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[1.12.x] Auto Actions (continued) [v1.12.2 — 2021-11-05]


Teilnehmer

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30 minutes ago, Teilnehmer said:

Thanks @Sebra!

I agree it’s not logical. Now, I see what I’m missing. In the stock game, the initial state of the Gear and Light action groups is set according to the part state. My mod doesn’t take this into account.

I’ll try to fix that.

Thanks to you!

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Version 1.10.0

  • Gear and Light behavior fixed.
  • UI layout changed.

 

I’ve removed Light and Gear from the default settings since they are pretty useless there. Now, gray Light/Gear per-vessel button means that the Light/Gear action group will be untouched at launch leaving the editor state. Green and red buttons turn the light/gear on and off respectively.

Warning: In the current implementation, when setting the Gear/Light buttons green or red, the respective action group is toggled once or twice depending on the initial state. E.g., if at least one gear part is deployed in editor and you set Gear button green, the gear action group will be toggled twice at launch to ensure that all the gear parts are deployed. You should take this into account placing actions in the Light and Gear action groups. Gray state is safe since it does not trigger anything.

 

Edited by Teilnehmer
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On 10/23/2016 at 2:32 AM, Teilnehmer said:

Diazo’s Auto Actions
version 1.11.0

W1dOOYE.pngiTY221e.png

Automatically activates action groups on launch.

You can control the initial state of:

  • Built-in action groups (SAS, RCS, Brakes, Abort, Lights, Gear);
  • Custom action groups (1—10, and more with @Diazo’s Action Groups Extended mod);
  • Precise Control mode;
  • Throttle level;
  • Trim (Pitch, Yaw, Roll, Wheel motor, Wheel steer).

How to use:

  • In editor, switch to the Action editing mode (XBdOgJf.png).
  • Press the “VAB defaults ▼” / “SPH defaults ▼” button to edit the defaults for all vessels (separate defaults for VAB and SPH):
    • green — action on; red — action off.
  • Edit per-vessel values saved with the craft file:
    • gray — keep default value; green — action on; red — action off;
    • the 5 text boxes allow to set up to 5 custom actions you want to turn on by default. Just type action numbers into them.
  • Press the “Trim ▼” button to edit vessel’s initial trim values.
  • If you want to override the career mode lockout on action groups so this mod will show even if action groups are not yet unlocked, change the OverrideCareer parameter in the [KSP-Install]/GameData/AutoAction/PluginData/AutoAction.settings file:
    • OverrideCareer = False: Respect KSP’s action group lockout;
    • OverrideCareer = True: Ignore the lockout and always show this mod.

Localization: English, Spanish, Russian, Japanese, Chinese

Known issues:

  • A few second hang-up can occur at the first appearance of the GUI since the mod still uses the old GUI system.

 

Available via CKAN.
Download from GitHub: https://github.com/formicant/AutoAction/releases
Source: https://github.com/formicant/AutoAction

Dependencies: Module Manager

 

Originally created by @Diazo. Continued by me since version 1.6f. Original forum thread by Diazo.

License: GPL-3.0

Version history:

  Reveal hidden contents

1.11.0
Target .net framework changed to 4.8.
Updated to KSP 1.8.1.

1.10.7
Updated to KSP 1.7.0.

1.10.6
Updated to KSP 1.6.

1.10.5
External Command Seat support added.
Settings structure modified.

1.10.4
Updated to KSP 1.5.1.

1.10.3
Updated to KSP 1.4.5.

1.10.2
Updated to KSP 1.4.4.

1.10.1
Updated to KSP 1.4.3.

1.10.0
Gear and Light behavior fixed.
UI layout changed.

1.9.5
Updated to KSP 1.4.2.

1.9.4
Updated to KSP 1.4.1.
Fixed null exception when displaying the trim section for the first time.

1.9.3
Exception on Editor to Flight scene change fixed.

1.9.2
Updated to KSP 1.3.1.

1.9.1
Spanish, Japanese, and Chinese translations added.

1.9
Trim settings added.

1.8.1
Spanish, Japanese, and Chinese translations added.

1.8
Updated to KSP 1.3.
Localization support added.
Russian GUI added.
Code refactoring.

1.7.3
Updated to KSP 1.2.2.

1.7.2
Updated to KSP 1.2.1.

1.7.1
Licence added.
.version file added (AVC support).
.netkan file updated (CKAN support).

1.7
AutoAction.cfg file renamed to AutoAction.settings to prevent invalidating the cache by ModuleManager.
Bizzy’s toolbar wrapper updated.

1.6.3f
Updated to KSP 1.2.

1.6.2f
Fixed stock toolbar.
Fixed gauge color.
Separate VAB and SPH defaults.

1.6f
Updated to KSP 1.1.2.
Default value editing added.

 

@Diazo’s:

1.6
KSP 1.0.5 Update.
No code changes, Squad just moved some stuff in the API I have to update for.

1.5
KSP 1.0.4.
Fix a rare NullRef.

1.4
KSP 1.0 Update.

1.3
Add Precise Control option.
Fix Override Career flag added in previous version so it actually works.

1.2a
Add ability to override career mode lockout on action groups so this mod will show even if action groups are not yet unlocked.
Note that only shows this mod, another mod is required in order actually assign actions in early career mode. (Action Groups Extended is one that does.)

1.2
Stock toolbar support added, will be used if Blizzy's toolbar is not installed.
Now respects the action groups available in career mode and will only show actions you have access too. Note this means the mod will not show at the start of a career game, you must upgrade the VAB/SPH once to show it.

1.1
KSP 0.90 Compatibility fix.
There are code changes under the hood, you must update to 1.1 for this mod to work in KSP 0.90.

1.0
Automatically activate any action groups on vessel launch.
Including RCS and SAS.
Set Main Throttle to a specific value.
All settings save on a per vessel basis.

 

In Russian / по-русски:

  Reveal hidden contents

Автодействия
версия 1.11.0

8dfUwoD.pngMv254Ls.png

Автоматически активирует группы действий при запуске.

Можно задавать начальное состояние следующих вещей:

  • встроенных групп действий (САС, РСУ, тормозов, аварийной отмены старта, освещения, шасси);
  • пользовательских групп действий (1—10, а если установлен мод Action Groups Extended, то и других);
  • режима точного управления;
  • уровня тяги
  • триммера (тангажа, рыскания, крена, мотора колёс, руля колёс).

Как пользоваться:

  • Находясь в редакторе, переключитесь в режим редактирования действий (XBdOgJf.png).
  • Нажмите кнопку «По умолчанию для ЦВС ▼» / «По умолчанию для ангара ▼» чтобы задать настройки по умолчанию для всех аппаратов (у ЦВС и ангара — отдельные настройки):
    • зелёный — действие включено; красный — действие выключено.
  • Вы также можете задать настройки для текущего аппарата, которые сохраняются в .craft-файле:
    • серый — оставить значение по умолчанию; зелёный — действие включено; красный — действие выключено;
    • 5 текстовых полей позволяют задать до 5 пользовательских групп действий, которые будут активироваться при старте. Для этого необходимо вписать туда номера этих групп действий.
  • Нажмите кнопку «Триммер ▼», чтобы задать начальное состояние триммера для аппарата.
  • Если вы хотите, чтобы автодействия работали даже когда в режиме карьеры не открыты пользовательские действия, поменяйте значение параметра OverrideCareer в файле [KSP-Install]/GameData/AutoAction/PluginData/AutoAction.settings:
    • OverrideCareer = False: использовать ограничения в режиме карьеры;
    • OverrideCareer = True: игнорировать ограничения в режиме карьеры.

Известные проблемы:

  • При первом отображении интерфейса мода возможно подвисание на несколько секунд, т. к. мод использует старую систему отображения графического интерфейса..

 

Мод доступен из CKAN.
Скачать с Гит-хаба: https://github.com/formicant/AutoAction/releases
Исходники: https://github.com/formicant/AutoAction

Зависимости: Module Manager

 

Мод изначально придумал и реализовал @Diazo. Я дорабатываю его с версии 1.6f. Оригинальный тред Diazo.

Лицензия: GPL-3.0

 

Nice mod will download pretty useful

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How does this mod take into consideration action group overrides.

I typically have a rover subassembly that I grab and add to cargo bays of various crafts.

The rover uses group 4 and at times I also set an override so the various actions don't affect the host crafts action groups.

Can I use this mod to setup a rover action default, specifically the trim and have it only deploy or affect when group 4 is active?

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Hi @SkiRich!

Could you please describe your scenario in more detail?

Currently, the mod works only at the moment of launch. It cannot respond to in-flight events such as action set switching, staging or (un)docking. It also cannot be applied to subassemblies.

I have been thinking about adding event-based automatic actions though. Or, maybe, it would be better to implement it in another mod keeping this mod dumb and simple.

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7 hours ago, Teilnehmer said:

Hi @SkiRich!

Could you please describe your scenario in more detail?

Currently, the mod works only at the moment of launch. It cannot respond to in-flight events such as action set switching, staging or (un)docking. It also cannot be applied to subassemblies.

I have been thinking about adding event-based automatic actions though. Or, maybe, it would be better to implement it in another mod keeping this mod dumb and simple.

Oh right, I forgot about this detail about on Launch.

So yeah it wont work for what I wanted to do with it.

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  • 5 months later...
lSOcqJS.png   

Version 1.11.2

What’s new:

  • Updated to KSP 1.11.0.
  • Added ‘Stage’ button making the vessel stage on launch.
  • Less craft file spamming:
    • only one ModuleAutoAction per file,
    • only non-default settings in ModuleAutoAction,
    • no ModuleAutoAction when no no-default settings.
  • Fixed behavior after the ‘Switch editor’ button is clicked.
  • Some minor fixes and changes.

 

Warning:

 Bugs of all kinds are totally possible. Please report!

Edited by Teilnehmer
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On 1/14/2021 at 8:19 AM, Teilnehmer said:

Bugs of all kinds are totally possible.

I cover my head with ashes! The mod doesn’t work at all when reverting to launch.

Unfortunately, the onVesselRollout event does not trigger after reverting to launch for some reason. So, now, I have to revert to the old logic which also has some minor issues.

 

Edited by Teilnehmer
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