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Showing results for tags 'actiongroup'.
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When assigning Action Groups, it would be very useful if we could use a Delay within the group so we could program a series of events just with 1 button press. We could get some really neat and creative things going on with just adding this one thing. I'm sure there are countless things we can come up with, but the great thing about it is it would add so much play value to the game, for such an easy thing to insert. You'd probably want to be able to assign a value to the Delay, and all the actions would need to flow top down for it to work. Just an idea.
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I'm writing a small mod that exports the current state of the vessel to json. I've been searching this forum and the API for about three hours now without finding any hints on how to compile a list of ActionGroups that actually do stuff with the ship. The ActionGroups-Array on the ship only tells me, if they are toggled or not. Is there an easy way to get all ActionGroups that affect at least one part in the vessel? Also I'm having trouble finding a oneliner to figure out whether RCS is switched on or off. SAS was easy via Vessel.Autopilot.Enabled.
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It's kind of a pain to have to set thrust to zero so you can manually adjust each individual engines thrust limiter. I was thinking it might be nice to have an option that would allow you to incrementally increase or decrease each engines thrust limiter via an action group.
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- engine
- actiongroup
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