clicking the part and selecting Control From Here from the right-click menu in flight. Lock/Unlock control directions on wings (ModuleControlSurface for default, FARControllableSurface if FAR is installed) -Toggle Pitch: Does this wing attempt to control in the named direction? -Enable Pitch -Disable Pitch -Toggle Yaw -Enable Yaw -Disable Yaw -Toggle Roll -Enable Roll -Disable Roll Go on Eva (part CrewCapacity >= 1) -Go on EVA: Each part with a crew capacity will have this action available. When activated, it sends the first Kerbal in the pod on EVA. Each time it is activated it will send the next kerbal in the pod out. When there are no kerbals left it will print a message to the screen saying so. It will not search other parts on the vessel, it will only send kerbals in the part with the action on EVA. Crossfeed (all parts in your GameData folder, including mods) -Toggle Crossfeed: See caution below about Resources Lock and Crossfeeding. -Enable Crossfeed -Disable Crossfeed Lock Resource level on Part (all parts with resources) -Toggle Resource: See caution below about Resources Lock and Crossfeeding. -Allow Resource -Lock Resource Lock Electricity level on Part (all parts with electricity) -Toggle Electricity: See caution below about Resources Lock and Crossfeeding. -Allow Electricity -Lock Electricity Add/Remove brakes from braking action (B key) (ModuleWheel) -Add/Rem Brakes: These actions add or remove the wheel the action is attached to from the Brakes action group. (B key by default.) It does not actually activate/deactivate the brakes itself. -Add Brakes -Remove Brakes New Wheel System -Control Steering/Differential Steering/Motor/Brakes direction/force/enable and such for the new KSP 1.1 wheel system. Crossfeed and Resource Lock Caution Crossfeeding and Resource Locking have a couple of particulars you need to know about. Electric Charge is a resource and follows the rules for Resource Locking, but as it is a special case I gave it it's own set of actions separate from the general Resource Actions. (Enabling the Resource Lock will not Lock Electric Charge.)
  3. New release, 2.5.1 Fixed same window id being used on dialog and delete Fixed deletion process Added refresh of saves after deletion Changed delete to not close main dialog, but to disable while delete dialog is up Fixed delete dialog to use selected skin
  4. Thanks, fixing now New release, 3.7.2.2 Changed name of KopernicusSolarPanel to KopernicusSolarPanels
  5. Take a look at Scrapyard and Oh Scrap, may already do what you are looking for
  6. I just told Spacedock that ZeroMiniAVC is compatible with 1.9, it should be ok soon
  7. Anything is possible, you should probably use some of the colonization mods to do it. Balloon base would need dirigibles. You run into problems with too big of a colony, mainly because of the physics range and part count.
  8. @Starwaster I'm working on updating Civilian Population and adding support for more of the available LS systems. Is this still a viable LS mod? I saw your comments that you use it, was wondering if there was enough interest to add support for this to CP. Let me know LGG
  9. Go ahead, nothing is stopping you. BTW, enjoy the green slime you will get after subjecting you poor kerbals to such an insane acceleration
  10. If it's the Onion, then it's probably a stock bug.
  11. New release, 0.0.1.1 Fixed actions in editor not working
  12. It seems that a way to deactivate a docking port at will might be useful
  13. Editor Extensions already has a button to recenter, it's the letter b Not going to do the lights, way beyond what the mod is intended to do.
  14. New release, 1.0.11 Moved settings from cfg file to settings page Please post a log file, it didn't have it happen when I was testing the config changes
  15. New release, 1.0.2.7 Thanks to user @Tivec for this: Change instances of part.Modules.find to part.FindModuleImplementing, This will make it so that mods that extends ModuleDataTransmitter (such as Near Future Exploration) is supported by this mod.
  16. New release, 1.6.2.3 Thanks to github user @FrostBird347for this: Stop light from reaching the planet while in space
  17. It's here: https://spacedock.info/mod/2245/PicoPort Shielded
  18. Im going to guess that when you play the game in 1920x1080, the monitor itself is still in 4k mode, which would mean that either the. Monitor or the computer are playing games
×
×
  • Create New...