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Zlatkocam

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    Bottle Rocketeer
  1. Thanks for noticing! I have just downloaded your mod Diazo, so I'll be testing it tonight. Yeah timing sounds great, in theory if you have limitless action groups and play with you could have the keys rebind itself to the next 'stage' of an action group after its pressed. So you set it up in the GUI and put 'stage breaks' in which end the action group and rebind the key to the next 'stage' action group (which sits in the GUI though it were still part of the first action group), so you could keep pressing a single button to 'stage' an action group. The timer would be great to have too, it could just be firing different (unbound) action groups thru timers from the original key press (as it seems smart parts does already) The idea seems a bit choppy atm, though you could have staging thru a single keybind group(or automated even). Also you could add a 'loop' break to the GUI, so when the 'staging' reaches the end of its cycle, it rebinds the key to the first part (first action group) of the script. That would make it even more useful than the current staging is P.S. Couldn't help myself, had to play with it and suggest something
  2. Hey everyone, this is my first request. It's a very simple idea but would exponentially increase the diversity and functionality of action groups while maintaining simplicity. As of now, action groups and stages are the most effective methods of controlling a craft as simply as possible. The limitations so far i have experienced is that, the stages are linear and sequential (one by one, no reversing no alternatives except continue forward.) Action groups help make up the short coming of stages by allowing the user to freely fire any button they wish. This is extremely useful, though yet again there are some short comings (each button does 1 thing so it sometimes many buttons for a single task, there is no wait X seconds command.) My ideas are relatively simple and ill try and explain to the best of my knowledge WAIT X Seconds This is the simplest and most neccesary part of this idea. The wait command is used to make action group bindings pause or wait for a certain amount of time (several selectable seconds). You simply insert the command before an action, then the computer will pause for a few seconds before it executes the command. This is EXTREMELY useful, as it makes a single action group button almost as diverse as the stage button as it fires several commands one after another. For example an escape tower bound to the abort button at the moment either fires everything at once or it requires a second button (generally the stage button) to decouple and deploy the parachutes. With a wait command, it could fire everything with a single button. Escape tower Abort with Wait command Abort button Fire Escape Rocket Wait 3 seconds... Decouple Deploy Parachute While this seems simple enough, we have gone from needing 2-3 buttons (abort and staging) to needing a single button. There are many many instances where a wait command would increase the diversity and simplicity of crafts while also reducing the amount of buttons needed to do these things. WAIT FOR COMMAND This part is a bit more complicated and much more enriching. The basic idea is to add sub groups into the action group bindings to give sequential staging (Mod + Custom01... repeat pressing for sequential staging of a part) and sub grouped action groups (hold Custom01 + Num 1 or Num 2 etc.. each combo subgroup functions the same as an action group) Adding these subgroup combinations exponentially increases the diversity and functionality of the action groups. The player would be able to create either type of subgroup in an action group key bind which essentially waits for either (Mod + Custom0X) to sequentially stage a part or (Hold Custom0X + Numpad X) which works essentially the same as action groups but give much much more diversity. Below is an example of an engine which would be quite simple to set up yet only uses 1 traditional action group. [B]Custom01[/B] Toggle Engine [CODE][B]Mod + Custom01[/B] Set Engine Power 33% [B]Mod + Custom01[/B] Set Engine Power 66% [B]Mod + Custom01[/B] Set Engine Power 100%[B] Mod + Custom01[/B] Set Engine Power 0% [B]Hold Custom01 + Numpad 1[/B] Toggle Gimble [B]Hold Custom01 + Numpad 2[/B] Toggle Mode [B]Hold Custom01 + Numpad 0[/B] Shutdown Engine Wait 5 Decouple If i were to press Custom01 it would toggle the engine and function exactly the same as the existing action group does right now If I were to keep pressing Mod + Custom01 it would sequentially fire up the engine from 0% to 33% then 66% then 100%, one more time after that would set the engine to 0% (essentially reseting it) ending the script. If I Hold Custom01 and press Numpad 1 I would toggle the gimble of my engine, this functions the same as existing action groups, but with much more diversity as the player has exponentially more freedom If i Hold Custom01 and press Numpad 0 It would function like an action group with a WAIT command. First the engine will shut down, then 5 seconds later the engine will decouple from the craft. Also the idea probably needs a way of resetting the sequential staging effect of Mod + Custom01. So instead of just always staging up from point to point without being able to reset the stage position, I think Ctrl + Mod + Custom01 should RESET the WAIT FOR script. This means that (following the example) if you are at 66% thrust pressing CTRL + MOD + Custom01 will reset the script meaning next time you press Mod + Custom01 it will put you on 33% INSTEAD of 100%. OK Thanks for listening to my idea. I hope this reaches someone, I think it's a fairly simple and user friendly upgrade to action groups. Thank you
  3. Hey everyone run into a serious bug! I'm using 2.02 as well as the latest version for 2.02, The mod was working fine for a long time, though all of a sudden I can no longer change values of the fuel tanks! I press the actions button at the top, click on the fuel tank, the numbers are written there but where i try to rewrite or delete, the line just moves to next number (as if i pressed arrow key). Also something else of note, the Roundified Monopropelent tanks start with 0 fuel in them, though the number '0' is written in green and still I cannot change their values. If anyone knows a fix Would be greatly appreciated
  4. Hey everyone, I'm running 2.02 and I have a bug with the winch. I see the GUI menu, though the controls do nothing! I have tried binding them to action buttons, yes still they do nothing! I cannot use either winches, the only thing I can do is knock the tip off using EVA. The 1,2,3... buttons do not work, and none of the buttons work manually either. Here is a list of my mods if anyone can tell me a compatibility problem!! B9_Aerospace BobCatind CleverWalrus CrewManifest DeadlyReentry DRobotics ExsurgentEngineering Extraplanetary Launchpads FASA_Asteroids FerramAerospaceResearch FireSpitter Girder Pack 1.1 JARFR_CRSS Kas Keramzit Kerbaltek Kethane KineTechAnimation KWRocketry MagicSmokeIndustries MechJeb2 ModularFuelTanks ModuelManagerSourcesxx nothke_DROMOMAN PartCatalog ProceduralDynamics ResGen Romfarer Squad StockImprovementProject subassemblyloader Thanks guys!!
  5. Continuing from my list of problems on page 122, The control module with 3 kerbals on board will not function on its own!! Also as stated before, the only thing working is the short range transmissions. I can see all the blue lines connecting everything togeather. I have orbiting satellites with 4 dishes, sufficient power, as well as short+long range coms. The dishes are targeted at the right places, also the target probe is pointed back at kerbin still though i cannont make contact long range. I cannont make long range contact via the dish, I also cannot use a 3 man pod + command module to create my own new network. There is a list of mods I use on page 122 if anyone can spot any problems!! Thanks in advance!!
  6. Hey guys long time reader, first time poster. Would like to say LOVE YOUR MOD, this mod has given me many more reasons to want to play this game! I hope the mod continues and flourishes as it's one of the best reasons to play this game!! On to some grim news... I have got remote tech and it seems to work fine as in all the satellites around Kerbin are functional (i can see the little blue lines connecting them all togeather). Ok now All the satelites I have are equiped with 5 dishes, as well as a diapole and 2 comunitron 18 (??) antena. All the satelites have 1 dish pointed to kerbin, and the rest are all pointed to various places including Mun and Minimus The satelites have power and they seem to work fine at short distances (I see blue lines connecting them all togeather) Now the problem is that as I have said I cant make transmissions at long range!! As soon as my probe takes off toward minimus, I lose contact with it at about 1/3 the way there. I have tried setting both the probe and the satelite to target eachother (probe target Kerbin, satelites target probe/ minimus) But no combination works! It's like I can only make short range transmissions using the diapole/antena! Just a heads up I have only tried using the static satelites (the really big one and 4 of the duna range ones) But As I have read previously I think the non tracking ones should work right? Ok I'm running game version 2.02 and I'll list the mods that are in my gamedate folder. B9_Aerospace BobCatind CleverWalrus CrewManifest DeadlyReentry DRobotics ExsurgentEngineering Extraplanetary Launchpads FASA_Asteroids FerramAerospaceResearch FireSpitter Girder Pack 1.1 JARFR_CRSS Kas Keramzit Kerbaltek Kethane KineTechAnimation KWRocketry MagicSmokeIndustries MechJeb2 ModularFuelTanks ModuelManagerSourcesxx nothke_DROMOMAN PartCatalog ProceduralDynamics ResGen Romfarer Squad StockImprovementProject subassemblyloader Ok that's everything!! Hope someone can fix my problem, as I really love remote tech, and It wouldn't feel right playing on without it!!
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