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standardized action groups, anyone in?


jake9039

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I personaly think we(as forum members) should come up with standardized action groups. I wanna know what you think. because often, I download a craft with action groups, but then forget. without firespitter on all of them, I gotta go to space center, look for craft in correct building, remember that, go back, and do that repeatedly.

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I just want the ability to check/edit action groups during flight. It seems weird to me that I can do all sorts of things with staging during a flight, but god help me if I forget which action group unfurls my solar panels and which one activates all my engines.

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indeed, I wouldn't want anyone to tell me that I'm not allowed to put X in action group Y because "it's not the standard".

If you have your own standard groupings and can't be bothered to do things different for something you didn't create, nothing prevents you from changing the groupings already assigned in whatever you downloaded.

But don't try to force everyone else to conform to your ideas or propriety.

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I just want the ability to check/edit action groups during flight. It seems weird to me that I can do all sorts of things with staging during a flight, but god help me if I forget which action group unfurls my solar panels and which one activates all my engines.

Totally agree. The inability to edit AG in flight is ridiculous.

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Nope. Your standards are your standards, but I have my own, and they depend on the purposes of the craft, what mods I have used on the craft, and generally where I intend to run it.

After all, an atmospheric electric plane with Firespitter Propellers will use Action Groups 1, 2, 3 and 4 for basic controls on the engine (Toggle, Cargo Throttle, Normal Throttle, Reverse Thrust respectively.) and have no retracting solar panels onboard. Meanwhile, a space probe might have Action Group 1 bound to Solar Panels, and Action Group 2 bound to Toggle Engine. A rover for high-gravity worlds won't have an action group bound for Rear Wheel Steering Lock, and won't have Reaction Wheels on an easily accessed action group. A rover for the Mun or Minmus would have Action Group 3 as Steering Lock/Unlock and 4 as Reaction Wheels Toggle. Meanwhile a shuttle would use entirely different action groups.

My point is, not everyone has the same preferred set. Add to that the physical differences between players and hardware, and we'd never agree on a standard.

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Don't think there should be a community standard, that would become a bar-brawl, but I think most of us have at least some standards in our own games (really helps when you've docked craft). The one hard rule I have on aircraft is 0 is always emergency chutes, cos its close to the abort button.

I totally agree with everyone else saying that actions groups need some improvements so at the least you can check them mid flight. When playing with mods I always add a B9 info drive cos at least you can check what each group does, even if you have manually edit it when you change them. At least its something! But really they need to be editable. 10 groups is often not enough for complex missions.

As well as on the fly editing I'd like to have different "sets" of actions groups. So you have multiple sets of 0-9 actions and while in flight you can select from a menu which set is active. So for example when you deploy your rover you just select a set to make active and now the rover has its own 0-9 actions that are different to what the lander had. Of-course you could achieve having different actions on a rover if you could edit them, but by having pre-defined sets that you setup in the VAB/SPH, you don't have to mess about editing them each time you deploy the rover.

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We should be able to attach a short message to the "Custom1 to Custom0" keys and have them displayed somewhere on the HUD. Maybe in a little pull down like the Abort item is done.

That would offer the best of all because you could leave notes that "1 = Comm-16 activate" and "2 = solar panel toggle" and "0 = make rocket go boom".

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I have my standard. I don't want to follow anyone else's. But maybe we can share our standards and learn from each other:

Here's mine:

[TABLE]

[TR]

[TD]1[/TD]

[TD]Space Mode[/TD]

[TD]Toggle solar panels, antenna, etc.[/TD]

[/TR]

[TR]

[TD]2[/TD]

[TD]Small Engines[/TD]

[TD]For a space planes: Jets on/off. For spaceships: small liquid engines on/off.[/TD]

[/TR]

[TR]

[TD]3[/TD]

[TD]Big Engines[/TD]

[TD]For a space planes: RAPIERS on/off. For spaceships: atomic engines on/off.[/TD]

[/TR]

[TR]

[TD]4[/TD]

[TD]Air intakes[/TD]

[TD]Space planes only: toggle all air intakes. (forces RAPIERS to LOX mode)[/TD]

[/TR]

[TR]

[TD]5[/TD]

[TD]Primary Science[/TD]

[TD]Do all science experiments[/TD]

[/TR]

[TR]

[TD]6[/TD]

[TD]2nd Science[/TD]

[TD]Do more science experiments[/TD]

[/TR]

[TR]

[TD]7[/TD]

[TD]3rd Science[/TD]

[TD]Surface science experiments (pressure, seismic, atmospherics)[/TD]

[/TR]

[TR]

[TD]8[/TD]

[TD]- unused[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]9[/TD]

[TD]Surface Mode[/TD]

[TD](after landing, or before departure) extend /retract all ladders, lock landing struts, etc. (often used with Space Mode after landing)[/TD]

[/TR]

[TR]

[TD]0[/TD]

[TD]Docking Ports[/TD]

[TD]Open / close in line docking ports[/TD]

[/TR]

[/TABLE]

Edited by Brainlord Mesomorph
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1. Extend antenna

2. Extend ladder

3. Extend solar panels

4-8. Custom as needed

9. Decouple LES and fire LES (this disposes it in the case of successful launch)

0. Activate chutes (close to abort button)

Backspace [Abort]. Decouple MK-1 2 capsule and activate LES.

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1. Extend antenna

2. Extend ladder

3. Extend solar panels

4-8. Custom as needed

9. Decouple LES and fire LES (this disposes it in the case of successful launch)

0. Activate chutes (close to abort button)

Backspace [Abort]. Decouple MK-1 2 capsule and activate LES.

I stage my chutes.

and why Abort, when you can Revert?

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Check out http://forum.kerbalspaceprogram.com/threads/100932-0-25-Actions-Everywhere-%28Nov-22-14%29-Action-Group-it-all-w-Crossfeed-Control and Diazo's AGX (for 250 action groups). Others are available.

I make the point in my tutorial that it can save your sanity to adopt some sort of standard for yourself but stress it should be what each person finds best. Aircraft-simulator fans typically want a lot of AGs dedicated to intake and engine control, for instance, whereas I usually want different basic sets for launch, transfer, lander and station modules.

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I stage my chutes.

and why Abort, when you can Revert?

After aborting, you sometimes have to hit your stage button multiple times on empty stages before you get to your chute stage, so it's faster to assign it to an action group. Those seconds count when you abort very early, at low altitude.

I can't revert because of hard mode / ironman :(

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Mine vary a little. But generally, it depends. If these options exist on a ship, I tend to follow these rules.

1. Main engines.

2. VTOL engines.

3. Main ladder/s (This one I basically never use for something else.)

4. Retro engines/Extend panels/antenna.

5.Extend panels/antenna. (Used for this more often than 4)

6. (Free for special feature. Or, intake toggle).

7. (Free for special feature).

8. Camera.

9. Camera.

0. Toggle rover back wheel steering.

But these are not always locked in. For example, on my Eve Oceans Explorer, I have 1&2 controlling the bump taker wheels, 3,5,6, control various ladders, and I'm considering making 4 control the forward lights (only).

Sometimes, a complex ship breaks parts of this pattern, as I need gaps for doing stuff when docked. For example, the crew module of my Jool mothership has its engines set to 4, so they can be toggled without interfering with the engines on the landers.

I don't think this is something we'll be able to agree to standardise. As long as you know how a craft is supposed to fly/land/drive/whatever, it's not too hard to set them to your own action groups, and become a little more familiar with them in the process.

I don't download craft much, as you just don't know them like something you made from the root part up.

Edited by Tw1
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  1. Toggle engine mode
  2. Activate reaction wheels
  3. Deactivate reaction wheels
  4. Toggle solar panels
  5. Toggle antennae
  6. Toggle cargo bay doors
  7. .
  8. Science
  9. Toggle air brakes
  10. .

Don't know why but it just grew into this and by now I am used to this. As others have already stated: I don't want to change them because someone else says it's not 'standard'.

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I kind of like this idea, but kind of don't... If that makes any sense. However, I have my own standard set of groups.

Engine toggles biggest to smallest on the lowest numbers. Solar panels and such on the last couple keys. I have never used more than 5 action groups.

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1 is always "do all SCIENCE" because nothing is more important than doing ALL THE SCIENCE

2 is always toggle solar panels, because otherwise I forget to do that.

These for me as well. They're about the only two consistent groups. Sometimes 2 does the antennae as well, because I like them out when I'm in space.
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