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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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Yep, exactly.

One thing i noticed after the hint of making the AG-List and keyselector resizable/scrollable, is the way AG's are ordered in the AG-List: 1-25 in the first column, 26-50 in the second. That doesn't lend itself well to resizing vertically. On the other hand, making the order left-to-right, top-to-bottom, would be harder to read. Not sure how to solve that. On the other hand, if horizontal resizing is possible as well, then one could reduce it to one column, and everything would be ordered nicely when scrolling vertical.

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Hello Diazo!

First things first:

Your mod is great.

Having some problem though, strange, I just reinstalled KSP and added some mods, as always.

AGX in VAB, SPH works as expected but, as soon as i launch a mission, no actions are available. If I enter again in VAB/SPH they are there! (I always used AGX in the past with no issues at all)

Obviously, it's something strange in my installation. Tried to reinstall AGX without luck. Do you know how can I do? KSP log files gave no errors on AGX...

- - - Updated - - -

I forgot to mention, if I edit them in flight they works as expected

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@rawghi: That is really weird, can you get an output_log.txt of what's going on please?

I would suspect something in the AGExtEditor.cfg file, but when you load back into the SPH/VAB the actions are there so that means the AGExtEditor.cfg file is behaving normally.

The only other thing I can think of is if another mod you are running renames the vessel when you launch it, the name is what I use to link the vessel blueprint in the editor to a new vessel when you spawn it.

Otherwise, I'll have to look through your log file to see what is going on.

D.

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Ah!

found something @Diazo!

here is what's going on in the outpu_log:

GX EditorSaveToFile FAIL 1 System.NullReferenceException: Object reference not set to an instance of an object

at EditorLogic.recurseShipList (.Part part, System.Collections.Generic.List`1 shipList) [0x00000] in <filename unknown>:0

at EditorLogic.getSortedShipList () [0x00000] in <filename unknown>:0

at EditorLogic.get_SortedShipList () [0x00000] in <filename unknown>:0

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

Strange thing is that if I start a sandbox it worked fine, If I start a fresh new career no matter how many commands I configure through AGX, I'm getting only one action available in the mission, without description, that do essentially nothing.

I noticed also that in the savegame folder it creates only AGExtEditor.cfg and not the other cfg files (that usually it creates).

- - - Updated - - -

HOLD ON DIAZO!

It's a problem related to Tarsier Space Tech (telescope) as the mod is outdated and gave an error message BEFORE AGX.

Removing it resolved the issue (that is due to error cascade obviously).

Sorry to have you spent time on it and thanks again

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Whoops, looks like some of my testing stuff carried over.

If you want to rename those yourself, you can click on the KeySets button (bottom right of the main window, 'KeySet1' in the quick start picture in the first post) where it currently stays "ModTest" and rename them in the window that pops up.

I'll correct the .zip for my next release.

D.

Edited by Diazo
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Here's a funny little one: Every time the game runs, your mod mixes up FltCurActsY and FltMainY. By default FltCurActsY is 218 and FltMainY is 44. If you quit the game and then run it again (without moving any windows), the config file AGExt.cfg gets rewritten, this time with FltCurActsY = 44 and FltMainY = 218. Quit and restart again and you get FltCurActsY = 218 and FltMainY = 44. Quit and restart again and you're back to FltCurActsY = 44 and FltMainY = 218, and on and on indefinitely. I think you've got a variable assignment mix-up in your mod someplace where a = b and b = a instead of a = a and b = b. That's just a guess though.

It's obviously not a big deal. I only noticed because I keep my game folder under Git control to make it easier (I'll just go ahead and say "possible") to keep my zillion mods straight, and I noticed that every time I play your config file changes, even if I don't touch anything.

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I seem to have hit a possible compatibility bug or something with KSPI (the .90 support branch) or Umbra Space Industries. When docking with my space station that has parts from them AGE dies (button screen blank and can't assign anything). When undocking it comes back to life but forgets all assignments. When the problem hit there are errors coming up in the log which I hope will help figure out what is going on.

https://www.dropbox.com/s/31f92l1u0cuk9tb/output_log.txt?dl=0

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Version 1.30c

Download here.

-Add RemoteTEch support

-Change cleanup of old save files so it only runs once per game session (Main Menu - Space Center) rather then every time you returned to the space center from flight or the editor

-Add support for my Control Lock mod.

(1.30a)-Fix ModuleRCS action toggle.

(1.30a)-Add RemoteTech bypass (in right-click settings menu)

(1.30c)RemoteTech queue fix so it will not stall on invalid action.

(1.30c)Smartparts will no longer queue their actions via remotetech

(1.30c)Remotetech Bypass is now a true bypass, no connection check or signal delay when enabled.

(1.30c)Fix selection box so disabled actions are hidden.

@jefferyharrell: I was looking at those two values you mentioned backwards, that is also fixed this version.

@JeffreyCor: Can you please try to replicate with 1.30? I added some more logging exactly where the error is, but the output_log.txt you posted is full of other errors earlier in the game session and I suspect you've hit a cascade error.

zvRKhoQ.png

The RemoteTech window can be shown/hidden in the right-click options menu on the AGX button.

Happy Kerbling all.

D.

Edited by Diazo
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One note on your update - the thread header has the release as Jan 31, 2014

Just pointing this out as anyone who hasn't been following this may think it hasn't been updated in a year.

And thanks for the mod - appreciate the hard work that goes into these.

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running the latest release, I either found a bug or am using the interface wrong. I have a probe core within a small fuselage so it's tricky to select with the camera. When I use the "Show list of all parts?" feature of AGX it lets me select the probe core, problem is I have 4 and only want to choose one at a time. So I clicked 3 of the 4 that pop up in the "AGExt Selected Parts" list, taking note of the part selection cursor to make sure the one remaining in the list is the one I want to assign an action from. Problem is when I choose the action, it's assigned from a part I clicked to remove from the list, not the one that's still there. In fact, even if I leave all 4 parts in the list, actions will only be assigned from that one part.

J75Wycvl.png

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Weird.

From your description, you are using the interface correctly, however I am unable to replicate on my end with my tests.

I suspect you are hitting an error of some sort, your comment of "In fact, even if I leave all 4 parts in the list, actions will only be assigned from that one part." indicates KSP is throwing an error of some sort and aborting my code early. There is nothing in AGX itself that would prevent the action from being added to all selected parts so it has to be some sort of error.

To troubleshoot can you:

1) Get me an output_log.txt of when this happens.

2) Test with another part type. This test will show if the problem is limited to that specific part, or if it your install and a mod conflict between AGX and another mod.

Thanks,

D.

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Version 1.30a

Download here.

-Fix ModuleRCS

-Add RemoteTech bypass, found in Right-Click menu of AGX button in flight mode.

@kertap: The ModuleRCS fix will correct the issue you are seeing. At some point the variable name changed from isEnabed to rcsEnabled so AGX was looking in the wrong place. It should be fixed now.

D.

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Version 1.30a

Download here.

-Fix ModuleRCS

-Add RemoteTech bypass, found in Right-Click menu of AGX button in flight mode.

@kertap: The ModuleRCS fix will correct the issue you are seeing. At some point the variable name changed from isEnabed to rcsEnabled so AGX was looking in the wrong place. It should be fixed now.

D.

A bunch of keys in all 5 keysets are set to very nonstandard values, including multiple assignments to the same key and common UI keys. E.g. keyset1 has the key for all actions 1 to 4 set to Alpha1.

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Okay, that means my development copy of AGExt.cfg got into the release file again.

I'll look into how I create my release .zip file for why this keeps happening, I must be skipping a step along the way somewhere.

For now I'll have to ask everyone to rebind the keys on the groups they use if they have already downloaded 1.30a. I've fixed the file in the .zip now, but I'm not pushing a new version just for this.

Thanks for catching that,

D.

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Hi Diazo,

I am using your great(!) mod together with Actions Everywhere and RemoteTech (besides a lot of others). I built a service craft with a grabbing unit locally controlled by Jebediah to catch some (pre-RemoteTech) satellites.

After launch the actions are queued although they are issued locally. I tried bypassing them which works at first until I clamp to something in which case the bypass seems to be overridden (although the gui still displays the message). The queue shows all triggered actions followed by increasing negative numbers and they're never fired. After entering this state bypassing via the gui button does not seem to work any more; the stack is still filled. Triggering parts directly works, though.

In a locally controlled craft the queue should not be used, right? Am I missing something here? I updated to 1.30a today and did not test this before. RT is v1.6.2.

Cheers,

0level

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@0level: Can I have you check the log when you do this please? Because this is a new feature I left the logging enabled and it should print "RemoteTech {type}" to the log, with type being the type of command issued.

I'm running some tests now to see if I can replicate, it looks like I missed something in the docking stuff.

D.

edit: Okay, the actual error is something else that is cascading onto the RT stuff. I'm still suspecting something messed up when you docked. There should be a "AGX Update Error" line in your logs somewhere, can you copy-paste that for me, or post your output_log.txt somewhere so I can look at it please? Thanks.

Edited by Diazo
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To troubleshoot can you:

1) Get me an output_log.txt of when this happens.

2) Test with another part type. This test will show if the problem is limited to that specific part, or if it your install and a mod conflict between AGX and another mod.

Here is the log.

I think it may be due to sub-assemblies. I managed to get another part on the pods, which are sub-assemblies, to have this behavior:

BXnb2vwh.png

You can see that I select one but things are assigned to another - which happens to be the first sub-assembly I attached to the craft (was done with symmetry, the two below were copied from the one under the left wing)

I also found something interesting about the FASA probe core - it selects the proper one with the first three actions:

X4Lw7dMh.png

But then any of the rest go back to the original sub-assembly pod:

0Qdr8S5h.png

Furthermore, I too am seeing RT2 bypass problems. Here's a probe core I launched onto the runway with an event to run a science experiment:

8YtTExYh.png

The I hyperedited it away from KSC, enabled RT2 bypass and was unable to run the experiment:

ICrfMXfh.png

(ignore the way the AGExt windows look - that's just from having KerbCam installed)

This test was done with the log file I linked to as well.

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