Jump to content

Allow action groups to be testable in VAB and SPH


Recommended Posts

This has been on my mind since I first began playing with action groups sometime around version 0.25. What would be really nice is to be able to test action groups while still in VAB/SPH. I cannot tell you how many times I have sent the craft to the launch pad or runway, commenced launching the vehicle, to find out that when I press 3 and something is supposed to happen - I get the unexpected "wow, that's not what I had in mind..." moment. :rolleyes:

I feel that being able to test the action groups - with the exception of the eject button - would actually be beneficial. It would give players an opportunity to test how the action group assignment will work, to be better able to diagnose potential craft problems, and result in better designed craft (in my opinion) :cool:

A second suggestion, which is sort of related to my original suggestion here, would be to add the ability to assign more action groups by using <shift> and then the number. I know there are a number of mods that add the potential for more action groups/bindings, but this is something I feel could really add to game play. For example, I currently have "0" assigned to extend air brakes and "9" assigned to retract them. By using shift, I could use "0" to extend and <shift>+ "0" to retract (the reason I do not use toggle is because for some reason, it does not work in 1.04xx).

Anyhow, just my two cents... and I would be interested in what others think.

Link to comment
Share on other sites

This is one of those classical dead-give-aways. I've been thinking about this so often that I am surprised it, as far as I know, hasn't been suggested before. (And also a bit ashamed I didn't do it myself.)

Keys 1 to 4 are currently used for the translation and rotation tools. Those can easily be moved to F1 to F4.

Actions that can not be physically performed in the VAB/SPH like activating engines of performing science could be displayed by colour highlights.

Edited by Tex_NL
typo
Link to comment
Share on other sites

This has been on my mind since I first began playing with action groups sometime around version 0.25. What would be really nice is to be able to test action groups while still in VAB/SPH. I cannot tell you how many times I have sent the craft to the launch pad or runway, commenced launching the vehicle, to find out that when I press 3 and something is supposed to happen - I get the unexpected "wow, that's not what I had in mind..." moment. :rolleyes:

I feel that being able to test the action groups - with the exception of the eject button - would actually be beneficial. It would give players an opportunity to test how the action group assignment will work, to be better able to diagnose potential craft problems, and result in better designed craft (in my opinion) :cool:

A second suggestion, which is sort of related to my original suggestion here, would be to add the ability to assign more action groups by using <shift> and then the number. I know there are a number of mods that add the potential for more action groups/bindings, but this is something I feel could really add to game play. For example, I currently have "0" assigned to extend air brakes and "9" assigned to retract them. By using shift, I could use "0" to extend and <shift>+ "0" to retract (the reason I do not use toggle is because for some reason, it does not work in 1.04xx).

Anyhow, just my two cents... and I would be interested in what others think.

Those are really good ideas. It would make everything a lot easier.

Link to comment
Share on other sites

Keys 1 to 4 are currently used for the translation and rotation tools. Those can easily be moved to F1 to F4.

Actions that can not be physically performed in the VAB/SPH like activating engines of performing science could be displayed by colour highlights.

I don't think it would be necessary to actually bind the "test action group" to the keyboard in the VAB/SPH. Just have a button on the pane that sets up the action group to "test action group" so that we can see what it's going to do.

Link to comment
Share on other sites

What about a test mode gizmo where when selected, the normal controls would override with flight controls. All craft animations would occur but without physics. This would allow us to test more than just the action groups. We can test control surfaces, fuel consumption (missing air intakes?), action groups, decouplers (though the parts wouldn't fall away without physics), etc

Edited by Alshain
Link to comment
Share on other sites

What about a test mode gizmo where when selected, the normal controls would override with flight controls. All craft animations would occur but without physics. This would allow us to test more than just the action groups. We can test control surfaces, fuel consumption (missing air intakes?), action groups, decouplers (though the parts wouldn't fall away without physics), etc

I've been thinking about your answer and to be honest, I like it but I believe it would need to be a part of a redesign of the relationship between the VAB/SPH and research facility. If you could design the craft, then "test" it in a facility that would research the design, one could test the design in a wind tunnel (for aerodynamics and control surfaces), then do a mock-up to test the control group settings, then maybe a flight simulator to train the pilots.

All this might be a neat idea for someone to mod, but the problem is that I'm not sure how it would impact the gameplay. For some reason, even though we can post our ideas here in this forum, I doubt this thread will get noticed by Squad developers. :cool:

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...