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[1.2.2](Dec10/16) Action Groups Extended: 250 Action Groups, in-flight editing. Now kOS/RemoteTech


Diazo

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It is an oversight on the part of the creator of the part.

If you are using the antenna I think you are, it has two animations, one for opening/closing the antenna and one for the animated blinking light when transmitting. (I'm still at work and can't check the antenna names from your post.)

Both those animations use a piece of code called ModuleAnimateGeneric so there are two ModuleAnimateGeneric's on the antenna. The "Toggle" action is part of ModuleAnimateGeneric and used to toggle the animation. In this case, you (the player) are not supposed to be able to trigger the light blinking animation since it does so automatically during transmission, but the creator of the part forgot to hide the Toggle action from you in the interface.

There is nothing I can do about this, AGX presents to you all the actions available to be selected on the part, it is up to the creator of the part to make sure the actions presented are correct.

D.

TY for the kind Reply. Sorry I was typing quickly and seemed like I was getting 5 minutes of play time for very 2 hours of tracking down bugs yesterday.

One is a dish the squad dts-m1 and the other is an omni from the AIES mod pack the ESC-EXP*. The dish only opens if I choose "Toggle" it does nothing when choosing "Toggle Antenna" and the omni only opens when I choose "Toggle Antenna" and I did nothing when I chose "Toggle". So I was getting very confused because I really do not know what the difference was.

*(this is a really nice antenna under remotetech2 as when retracted it acts as a 500km omni for launch control and when extended you get a 6Mm range which is 1Mm ore then the remotetech communitron32).

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I have another quick (hopefully) question. See the image below. I have 49 and 50 assigned to my launch lights, and ship lights. and you can see I have panels and comms assigned to 1 and 2. I save the ship and every time I load the ship 49 and 50 become unassigned but 1 and 2 are fine?

I then have to reassign the lights before launching which requires me to remove the fairings and most times I forget and then have to reassign them in flight.

Is there something I can do to get them to not keep getting unassigned?

DfldMvE.png

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@ctbram: Now that I'm home I'll take a quick peek at the antenna's you have named to see.

On the lights not saving, that is a bug I'll have to fix. I'll see if I can replicate on my end but if you can upload a copy of your KSP_log.txt that would let me track down the problem for sure.

If you are seeing any "AGX Action Ambiguous" messages on the screen, that is an error being thrown that would cause those actions to be lost.

{Will edit this post with any updates.}

D.

edit1: It looks like you are using the Aviation Lights pack correct? When I install that on my machine it behaves as expected and the actions save. At this point I am going to need the output_log.txt from the KSP_Install\KSP_Data folder to troubleshoot any farther. (player.log on a Mac or Linux machine)

edit2: I took a look at those antennas and there is nothing I can do about the AIES ESC-EXP showing Toggle twice, however in version 1.23a I did make a tweak that means the DTS-M1 will no longer show two toggle actions. For reference, if you check the default action group editor (click the AGX button on the toolbar while in action editor to hide AGX and show the default editor), the list of actions shown in AGX should match the list in the default editor.

Edited by Diazo
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  • 2 weeks later...

Ok, thanks...cant wait for update, this is a must have mod for me. :D

Also...could you make future mod updates foldername include mod name(not sure if dir change will mess with anything) I like to know what mods I have installed, and I've never seen diazo mod ;)

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Version 1.25

-Fix for KSP 0.90

Download 1.25 here.

This version is 99% working for KSP 0.90. The only remaining issues I know about is that only KeySet 1 works in flight mode, even if the GUI says you are on another keyset. I am going to get that fixed before I push the official 0.90 version.

@Sinner_D: I use the Diazo folder because I have several small mods that I want to keep grouped together. AGX is not one of these small mods at this point, but changing the location would break all the images and cause errors all over the place.

Note that I've left the detailed logging enabled from tracking down the multiple keypress error from the last few pages. If you experience any strange behavior or bugs please try to grab an output_log.txt so I can see what is going on.

I'm hopeful I can find a few hours in the next day or two to finish this, but we'll see.

D.

Edited by Diazo
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Hehe, it did turn out to not be as big of a rewrite in the editor as I was afraid of, at least for basic functions.

With the symmetry overhaul I will still probably have to gut that part of the code.

Having said that, no action groups in career mode until you upgrade your VAB/SPH? Really? I'm going to have to add a check to hide AGX in that case.

I wonder what other things I have yet to discover now.

D.

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Unfortunately I ran out of room to make the edit in flight button somewhere more obvious. The mod takes up enough screen space as it is I am extremely hesitant to make it any bigger. So as noted you have to right-click the AGX button on the tool bar. Left-click show/hides AGX fyi.

Having said that, AGX is passing all my tests so far, almost. So far the only thing broken is that in flight you always use KeySet1, even if the on screen feedback is telling you different.

Symmetry placement, Undo and all the other editor functions seem to be working fine in version 1.25.

I just want to run some dock/undock tests and fix the KeySet issue above and then I'll mark this officially at 0.90 compatible.

D.

edit: All the tests are good, as long as you only use keyset 1 it looks like version 1.25 is good to go. I still want to get that fixed tonight if I can though and push an official 0.90 version.

edit2: Version 1.25 is where it will stay for tonight. This keyset thing is stumping me but everything else is working as far as I can tell.

Edited by Diazo
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I have a 'slight' problem. The actions are not saving at all! I set up some actions in VAB, save my ship (not sure if this is even required), press launch, and as soon as I'm on the launchpad, the Actions windows shows no actions (not a problem with window, as the keys also don't work). If I then return to VAB, all my action groups are empty.

I'm using those mods:

Procedural Fairings

Kerbal Joint Reinforcement

Docking Port Alignment Indicator

MechJeb 2

RLA Stockalike

Stage Recovery

Landing Height Display

AMEG

Kerbal Engineer Redux

Chatterer

SpaceY Heavy Lifters

But none of them look like they should be interfering.

Of course playing on 0.90. All mods, including this one, downloaded through CKAN.

Edited by MIC132
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I'm going to need the output_log.txt from your KSP_Install\KSP_data folder to really trouble shoot what is going on. (player.log for Mac or Linux)

If you want to investigate yourself, there should either by "AGX Save Fail" or "AGX Action Ambiguous" messages in the log file depending on whether the issue is with saving or with loading the actions.

Also, there will be a "AGX Version 1.xx loaded" message at some point early in the log, can you double check you are on version 1.25 please?

Without that log I can't even begin to guess what is going on, that is a pretty massive failure of something you have going on for nothing to save.

D.

Edited by Diazo
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There appears to be lots and lots of:

"AGXEd EditorLoadFromNode Fail 10b System.NullReferenceException: Object reference not set to an instance of an object

at ActionGroupsExtended.AGXEditor.EditorLoadFromNode () [0x00000] in <filename unknown>:0 "

in the file.

No idea what that might mean. I can't find either of the lines you mentioned.

And here is the file itself:

https://www.dropbox.com/s/ywkcv8x45tqorz6/output_log.txt?dl=0

EDIT: To be clear, I tested this with stock parts, not with parts from any of the mods.

Edited by MIC132
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Okay, so the ConfigNode is not loading for some reason so when the editor tries to save it writes the data off into la-la land and all your actions are lost.

And there it is, about 1/5th of the way into the file, just after going to the editor for the first time my error catch fails for some reason and let's the code run with an invalid ConfigNode.

Error: Empty part config file

is the exact error.

I'll get a fix out asap tonight, however as a workaround, goto your KSP-Install\Saves\{GameName}\ folder and make a txt file and call it AGExtEditor.cfg Note the .cfg file type, not .txt

This will be where the persistent.sfs file for your save game is.

Open AGExtEditor.cfg and put in a single line:

name = editor

That should allow AGExt to load into the editor correctly and hopefully get you up and running until I can get the fix out.

D.

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Uhh..

Such a file actually IS there, though it is empty, so I'll check if adding the line you posted helps.

There are also AGExt00014.cfg and AGExt00015.cfg in the same folder, if this is any help.

EDIT: Adding that line to the file does fix the problem.

And now I can honestly say: this mod is awesome! I especially like that it gives a GUI list of action groups that I can click, as I'm a person with awful memory for any and all keybindings.

Edited by MIC132
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Uhh..

Such a file actually IS there, though it is empty, so I'll check if adding the line you posted helps.

There are also AGExt00014.cfg and AGExt00015.cfg in the same folder, if this is any help.

That is the issue, that file can't be empty.

KSP has a problem with empty configNodes and my error trap that is supposed to add the "name = editor" value to the file when it creates it is what looks to be failing.

The AGExt00014.cfg means that Flight mode looks to be working correctly. If you add an action to a vessel on the launchpad (or in flight), leave to the space center and come back, does that action save?

D.

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I can't add actions in-flight as I'm not using the Toolbar (as seen in the modlist I posted earlier).

Unless I can, but I'm missing how I'm supposed to be doing this.

Also, out of curiosity, if the *14 file is for Flight mode, what is the *15 one for?

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Oh, I missed that you weren't using the tool bar. You are correct that in this version you can't edit in flight without the toolbar.

All the numbered *14, *15, *16, etc. files are the flight mode files. Every time the game saves, that number increments up and when you load a .sfs file (regular save, quicksave, named save from the menu), that number is how AGext knows which file to load.

That way when you jump around in "time" by loading different save files, the actions will always load correctly, or will once this error is fixed.

D.

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Yes they do.

From the output log you posted earlier:

Deleteing old save games start: 12/17/2014 8:41:22 PM
Deleteing old save games end: 12/17/2014 8:41:22 PM

Is the clean-up routine running, as you had very few it took less then a second to do so.

Odd that I forgot to put AGX in there somewhere, I'll add that to the string so players know what it is for next version.

D.

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Hmm..

I'm currently getting "AGX Load Action ambiguous. Count: 0" when using a fully stock ship (premade I downloaded, it had normal action groups, so they got ported). I'm not sure if this means there is an error, or the 0 means everything is ok?

The actions are loading properly though.

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The "Count: 0" is an error meaning that it tried to load an action in AGX format from file and no KSP actions on the ship matched. When everything is normal (and the error does not display), the count is 1 as it should find a single match for each AGX Action on the ship as a KSP action.

In this case, because you say you are loading a ship you downloaded, most likely it is named the same as a previous ship (or you've loaded the same ship more then once) and AGX sees the name and tries to load the wrong actions for parts that don't existing on this version of "VesselA" that existed on a previous version of "VesselA" that you have since moved on from.

D.

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