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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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The next time it happens, can I get an output_log.txt regardless please?

Absolutely. I should've posted the log for you anyway. Sorry.

1) Wrong install location: All of the files in the .zip file need to be in the GameData\Diazo directory, so the main .dll file should be at KSP-Install\GameData\Diazo\AGExt\AGExt.dll

Check.

2) Windows Security preventing the writing of files

I play on the Mac, so that's not an issue. (It could in principle be a Unix permissions issue, but it isn't.)

3) Another mod is throwing an error before mine which prevents AGX from starting correctly.

This sounds like the most likely suspect. I play with about a zillion mods, and I haven't taken the time to build a new install with just AGExt to do debugging. My configuration has been really very stable, but that doesn't mean anything.

4) (Not being able to switch to numbered action groups only) In career mode, neither the SPH or VAB is upgraded to level 2. If you have not enabled the override in the AGExt.cfg file, this behavior is by design.

I play only sandbox, so we can rule that out.

Note that when you say "numbered action groups spontaneously disappearing", I assume you mean you can't click the "Other" button to switch to that mode as you are replying to the earlier conversation.

What I mean, and I'll try to get a screenshot of this for you as soon as I can, is that the "Other" button disappears. It's just not there at all. It's really very weird. Like I said, next time it happens I'll get you a screenshot documenting the UI and a copy of the log file. Thanks for being attentive and willing to help.

EDIT: Made a mess of the quoting. Sorry.

Edited by jefferyharrell
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I encountered another problem. When I try to get an RV-105 RCS Thruster Block from a KAS container I get this kind of log spam:

NullReferenceException: Object reference not set to an instance of an object

at TweakScale.Hotkeyable.op_True (TweakScale.Hotkeyable a) [0x00000] in <filename unknown>:0

at TweakScale.TweakScale.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

AGX Update error: 46 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

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

NullReferenceException: Object reference not set to an instance of an object

at TweakScale.Hotkeyable.op_True (TweakScale.Hotkeyable a) [0x00000] in <filename unknown>:0

at TweakScale.TweakScale.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

AGX Update error: 46 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

Then game becomes unable to change scenes and switch vessels. If I stick this RCS block on something, the situation doesn't change. If I put it back into container the spam stops.

Output_log.txt

EDIT: Removed AGExt from my game, the same spam by Tweakscale persists.

Edited by Enceos
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Oh, and because you said it was helpful last time (and because it won't fit in my previous comment, sorry) here's my entire AGXExt00019.cfg file. The vessel I was trying to launch was called "Floatything Module 1 LV." It's the last item in this file.


name = flight
1991977880
{
name = Beepbeep LV
currentKeyset = 1
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
groupNames = ‣021FAIR JETT
PART
{
name = Beepbeep LV Debris
vesselID = c5342e9c-6b51-4106-b7ce-807676d57e35
flightID = 1991977880
ACTION
{
group = 21
groupName = FAIR JETT
activated = 1
partModule = ProceduralFairingDecoupler
actionGuiName = Jettison
actionName = ActionJettison
custom1 = NA
}
}
}
3166117469
{
name = Beepbeep LV
currentKeyset = 1
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
groupNames = ‣021FAIR JETT
PART
{
name = Beepbeep LV Debris
vesselID = 6673065d-fe16-490e-93d6-b0f00ed1f5c4
flightID = 3166117469
ACTION
{
group = 21
groupName = FAIR JETT
activated = 1
partModule = ProceduralFairingDecoupler
actionGuiName = Jettison
actionName = ActionJettison
custom1 = NA
}
}
}
2183272535
{
name = Beepbeep 2
currentKeyset = 1
groupNames = ‣021FAIR JETT
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
PART
{
name = RTLongAntenna2
vesselName = Beepbeep 2
flightID = 3927000820
ACTION
{
group = 21
groupName = FAIR JETT
activated = 1
partModule = ModuleRTAntenna
actionGuiName = Activate
actionName = ActionOpen
custom1 = NA
}
}
}
2577462254
{
name = Beepbeep 4
currentKeyset = 1
groupNames = ‣021FAIR JETT
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
PART
{
name = RTLongAntenna2
vesselName = Beepbeep 4
flightID = 3834049664
ACTION
{
group = 21
groupName = FAIR JETT
activated = 1
partModule = ModuleRTAntenna
actionGuiName = Activate
actionName = ActionOpen
custom1 = NA
}
}
}
3061796405
{
name = Beepbeep 1
currentKeyset = 1
groupNames = ‣021FAIR JETT
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
PART
{
name = RTLongAntenna2
vesselName = Beepbeep 1
flightID = 3029374919
ACTION
{
group = 21
groupName = FAIR JETT
activated = 1
partModule = ModuleRTAntenna
actionGuiName = Activate
actionName = ActionOpen
custom1 = NA
}
}
}
855896771
{
name = Beepbeep 3
currentKeyset = 1
groupNames = ‣021FAIR JETT
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
PART
{
name = RTLongAntenna2
vesselName = Beepbeep 3
flightID = 427843454
ACTION
{
group = 21
groupName = FAIR JETT
activated = 1
partModule = ModuleRTAntenna
actionGuiName = Activate
actionName = ActionOpen
custom1 = NA
}
}
}
3616194089
{
name = Beepbeep LV
currentKeyset = 1
groupNames = ‣021FAIR JETT
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
}
2194519734
{
name = Floatything Module 1 LV
currentKeyset = 1
groupNames =
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group 1‣Group 2‣Group 3‣Group 4‣Group 5
}

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I quit my game mid-scene and restarted it. My vessel was waiting on the launch pad (presumably because the game last saved state at the change to the flight scene?) and when I switched to it by selecting the launch pad and clicking the launch button, AGX loaded, giving me the toolbar icon and all. However, it forgot all my actions.

Here's the log from switch-to-flight-scene to the point where I paused after the scene had fully loaded. I'll save you a minute: There is only one reference to AGX in it, when AddonLoader instantiates AGXFlight.

http://pastebin.com/bNjMmbUp

Here is the AGExt00020.cfg file that appeared in my save folder. According to the timestamp it was created at 06:22:20.

http://pastebin.com/G9dEgcuB

diff tells me it's character-for-character identical to AGExt00019.cfg.

Why AGX loaded correctly the second time and why it forgot the action groups (actually I think it was just one group if I remember right) I set up in the VAB I don't know.

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Okay.

In both of your cases, looking through the logs it is in fact the initial setup code on flight scene start that is failing. The Update errors that later fill the log are because the Update is looking for data items that do not exist because the Start code failed.

"AGX Flight Start FAIL" is the exact line of text if you want to search for it in your logs.

However, my error trap on the flight start code did not have the line number of the code that is failing for some reason. Could I ask you to download version 1.30f below that enables those line number and generate the error again please?

All 1.30f does is enable the line numbers, there is no attempt to fix the errors in this version. (Mostly because the flight start code is 200 lines long and I need to know where to start looking.)

Version 1.30f .dll only

@jefferyharrell: The "Other" button vanishing is unintended in your case. It is intended behavior in career mode when you only have the level one buildings unlocked (and so no access to numbered action groups) but as you are in career mode that button should be visible all the time. Having said that, the check for if the button should show or not is in the Start code that is currently crashing out and failing so it is probably not running correctly. Fixing whatever issue is causing the start code to fail should make the "Other" button start behaving.

D.

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This is the log generated by my game with your 1.30f DLL installed. I started up my game, went to the VAB, loaded a craft file, hit the "launch" button and chose KCT's "simulate" option. This log starts with the scene change and ends right when AGExt started filling my log with "LoadGroupVisibility Fail!" errors.

http://pastebin.com/A6nNETLQ

I'm not sure whether the extra information you need is in this log file or not. I'm not seeing it, but I'm not sure what to look for either.

And just in case you need it, here's AGExt00025.cfg.

http://pastebin.com/zfrGg4hj

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 AGX Flight Start FAIL 7 System.FormatException

Is what I needed, that tells me it is line 7 that is having issues.

I'll start looking into it.

D.

edit: Line 7 is where it pulls the window position data from the AGExt.cfg file. The System.FormatException means that the number saved for the window position is invalid. Could I get you to post your GameData\Diazo\AGExt\AGext.cfg file please? It looks like the window position save data is corrupt.

Specifically it is all the "Flt..." values that I'm suspecting. They all need to be valid numbers. Also, the RTwinX and RTWinY values get loaded at this point.

Edited by Diazo
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That is really odd, while all those values are 0, 0 is a valid number that should parse correctly.

I'll have to test to see why that is not behaving as I expect.

And the capital E is correct, I just missed the shift key when I was typing my previous post earlier.

This will probably be a couple hours, I have to break for lunch shortly and this is going to take me a bit to figure out.

D.

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I'm not sure if this is a bug or a problem with my install but I'm getting the following when I try to queue an action group into the RemoteTech flight computer:


Reflection to RT fail System.MissingMethodException: Cannot find method ReceiveData.
at System.MonoType.InvokeMember (System.String name, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParameters) [0x00000] in <filename unknown>:0
at System.Type.InvokeMember (System.String name, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <filename unknown>:0
at ActionGroupsExtended.AGXFlight.RemoteTechExernalCall (System.String direction) [0x00000] in <filename unknown>:0

I have the most recent 1.30f dll installed and RemoteTech v1.6.3. output_log.txt

Love AGExt by the way, one of my must-install mods.

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Sure, no problem. I know you're doing this in your spare time. I really appreciate the help. I want so badly for your mod to play well with my ninety or a hundred others â€â€.not really, but it's a bunch.

A little while back I told you about a funny little bug I'd found where the mod was inverting the values of two window coordinates, using x for y and vice versa. Is it possible this problem was introduced when you fixed that one? I ask only because it's something you touched recently, so that seems a likely enough place to start looking.

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I'm having a weird issue where AGX isn't giving me the "Other" button to switch from named action groups to numbered action groups, even though my VAB is upgraded enough to allow them. Simultaneously, AGX is failing to suppress the built-in action group UI, so it shows up underneath the AGX UI, and responds when I click on ship parts, which is very confusing. Finally, the icons that AGX displays on the ship are showing up as gray squares. See here for example:

sPRtbyp.jpg

Is this a known issue? If so, is there a fix/workaround? If not, what additional information can I provide to debug it?

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Can I ask what you have TEXTURE_QUALITY set to in your settings.cfg file?

It's set to 1, but I also have Active Texture Management installed. I should note that these problems are intermittent, and they all seem to occur together when they occur, so it seems less likely that this is a config or texture quality issue.

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Alright.

First, here is the download for version 1.30g. (.dll only, requires .zip from first post first.)

Can anyone who is having issues please download this and post an output_log catching the error and a description of what is going on please? I've expanded the logging to incorporate more variables so I can see what is happening when things go wrong.

Note that at this point I still suspect that the Start() code is not running and because that is a lot of setup that never happens, it would explain why everyone is having similar yet different errors.

Version 1.30g does fix the error reported on line 7 with the loading of the window positions failing, but there is too much other stuff going on for me to call this working 100%.

@Blue Kay: Queuing into the flight computer does not work in the current RemoteTech version. RemoteTech version 1.7 will support it. I've talked to the Remotetech guys and it is still a few weeks probably before the official RT 1.7 will be out but I do have the go ahead to release a special version of RemoteTech 1.6.3 that will support flight queuing, I just need to find some time to get it out.

D.

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Interesting.

That means the window positions fix seems to have worked. Are the window locations saving for you now?

If they are not saving, the windows will all reset to the top left corner of the screen every time you enter Flight mode.

Even if they do fail to save, they should not cause any errors in the rest of AGX's functions anymore but that still leaves the reason why they are not saving to be fixed.

D.

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Window positions are supposed to be global. This includes the state of windows, so if you hide the flight or editor windows, they are hidden until you unhide them again.

Key assignments to the 5 keysets and the names of said keysets are also global.

Everything else saves on a per-vessel basis.

D.

edit: On flight scene start, part of the logging I added is a "AGX started okay" line if the Start() code completes without error, are you seeing that in the log now that things are working?

Edited by Diazo
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Sorry for the delay in following up. So far, I haven't caught an instance in which I switched scenes and the "AGX started okay" message didn't show up in the log. I haven't done very extensive testing yet, though; just a couple launches using Kerbal Construction Time. I'll try a few docking-undocking scenarios, because I know that caused trouble in the past.

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@jefferyharrell: So far things are looking good so knock on wood that further playtime goes well also. On the messages in the log, I would be interested to know if there are any other messages from AGX immediately before the "AGX started okay" entry. There won't necessarily be any, but if there are they will come right before the "AGX started okay" entry. (They are part of the expanded logging version 1.30g has.)

@CorBlimey: While I can see why that is a feature you would like, it is currently functioning as intended. The reason being is that the toggle state is saved per vessel so it is not saved to the sub-assembly as that does not count as a vessel. The issue is that what if there is already an action assigned to that group and you place a sub-assembly with a different toggle state. Which one has priority? What I can probably do is a check that if it is the first action assigned to that group, set the toggle state, otherwise do not change the toggle state.

That change and the "hold key" action group activation will be the next version, I just want to make sure I have this issue with AGX not starting correctly fixed before I go in and start making other changes.

D.

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On the messages in the log, I would be interested to know if there are any other messages from AGX immediately before the "AGX started okay" entry.

I haven't had any real time to play lately, but I hope to this evening, and I'll definitely keep an eye out for this. I know that "it works now" will be unhelpful, so I'll give you all the details I can scare up just as soon as I can.

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@novahike999: In the current version there is no provision for doing that. It is a good idea, but there are a couple potential issues with how KSP detects keystrokes that may mean it is not possible. I will at least look at it as that sounds like a worthwhile addition if I can make it work.

Any updates on those momentary action groups if you've even got round to looking into it?

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