Manul Posted April 2, 2022 Share Posted April 2, 2022 On 4/2/2022 at 8:09 PM, Codapop said: I build a craft, add the engine to AG 1, put it on the pad, and try pressing 1 on my keyboard, but nothing happens. The action group works when AGExt is not installed. KSP version 1.12.2, AGExt, latest (2.4.1.1). Expand It's not a bug, 0-9 keyboard keys are now assigned to AGE action groups. Stock AGs assigned to joystick/ECS buttons work as usually. Quote Link to comment Share on other sites More sharing options...
Codapop Posted April 4, 2022 Share Posted April 4, 2022 On 4/2/2022 at 11:23 PM, Manul said: It's not a bug, 0-9 keyboard keys are now assigned to AGE action groups. Stock AGs assigned to joystick/ECS buttons work as usually. Expand It turns out the bug is due to incompatibility with KSP 1.12.2, but 1.12.3 is fine. However, I've encountered another bug where action groups take two presses to turn off the first time they are assigned. Either pressing the keyboard or clicking the box result in the same issue. After that they function properly. Logs: https://drive.google.com/file/d/146nzd8bRZGG7ocI8fytqEOsocRBXGjFO/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 31, 2022 Author Share Posted August 31, 2022 New release, 2.4.1.2 Added new dependency on SpacetuxLibrary Removed local SpaceTuxUtility class Replaced local logging class with KSP_Log from SpaceTuxLibrary Fixed small memory leak by not removing a callback from a game event Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 13, 2022 Author Share Posted November 13, 2022 New release, 2.4.1.3 Updated initialization of the EditShow variable from true to false Added check for exit window being displayed, if so, doesn't show the agext window Quote Link to comment Share on other sites More sharing options...
Matrazuchi Posted December 1, 2022 Share Posted December 1, 2022 On 11/13/2022 at 4:33 AM, linuxgurugamer said: New release, 2.4.1.3 Updated initialization of the EditShow variable from true to false Added check for exit window being displayed, if so, doesn't show the agext window Expand Yeah, it says it depends on Space TuxLibrary, which is not compatible with the latest game version... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 2, 2022 Author Share Posted December 2, 2022 On 12/1/2022 at 11:37 PM, Matrazuchi said: Yeah, it says it depends on Space TuxLibrary, which is not compatible with the latest game version... Expand It is, if you are using CKAN, use the compatibility settings to allow all of 1.12 Quote Link to comment Share on other sites More sharing options...
ctbram Posted September 27, 2023 Share Posted September 27, 2023 (edited) I have a (1) in front of the alpha2 option and if I set my hotkey to alpha2 I see (1)alpha2 in the hotkey box and when I press alpha2 nothing happens. How do I clear the (1)? OMFG! I deleted the default custom2 that had my comms set up. I cleared the hotkey in agx. Then I created a new comm set in agx and tried to assign it to alpha2. But now I see (2)alpha2. About to lose my mind!!! What is creating the (x)'s and how the heck do I clear them? Edited September 27, 2023 by ctbram Quote Link to comment Share on other sites More sharing options...
Errol Posted January 10, 2024 Share Posted January 10, 2024 I'm just trying to learn how to use this mod, and I'm not sure if I'm encountering a bug or I just don't know how to use it properly. I'm trying to figure out how to use the saving keysets to sub-assemblies/sub-vehicle features. I'm building an apollo style rocket, so there are three vessels that I would like to have keysets for, but want to be able to save them all to one craft to launch. I've read in the thread that it is somehow possible to have your craft automatically remember which keyset it was saved as a sub-assembly with, so that AGRx will automagically switch which keyset is being used in flight. Sounds great. But when ever I set up actiongroups on part of my craft like my lander module, then grab that whole subassembly and drop it in the sub assembly saving area, now AGRx forgets the actions I had set up for it, and furthermore will not remember the actions if I try to re-assign them and save it. Every time I load the flight seen, or re-load the craft in the VAB now, the actions I re-set for my lander are not there anymore. When I go to the flight seen and separate the lander they are not there either. Am I missing something? Am I supposed to build the sub-assemblies and assign the action groups for a keyset to them in some special way? After searching both the original thread and this thread for terms like "sub-assembly, sub vessel, keyset" for hours I'm still no closer to understanding the difference between "action-group groups" and keysets, or how to actually save anything unique to a sub-vessel or sub-assembly. I even found a google doc started by diazo years ago that didn't actually contain anything helpful either. Is there really no documentation on how to properly use these features anywhere? Quote Link to comment Share on other sites More sharing options...
Squirrel Slapper Posted March 10 Share Posted March 10 (edited) This mod seems to bork the "toggle engine" action. Since installing it, if an engine is activated and I use a "toggle engine" action group, the engine takes that to mean "rapidly turn off and on again." Edit: never mind I am stupid Edit: wait no I am not stupid and this mod has an issue, it doesn't play nice with the stock action groups at all. Turns out if both the stock action group 9 and this mod's action group 9 say "toggle engine," when I press 9 it fires them both near simultaneously which means the engine just blinks (This mostly happens only if you edit action groups in flight, occasionally happens regardless). Another big issue: if you remove something from an action group with the stock AG screen, it doesn't remove it from the corresponding action group on this mod's screen so you get actions firing without the stock screen showing them as bound to the action group that somehow fired them. A small issue I just found: the action groups extended screen rejects the "resources: flow" action. You can select an action group, select a part, add "resources: flow" to that action group, save the vessel, but when you reload it that action group will not have "resources: flow" in it (same is true of "resources: locked"). Tested it by adding several actions to action group 17, saving vessel and reloading it. All actions had been saved except "resources: flow". Edited March 15 by Squirrel Slapper Quote Link to comment Share on other sites More sharing options...
Squirrel Slapper Posted March 19 Share Posted March 19 Okay there's three actions I know of this mod inexplicably refuses to allow you to set: Toggle RCS Thrust, Resources: Flow, and Resources: Locked. They're all visible in the menu and you can select them but if you then close the menu and save the craft, they don't get saved. The mod rejects them. Quote Link to comment Share on other sites More sharing options...
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