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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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Can you give me an example of why you would like to do this? Overriding Actions seems like the very thing that AGX was trying to get away from by adding all of the extra Action Groups.

Because I tend to build custom vessels for most science missions, especially landing ones and usually they have bit different set of equipment, so I set up action groups in VAB when designing and edit them during mission only when needed (and here comes AGE). It's kinda annoying to build new vessel, set up action groups like I want them to be and when I use them during mission I find that action group also triggers stuff that I definitely didn't need and didn't set up in VAB (like pressing "1" and expecting to have extended solar panels and instead getting solar panels+lot of scientific reports).

This mod seems to be better at other things (like quickly setting up new groups in flight; even though its interface seems a bit non-intuitive, but it just needs to get used to), so of all action group mods I'm trying to use this one :)

Edited by Mystique
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@Mystique: To keep track of what action is bound to what action group is the reason the Current Actions window exists.

When you press 1 (or whichever action key), all the actions shown in the Current Actions window for that group should execute. If there is a mismatch between these two things, that is a major bug and I need as many details as you can provide me so I can fix what is going on.

With that out of the way, what it sounds like you really want to look at is the KeySet options. Unfortunately that part of this mod is the most poorly documented part as it requires one last tweak before it is working to my satisfaction.

The short version is that the mod has 5 different keysets that you can switch between where the keys are bound to different groups. So keyset 1 could have keys 1 - 10 bound to groups 1-10, keyset2 has those same 1-10 keys bound to groups 11-20 and so on.

I'm hoping to get that tweak, and the updated documentation for KeySets out tonight or tomorrow night.

As for your request about simply having key 1 assigned to "Crew Reports" without having to assign it on every ship, that is not practical. The GUI hides it but in the code behind the scenes trying to determine which action is a "Crew Report" and which isn't would be a nightmare to try and figure out that I'm not willing to mess with.

Note that this mod does not interfere with other mods triggering actions, if there is a mod out there to trigger actions directly by name (or other qualifier) this it should not conflict in any way with AGX.

D.

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@Mystique: To keep track of what action is bound to what action group is the reason the Current Actions window exists.

When you press 1 (or whichever action key), all the actions shown in the Current Actions window for that group should execute. If there is a mismatch between these two things, that is a major bug and I need as many details as you can provide me so I can fix what is going on.

Yeah, triggered action is shown in AGX's window. Problem was that this action wasn't shown in VAB when I was setting up groups using stock menu, i.e. as I see AGX has its own storage of keybindings separate from stock one, but shared among all vessels. If that is correct, then mod is working as intended :)

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Yes, AGX overrides the KSP bindings for keys and uses its own. However, that includes ignoring KSP's key bindings, only the group bound to the key in AGX should execute, not the group bound in the KSP settings window. (Unless you have enabled the override from the previous page.)

However, the default KeySet1 has Groups 1-10 bound to keys 1-10 the same as default KSP so you should not actually notice this during gameplay.

Please watch for my next release with the key set tweak, I think that will be beneficial to your setup.

D.

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/sigh

Just a heads up the next release is going to be delayed. I found a rather nasty bug in my docking/undocking code that explains the data loss on fast vessel switching.

I'm pretty much going to have to gut it entirely so no guesses on when the next release will be.

D.

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Whoops. That is actually implemented. The Yellow/Black square that appears when you mouse-over a part in the selected parts list, or an action in the current actions window is how I went about it.

I deliberately did this rather then just highlighting the part so that when the part in question is hidden (either on the far side of the vessel or behind another part such as a fairing) you could still easily find the part.

I've actually removed the planned features list there were only two things on it.

The highlight of parts is implemented and the editing of a vessel's information after it docks to a mothership is not going to happen.

D.

Edited by Diazo
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Another issue - when using KAS to re-attach any part on vessel (like RCS port that didn't even have hotkey assigned) all keybindings made in AGX are lost. Is there any idea how to fix it (besides not using KAS)?

[LOG 21:43:02.182] There are loaded Kerbals on a ladder. Cannot save
[LOG 21:43:20.295] [KAS] Grab - Grabbing part :linearRcs
[LOG 21:43:20.323] Docking event!
[WRN 21:43:20.323] [PartJoint]: None of the provided nodes was valid!
[ERR 21:43:20.326] Cannot find module 'ModuleDockingNode' (-1142502075)
[ERR 21:43:20.327] Cannot find module 'ModuleDockingNode' (-1142502075)
[LOG 21:43:20.342] Part count change, reload AGX

I guess that's when keybindings are getting lost.

Update: quicksave/load returns key assignments to what they used to be (real relief :) ).

Edited by Mystique
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Hi there, great mod, have used it for a while. Just updated to 0.25 and downloaded this mod including the 0.25-specific DLL. Unfortunately, when I go to make more than one action group, when I click on the Current Action Group button, the window doesn't appear so I can't create more than one action.

Running 0.25 on Mac OS X (32-bit version of KSP).

Making any changes to the action groups (e.g. click the normal KSP Action Groups button, or clicking on any buttons in the AGE UI) doesn't trigger anything to be written to the player.log file, so I won't bother posting it... let me know if you specifically need it...

Any suggestions please?

TIA.

EDIT: this is when in the VAB. Haven't tried it elsewhere yet.

EDIT 2: my first rocket blew up on the launch pad (too heavy), so I reverted to the VAB to attach some launch supports, and then tested AGE again and all seems to be working fine now. Dunno what that was all about but will advise if the issue re-occurs...

Edited by DavidHunter
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@Gaiiden: That is an error caused by the fact AGX does not have enough data to tell which action it is trying to load. I know that in the new version I've fixed the FSanimateGeneric so it works but I'm not sure about the ProceduralFairingDecoupler.

If you rebind them in the newest version and then load the vessel (going to space center and back to the vessel), does that message still come up?

D.

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Version 1.19

Download here.

-Change data storage to use part.FlightID instead of Vessel.ID

-Allow override of lock out of KSP custom action groups.

The big change here is I found a huge bug in my vessel switch/dock/undock code that I ended up having to change how I stored data. I was able to add a data conversion so this change should be totally transparent to the user and I do not expect any data loss. In exchange, all the recent reports about actions being lost for various reasons should now be fixed and I'm hoping stability in general will increase. This change has no impact on how to use the mod.

I've also added the ability to use KSP's keybindings for action groups if you want. By default the keys bound to the custom action groups in the KSP's settings screen get locked out and only the key bind in AGX activates. You can now disable this lockout and activate keys via KSP's key bind if you desire. Instructions here. Be aware if you disable the lockout with this, you can activate an action group twice with the same keypress, once via KSP, once via AGX, so be aware if you do.

As always, let me know of any issues and I'll do my best to fix them. Moving to part.flightID is a pretty big change and while everything passes my tests I need your reports on how things go.

D.

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That means that AGX does not have enough information to load one of the actions in question on your vessel.

Do you know which action is missing? If you reassign it and save/load the vessel, do you still get that message?

D.

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That is odd. That message coming up should mean an action has been lost.

Can you send me a before and after AGExt000000.cfg file? By that I mean grab the .cfg file, load the game and exit without changing any actions then send me the after AGExt file. That way I can at least see which action is not loading correctly.

But if you are not losing any actions on loading the vessel, I'm not sure what is going on.

D.

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I've uploaded last 2 cfg I've found in game's folder, hope they're what you need, because I don't see cfg with modified time of the last time I've launched KSP =\

https://www.dropbox.com/s/rii3lpui7sy0www/AGExt00630.cfg?dl=0

https://www.dropbox.com/s/6mtzyzhwz8qpqfg/AGExtEditor.cfg?dl=0

There are generally 2 new things I've used on SSTO which has that error - cargo bay and rapier engine, both have key bindings made with AGE, both work properly.

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Just dropping in to give you a heartfelt thank you for this mod. I can't count the times I forgot to set up specific action groups pre-launch. Being able to edit them on the fly (plus giving them useful names) is such a simple, but very powerful helper.

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@Mystique: The error message would be referring to the cargo bay doors. ModuleAnimateGeneric is attached to that part, not the engines. But if the action is loading correctly I'm not sure why the AmbiguousAction error is coming up.

@Senshi: Glad to help. That's where all my mods start, I get frustrated at something in the game and decide to do something about it. :)

D.

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I haven't tried this idea yet, but I think his mod will be exceptionally useful for space stations and ships that will dock with them. My understanding is that everything defined for action group (I'll play with #6) stays with the group no matter what is in control. If someone has group 6 toggle an engine, clamp-o-tron release, or decoupler, and a station has group 6 set up for some lights... someone flipping a light switch on the station with that ship attached could be disastrous. (The front page's write up on "Docked Vessels" covers a work around that I like.)

Requests/notes:

For testing purposes and users without enough free keys, can this control panel be given buttons to toggle the action groups (this panel both a control panel and the way to edit groups) or make a separate panel to toggle/activate groups without keys/stick?

2. Joysticks currently only <= 4?

I think the joystick test only supported 4 Joysticks (or Joystick[any?], 1,2,3,4). Due to KSP/Unity ignoring my joystick IDs and assigning stuff in whatever order it feels like and the use of PPJoy to fix some issues, I think the joystick I tried to use is "more than 4" and did not show up to the test and could not be assigned from the Joystick list. To avoid having your list grow, could that be implemented as "Joystick" selection (pick any or a number) and "button" selection (pick a number)?

It's also been a few days since I tried this; if any of this is out of date or irrelevant, please let me know!

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