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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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Diazo, first to thank you for this excellent plugin ! After installing it i never returned to stock editor.

Now i have more like question than an idea : is it possible to have a plugin-driven part than can further customize AGExt ? I was wondering how it could be done to achieve this.

The only way to make it happen would be to "branch out" actions into automatic subgroups like brakes and lights, normally hidden.

Currently, this can be achieved simply by using custom groups but problem is persistence and binding of those actions to a specific craft.

What i propose is to make it possible to have VOLATILE action groups that do not depend on craft or parts but do get executed within single persistent action group if those parts are present. Similar to adding lights that causes Light automatic subgroup to have their toggle actions included without user interaction.

Is it possible to code this for user/player :

-add custom payload sleeper part to craft

-go to action group editor and select action for payload sleeper part

-add that action as new group to automatic subgroups

-now in action selection window select actions of payload parts to set their state

After craft is launched and prior to deploying payload, user can select payload sleeper part and select "enable" to "wake up" all child-parts in connected payload.

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I've a weird bug, but cannot reliable reproduce it (except with this craft):

It occurs only with a spaceplane I created with parts from B9 and Procedural Wings. The problem is, I can trigger an action group only once. Second time nothing happens. It's weird because I've created many spaceplanes and nothing similar occured in the past. I've already reinstalled AGEXT, redone all actiongroups, tested all groups with an easy, new craft and with an already existing one. No problems so far. Don't know why this happens, but I would like to avoid building the spaceplane again. The parts which are binded to AG can be found below. Perhaps anyone could help.

The following debug code is showing:

[Log]: AGX Update error: 36 System.NullReferenceException: Object reference not set to an instance of an object
at ActionGroupsExtended.AGXFlight.CheckActionsActiveActualCode (System.Collections.Generic.List`1 actsListToCheck) [0x00000] in <filename unknown>:0
at ActionGroupsExtended.AGXFlight.CheckActionsActive () [0x00000] in <filename unknown>:0
at ActionGroupsExtended.AGXFlight.Update () [0x00000] in <filename unknown>:0

SPH8310510111099101327697983232838384771111111101158676
{
name = Sience Lab SSTMoonsVL
currentKeyset = 1
groupNames = ‣001SABRE Toggle‣002SABRE Switch‣003Toggle Intakes‣004Toggle Airbreakes‣005Docking Port‣006Cargo Bay‣009Decrease Flaps‣010Increase Flaps‣011Engines Rear‣012Engines Front‣013VTOL Rotation‣016raise Engines‣019lower Engines‣020VTOL Steering‣021Toggle Hover‣022Increase Height‣023Decrease Height‣024max Angles
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
PART
{
name = B9.Cockpit.S2.Body.Cargo.2m
vesselID = 0
relLocX = 0
relLocY = -2.750012
relLocZ = 3.278269E-07
ACTION
{
group = 6
groupName = Cargo Bay
activated = 0
partModule = FSanimateGeneric
actionGuiName = Toggle cargo bay doors
actionName = toggleAction
custom1 = s2_cargo_toggle1
}
}
PART
{
name = B9.Engine.SABRE.M
vesselID = 0
relLocX = 0
relLocY = -23.65617
relLocZ = 2.820035E-06
ACTION
{
group = 1
groupName = SABRE Toggle
activated = 0
partModule = MultiModeEngine
actionGuiName = Toggle Engine
actionName = OnAction
custom1 = NA
}
ACTION
{
group = 2
groupName = SABRE Switch
activated = 0
partModule = MultiModeEngine
actionGuiName = Switch Mode
actionName = ModeAction
custom1 = NA
}
}
PART
{
name = B9.Engine.VS1
vesselID = 0
relLocX = 1.633034
relLocY = -21.54044
relLocZ = 0.003517812
ACTION
{
group = 11
groupName = Engines Rear
activated = 0
partModule = ModuleEnginesFX
actionGuiName = Toggle Engine
actionName = OnAction
custom1 = Engine
}
ACTION
{
group = 13
groupName = VTOL Rotation
activated = 0
partModule = FSVTOLrotator
actionGuiName = toggle VTOL rotation
actionName = toggleVTOLAction
custom1 = NA
}
ACTION
{
group = 16
groupName = raise Engines
activated = 0
partModule = FSVTOLrotator
actionGuiName = raise engine
actionName = raiseVTOLAction
custom1 = NA
}
ACTION
{
group = 19
groupName = lower Engines
activated = 0
partModule = FSVTOLrotator
actionGuiName = lower engine
actionName = lowerVTOLAction
custom1 = NA
}
ACTION
{
group = 20
groupName = VTOL Steering
activated = 0
partModule = FSVTOLrotator
actionGuiName = VTOL steering toggle
actionName = toggleVTOLsteeringAction
custom1 = NA
}
ACTION
{
group = 21
groupName = Toggle Hover
activated = 0
partModule = FScopterThrottle
actionGuiName = Toggle hover
actionName = toggleHoverAction
custom1 = NA
}
ACTION
{
group = 22
groupName = Increase Height
activated = 0
partModule = FScopterThrottle
actionGuiName = Increase Hover Height
actionName = increaseHeightAction
custom1 = NA
}
ACTION
{
group = 23
groupName = Decrease Height
activated = 0
partModule = FScopterThrottle
actionGuiName = Decrease Hover Height
actionName = decreaseHeightAction
custom1 = NA
}
ACTION
{
group = 24
groupName = max Angles
activated = 0
partModule = FSVTOLrotator
actionGuiName = Cycle max Angles
actionName = cycleAnglesAction
custom1 = NA
}
}
PART
{
name = B9.Engine.VS1
vesselID = 0
relLocX = -1.633034
relLocY = -21.54044
relLocZ = 0.003517812
ACTION
{
group = 11
groupName = Engines Rear
activated = 0
partModule = ModuleEnginesFX
actionGuiName = Toggle Engine
actionName = OnAction
custom1 = Engine
}
ACTION
{
group = 13
groupName = VTOL Rotation
activated = 0
partModule = FSVTOLrotator
actionGuiName = toggle VTOL rotation
actionName = toggleVTOLAction
custom1 = NA
}
ACTION
{
group = 16
groupName = raise Engines
activated = 0
partModule = FSVTOLrotator
actionGuiName = raise engine
actionName = raiseVTOLAction
custom1 = NA
}
ACTION
{
group = 19
groupName = lower Engines
activated = 0
partModule = FSVTOLrotator
actionGuiName = lower engine
actionName = lowerVTOLAction
custom1 = NA
}
ACTION
{
group = 20
groupName = VTOL Steering
activated = 0
partModule = FSVTOLrotator
actionGuiName = VTOL steering toggle
actionName = toggleVTOLsteeringAction
custom1 = NA
}
ACTION
{
group = 21
groupName = Toggle Hover
activated = 0
partModule = FScopterThrottle
actionGuiName = Toggle hover
actionName = toggleHoverAction
custom1 = NA
}
ACTION
{
group = 22
groupName = Increase Height
activated = 0
partModule = FScopterThrottle
actionGuiName = Increase Hover Height
actionName = increaseHeightAction
custom1 = NA
}
ACTION
{
group = 23
groupName = Decrease Height
activated = 0
partModule = FScopterThrottle
actionGuiName = Decrease Hover Height
actionName = decreaseHeightAction
custom1 = NA
}
ACTION
{
group = 24
groupName = max Angles
activated = 0
partModule = FSVTOLrotator
actionGuiName = Cycle max Angles
actionName = cycleAnglesAction
custom1 = NA
}
}
PART
{
name = B9.Aero.Intake.DSIX
vesselID = 0
relLocX = 0.3236466
relLocY = -20.58817
relLocZ = -1.207867
ACTION
{
group = 3
groupName = Toggle Intakes
activated = 0
partModule = ModuleResourceIntake
actionGuiName = Toggle Intake
actionName = ToggleAction
custom1 = NA
}
}
PART
{
name = B9.Aero.AirBrake.Surface
vesselID = 0
relLocX = 0.3674297
relLocY = -23.94
relLocZ = -1.371238
ACTION
{
group = 4
groupName = Toggle Airbreakes
activated = 0
partModule = FSairBrake
actionGuiName = toggle Air Brake
actionName = toggleAirBrakeAction
custom1 = NA
}
}
PART
{
name = B9.Aero.Intake.DSIX
vesselID = 0
relLocX = -0.3236466
relLocY = -20.58817
relLocZ = -1.207867
ACTION
{
group = 3
groupName = Toggle Intakes
activated = 0
partModule = ModuleResourceIntake
actionGuiName = Toggle Intake
actionName = ToggleAction
custom1 = NA
}
}
PART
{
name = B9.Aero.AirBrake.Surface
vesselID = 0
relLocX = -0.3674299
relLocY = -23.94
relLocZ = -1.371238
ACTION
{
group = 4
groupName = Toggle Airbreakes
activated = 0
partModule = FSairBrake
actionGuiName = toggle Air Brake
actionName = toggleAirBrakeAction
custom1 = NA
}
}
PART
{
name = B9.Aero.Intake.DSIX
vesselID = 0
relLocX = 0.8839299
relLocY = -20.59245
relLocZ = -0.8839279
ACTION
{
group = 3
groupName = Toggle Intakes
activated = 0
partModule = ModuleResourceIntake
actionGuiName = Toggle Intake
actionName = ToggleAction
custom1 = NA
}
}
PART
{
name = B9.Aero.AirBrake.Surface
vesselID = 0
relLocX = 1.004033
relLocY = -23.94144
relLocZ = -1.004027
ACTION
{
group = 4
groupName = Toggle Airbreakes
activated = 0
partModule = FSairBrake
actionGuiName = toggle Air Brake
actionName = toggleAirBrakeAction
custom1 = NA
}
}
PART
{
name = B9.Aero.Intake.DSIX
vesselID = 0
relLocX = -0.8839299
relLocY = -20.59245
relLocZ = -0.8839279
ACTION
{
group = 3
groupName = Toggle Intakes
activated = 0
partModule = ModuleResourceIntake
actionGuiName = Toggle Intake
actionName = ToggleAction
custom1 = NA
}
}
PART
{
name = B9.Aero.AirBrake.Surface
vesselID = 0
relLocX = -1.004033
relLocY = -23.94145
relLocZ = -1.004027
ACTION
{
group = 4
groupName = Toggle Airbreakes
activated = 0
partModule = FSairBrake
actionGuiName = toggle Air Brake
actionName = toggleAirBrakeAction
custom1 = NA
}
}
PART
{
name = B9.Utility.DockingPort.CDP
vesselID = 0
relLocX = 9.464205E-08
relLocY = -6.771008
relLocZ = -0.9582093
ACTION
{
group = 5
groupName = Docking Port
activated = 0
partModule = FSanimateGeneric
actionGuiName = Toggle docking port shield
actionName = toggleAction
custom1 = dockingport_cdp_toggle
}
}
PART
{
name = pCtrlSrf1
vesselID = 0
relLocX = 5.347173
relLocY = -14.16424
relLocZ = 0.05966547
ACTION
{
group = 10
groupName = Increase Flaps
activated = 0
partModule = FARControllableSurface
actionGuiName = Increase Flap Deflection
actionName = IncreaseDeflect
custom1 = NA
}
ACTION
{
group = 9
groupName = Decrease Flaps
activated = 0
partModule = FARControllableSurface
actionGuiName = Decrease Flap Deflection
actionName = DecreaseDeflect
custom1 = NA
}
}
PART
{
name = pCtrlSrf1
vesselID = 0
relLocX = 2.490124
relLocY = -13.91093
relLocZ = 0.1867359
ACTION
{
group = 10
groupName = Increase Flaps
activated = 0
partModule = FARControllableSurface
actionGuiName = Increase Flap Deflection
actionName = IncreaseDeflect
custom1 = NA
}
ACTION
{
group = 9
groupName = Decrease Flaps
activated = 0
partModule = FARControllableSurface
actionGuiName = Decrease Flap Deflection
actionName = DecreaseDeflect
custom1 = NA
}
}
PART
{
name = pCtrlSrf1
vesselID = 0
relLocX = -5.347178
relLocY = -14.16424
relLocZ = 0.05966547
ACTION
{
group = 10
groupName = Increase Flaps
activated = 0
partModule = FARControllableSurface
actionGuiName = Increase Flap Deflection
actionName = IncreaseDeflect
custom1 = NA
}
ACTION
{
group = 9
groupName = Decrease Flaps
activated = 0
partModule = FARControllableSurface
actionGuiName = Decrease Flap Deflection
actionName = DecreaseDeflect
custom1 = NA
}
}
PART
{
name = pCtrlSrf1
vesselID = 0
relLocX = -2.490125
relLocY = -13.91093
relLocZ = 0.1867368
ACTION
{
group = 10
groupName = Increase Flaps
activated = 0
partModule = FARControllableSurface
actionGuiName = Increase Flap Deflection
actionName = IncreaseDeflect
custom1 = NA
}
ACTION
{
group = 9
groupName = Decrease Flaps
activated = 0
partModule = FARControllableSurface
actionGuiName = Decrease Flap Deflection
actionName = DecreaseDeflect
custom1 = NA
}
}
PART
{
name = B9.Engine.VS1
vesselID = 0
relLocX = 1.474979
relLocY = -4.444035
relLocZ = 0.04405266
ACTION
{
group = 12
groupName = Engines Front
activated = 0
partModule = ModuleEnginesFX
actionGuiName = Toggle Engine
actionName = OnAction
custom1 = Engine
}
ACTION
{
group = 13
groupName = VTOL Rotation
activated = 0
partModule = FSVTOLrotator
actionGuiName = toggle VTOL rotation
actionName = toggleVTOLAction
custom1 = NA
}
ACTION
{
group = 16
groupName = raise Engines
activated = 0
partModule = FSVTOLrotator
actionGuiName = raise engine
actionName = raiseVTOLAction
custom1 = NA
}
ACTION
{
group = 19
groupName = lower Engines
activated = 0
partModule = FSVTOLrotator
actionGuiName = lower engine
actionName = lowerVTOLAction
custom1 = NA
}
ACTION
{
group = 20
groupName = VTOL Steering
activated = 0
partModule = FSVTOLrotator
actionGuiName = VTOL steering toggle
actionName = toggleVTOLsteeringAction
custom1 = NA
}
ACTION
{
group = 21
groupName = Toggle Hover
activated = 0
partModule = FScopterThrottle
actionGuiName = Toggle hover
actionName = toggleHoverAction
custom1 = NA
}
ACTION
{
group = 22
groupName = Increase Height
activated = 0
partModule = FScopterThrottle
actionGuiName = Increase Hover Height
actionName = increaseHeightAction
custom1 = NA
}
ACTION
{
group = 23
groupName = Decrease Height
activated = 0
partModule = FScopterThrottle
actionGuiName = Decrease Hover Height
actionName = decreaseHeightAction
custom1 = NA
}
ACTION
{
group = 24
groupName = max Angles
activated = 0
partModule = FSVTOLrotator
actionGuiName = Cycle max Angles
actionName = cycleAnglesAction
custom1 = NA
}
}
PART
{
name = B9.Engine.VS1
vesselID = 0
relLocX = -1.474979
relLocY = -4.444036
relLocZ = 0.04405266
ACTION
{
group = 12
groupName = Engines Front
activated = 0
partModule = ModuleEnginesFX
actionGuiName = Toggle Engine
actionName = OnAction
custom1 = Engine
}
ACTION
{
group = 13
groupName = VTOL Rotation
activated = 0
partModule = FSVTOLrotator
actionGuiName = toggle VTOL rotation
actionName = toggleVTOLAction
custom1 = NA
}
ACTION
{
group = 16
groupName = raise Engines
activated = 0
partModule = FSVTOLrotator
actionGuiName = raise engine
actionName = raiseVTOLAction
custom1 = NA
}
ACTION
{
group = 19
groupName = lower Engines
activated = 0
partModule = FSVTOLrotator
actionGuiName = lower engine
actionName = lowerVTOLAction
custom1 = NA
}
ACTION
{
group = 20
groupName = VTOL Steering
activated = 0
partModule = FSVTOLrotator
actionGuiName = VTOL steering toggle
actionName = toggleVTOLsteeringAction
custom1 = NA
}
ACTION
{
group = 21
groupName = Toggle Hover
activated = 0
partModule = FScopterThrottle
actionGuiName = Toggle hover
actionName = toggleHoverAction
custom1 = NA
}
ACTION
{
group = 22
groupName = Increase Height
activated = 0
partModule = FScopterThrottle
actionGuiName = Increase Hover Height
actionName = increaseHeightAction
custom1 = NA
}
ACTION
{
group = 23
groupName = Decrease Height
activated = 0
partModule = FScopterThrottle
actionGuiName = Decrease Hover Height
actionName = decreaseHeightAction
custom1 = NA
}
ACTION
{
group = 24
groupName = max Angles
activated = 0
partModule = FSVTOLrotator
actionGuiName = Cycle max Angles
actionName = cycleAnglesAction
custom1 = NA
}
}
}

Edit: Toggle Hover is the culprit... either it's b9s implementation or firespitters

Edited by funk
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https://github.com/SirDiazo/AGExt/releases/tag/1.29d

Download here.

-Move Auto-Hide button to Right-Click menu on toolbar button.

-Fix state monitoring code to not crash on changes

@Funk: It looks like when Firespitter was updated for 0.90, some of the variable names changes and so AGX was throwing this error because it was now looking in the wrong place. This version fixes that and also changes how AGX handles the state monitoring so that if this happens again it will skip that action and continue working rather then crashing out like this.

Sorry about that.

@fatcargo: What you want is actually quite possible. However, it would have to be it's own mod so I'll move my reply back to the other thread.

D.

Edited by Diazo
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Smart Parts compatibility is here!

Link to the Smart Parts download here.

Now you can activate groups 11 through 250 with Smart Parts, so you can now have time delay activation, automatic activation on altitude or fuel tank empty and a radio to activate actions on a a nearby vessel that doesn't have focus.

Simply install both mods to make this work and have fun everyone!

@BibbitZ: The purpose of keysets is to make the most of your keyboard keys while avoiding conflicts. A typical use would be:

Mothership: Uses action groups 1 through 10 for it's actions.

Lander that docks to the mothership: Uses action groups 11 through 20 for it's actions to avoid conflicts while docked so you don't activate actions on both the mothership and lander by activating one action group.

Keyset 1: Bind keyboard keys 1 through 10 to action groups 1 through 10 for use while flying the mothership.

Keyset 2: Bind keyboard keys 1 through 10 to action groups 11 through 20 for use while flying the lander.

This way, you can swap key sets with a couple mouse clicks (if fact, if you set the keyset on the lander before docking, it will remember it when you undock). By swapping the keysets, you "increase" your available keys on the keyboard you can use for actions.

Hope that helps,

D.

Edited by Diazo
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Hi there Diazo,

I was noticing a lot of lag when switching between the VAB/SPH and the KSC. Hunted through my logs and found these lines:

AGX Deleteing old save games start: 1/15/2015 6:25:10 PM

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

AGX Deleteing old save games end: 1/15/2015 6:26:00 PM

That's 50 seconds between those timestamps, running the game off a pretty quick SSD... And indeed if I remove AGX from my mods, the exit from VAB is down to 5-7 seconds, which is much more bearable.

Doing without AGX permanently is too painful to imagine with a tier 2 SPH, so can I ask:

- what save games is it deleting? xD

- how much penalty is there if I just turn off deleting them? Will I end up with thousands of files?

Thanks!

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@eddiew: The save games it is deleting are found in your saves folder. AGX actually saves its data outside of KSP's own save file and that is the clean up routine running.

These files are the KSP-Install\Saves\{GameName}\AGExt00000.cfg files. (Replace 00000 with the incrementing numbers.)

There should be one AGExt00000.cfg file for each .sfs file in that directory. If it is taking that long, I would guess you have about 75 or so .sfs files in that directory?

If you turn off this cleanup via the setting in the .cfg file, AGX will not clean up after itself and you will get AGExt00000.cfg files in your save folder that are not attached to a .sfs file. Every so often you should go in there and manually clean things up if you disable the clean up routine. While KSP does not spam save files, it does save on every scene change so a long play session can end up creating 20 to 30 AGExt00000.cfg files.

To disable the clean up routine so it does not run, goto KSP-Install\GameData\Diazo\AGext\AGExt.cfg and change the "DeleteOldSaves" value from 1 to 0 (one to zero).

D.

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Thanks for the quick reply :)

210 files total, actually! 115 are AGExt00--.cfg, and 50 of them are Kerbal Alarm Clock making backups when it switches active vessel - I think I can configure that to a smaller number which will probably help. I've also gotten into the habit of making a daily save every time I start the game, which is another chunk - I'll start archiving those elsewhere, plus all the intermediate saves before I commit to something crazy :)

How do I know what an AGX file is attached to? Is the latest one likely to be my persistent.sfs? Eight of them are dated as per my last kerbal session, the others are much older. Don't want to blanket delete them and wipe out my spaceplane keybinds ^^;

Cheers

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The timestamp should be a reliable way of telling, the AGExt0000.cfg file is created at the same time as the associated .sfs file is. For reused files, such as persistent.sfs, you may have to use the date modified, rather then the date created, timestamp for this comparison.

If you want to be absolutely sure, open the .sfs file and find the AGextScenario module. The number in the "lastAGXSave" is the same number that is in the associated AGExt00000.cfg file name. So a lastAGXSave = 15 would try to load AGExt00015.cfg when KSP loaded that .sfs file.

Hope that makes things clearer.

D.

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Perfect, cheers Diazo. I'm sure I can just kill everything off that's more than 3 days old now; generally any backup saves I've made are just while I'm figuring out aerobraking or some such transient risk. 48 hours later they're mostly useless :)

I'll see how it goes on auto-delete again, but worst case turn it off and manage the folder manually. Thanks for your help!

*edit* Yeah, much better now, thank you!

Edited by eddiew
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@Orcais: As soon as you goto the action groups mode of the editor, it should look like the picture in the first post of the thread. Then select a part, select a group and click the action to assign it.

If it doesn't I'll need more details into what is going on. A copy of the KSP-Install\KSP_data\output_log.txt would also be a big help. (For windows, it's a different file on mac or linux.)

D.

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Oh right, career mode.

That is in fact correct, the issue is that with the Level 1 VAB, you don't have numbered action groups unlocked, only the named action groups. Give me 2 minutes to get a screen shot up.

D.

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No worries, I didn't even have support for named action groups until version 1.12 or so, kind of forget about them.

Anyways:

AGXNamedQuickStart.jpg

And first post updated.

Is that enough to get you going?

(If you are after numbered action groups in early career, you have to enable the override in the .cfg file.)

D.

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I love this mod, and I know I should have RTFMed, but I really think you should have some more obvious way of viewing the right-click menu (eg to edit groups in flight).

I wasted a bunch of time the other night when I could have just used AGX (Which was already installed) had I realized how to edit action groups in flight.

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@evilC, the reason it is there is screen space, where do I put it?

I'm really not sure about the entire UI at this point, everything has just kind of grown and while overall it works, it has several quirks that I'd like to get rid of that I'm not sure how to.

If you have a specific idea about where to put the "Edit in flight" button, I'll look at it. For now, I've added how to edit in flight to the bolded questions at the top of the first post in the thread.

D.

Edited by Diazo
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Announcing kOS Support!

With the release of kOS version 15.6, action groups 11 through 250 from AGX are now available to use in scripts.

In the same way you would use the 'AG1' command to access action group 1 before, you can now use 'AG15' to access action group 15, as long as AGX is also installed.

Download link to kOS 15.6

Full documentation page here.

Happy Kerbal kOSing everyone!

D.

Edited by Diazo
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It would be nice if this plugin offered some kind of "simple mode". I understand that for complex vessels, some people might really want the high number of actions and different keysets... but as some implied in this thread, for typical cases, the power of this plugin is a bit overkill.

Two settings would probably do the trick: Toggle multiple sets of action groups (really, for most purposes, one doesn't need more than 50 AGs, plus of course the named ones ("other")). The other would be toggle keysets (again, for most purposes one needs no more than one). If one of both is set to "off", all irrelevant buttons would be hidden.

As an example: If one were to disable action group sets, and keysets, then only buttons relevant for the first AG set and "other" would be shown. Furthermore, the buttons for switching between keysets would be hidden. No actual settings would be erased... the two settings would only enable/disable display of buttons.

EDIT: About your concern of screen space... the two windows that take up most of the space, obviously are the list of AGs in the current set, as well as the key-selector window. Both could be made resizable and scrollable.

Edited by rynak
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I'm not sure that is worth the effort to program however.

What I really need is a decent tutorial, but I can't seem to find a method that works. I don't have the ability to make a youtube video so I think I'll take another shot at the github wiki, but go heavy on the screenshots to see if that makes sense to people.

For reference, only the stuff I've marked in red would be hidden (as I understand your last post). The below screenshot shows a 1024x768 resolution at full size for reference.

o02oYdq.png

D.

Edited by Diazo
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