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[1.9.x] Action Groups ReExtended: 250 Action Groups, in-flight editing.


linuxgurugamer

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  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).

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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.

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  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.

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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

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  • 4 months later...
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  • 9 months later...

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 by ctbram
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  • 3 months later...

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?

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  • 1 year later...

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 by Squirrel Slapper
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  • 2 weeks later...

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.

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