ModActions

Control all actions (including mouse-only) via the action groups system.

License: GPLv3

Game Version: 1.3.0

Source code: SirDiazo/ModActions

Downloads: 1,782

Author: Diazo

Mod Website: Forum Thread

Followers: 21

Outdated Mod

This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.

This mod is designed to allow you to control your vessel entirely via action groups, no more having to right-click on parts and control things through the part menu.

This allows you to do such things as change the thrust limiter on all engines on your vessel via a single action group command.

In addition to many stock actions, you can also control several mods via action groups in this fashion.

Module Manager is a required dependancy and must be present, Version 2.5.13 or later is required.

Terminology note: If an action uses the "Set" keyword, that is directly setting the associated value. If the "Change" keyword is uses, that action modifies the associated value. (Use negative numbers to decrease the value.)

To use:

1) Go to the Action Editor mode in the Editor and click the Mod Acts button (will appear on the toolbar mod if installed, otherwise on the stock toolbar). Note that this mod will not show except on the actions editor screen in the editor and that in both the editor and in flight, the mod is hidden by default and will not show until the ModActs button is clicked.

2) Select your part to edit actions on.

  • Directly click the part in the 3D editor game space.

Or, if you are not sure which parts can be controlled by which mod, make sure no parts are selected and select a mod to see all parts that can be edited for that mod. The selected mod's button with turn green and all parts that mod can control will be indicated by the purple circles. Click on the desired part in the 3D editor game space to select a part.

3) An unassigned action will have a "Click to select" button. When in this state, the action is hidden from the action group editor and if you somehow manage to activate it, it will do nothing.

Click the "Click to select" button to view a list of mods that can be controlled from this part and select the desired one. The "Clear Action" button is always present and when selected deletes the action and returns it to the "Click to select" state. When a mod is selected, the first action in that mod will be chosen to fill the fields in this action in. At this point, the action will become visible in the action selector to add it to an action group.

4) Keep narrowing down your selection in the third and fourth columns (Thrust Limit and Thrust Limit#:). While each column only has a single selection at the moment, once larger mods are implemented they will be grouped and filtered by these columns.

5) Enter the desired percentage for the thrust limiter in the right-most column. The value is in percent, so a value of 50 will set the engine thrust limiter to 50%.

6) Enter an appropriate description in the left-most field. This is a free-text field that you can use as you desire to remember what the action does. The text that shows here will be the text visible as the action name when adding the action to an action group. Note that this field resets any time the fourth column changes because that means the action in this slot has changed and so your old description is no longer valid.

7) Click the Mod Acts button again to hide this window and go to the action group editor to assign your Thrust Limiting actions to an action group to be usable in flight.

Note: This mod adds new actions to a part's available actions list. You must still select the action and assign it to an action group as you do with any other action.

Copying Actions:

If you enable the "Copy" options in the top right (turns red when enabled), when you click on another part to select it, the actions on your current part will attempt to be copied to the new part. (All actions on the target part will be deleted before hand.) Only actions usable by the target part will be copied.

Copying actions is still experimental, engines will quite possibly have issues as there are multiple different types.

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