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MOARdV edited this page Sep 4, 2018 · 13 revisions

Frequently Asked Questions

The following are frequently asked questions (and frequently anticipated questions):

How do I make custom action group names?

MAS supports the RasterPropMonitor "AGMEMO" feature. This feature reads the vessel's description (from the Editor) and interprets specifically-formatted lines as action group memos. The format of the line is simple:

AG1 = ACTION
AG2 = ON ACTION | OFF ACTION

The line must begin with "AG" (upper case) followed immediately by a number between 0 and 9 to identify which action group the memo is for. After the equal sign '=' is the description of the action. Different names for the ON action and the OFF action may be specified be separating the descriptions with the '|' character.

Any action groups that do not have memos specified for them use 'AG#' for the memo (with the number replaced by the action group number, such as 'AG2' for action group 2.

Where are the IVAs?

MAS previously (version v0.10.0 and earlier) included IVAs for two command pods: The Mk3-9 command pod from Nertea's Near Future Spacecraft, and the Kane command pod from Bluedog Design Bureau. The Mk3-9 was used for early 2017 testing, and the Kane was used for additional MAS development. Since I was not updating them continuously, and they were incomplete, I removed them from the distribution.

The Yarbrough08 Mk. 1-1 A2 was used extensively during development, but it was retired in late December 2017. The command pod is still included, along with Module Manager patches to update it to work with KSP 1.3.1, since it is complete enough for most gameplay.

The current development command pod is the MRK DM from Commonwealth Rockets. Only the 4-seat DM variant has MAS support at the present. Once the instrument panel layouts have stabilized, the DM(r) variant will be updated.

Since MAS is a toolkit, like alexustas's ASET Props and ASET Avionics packs, this mod is geared primarily towards modders who want to create advanced functional IVAs. I include IVAs to illustrate the mod's capabilities.

Localization support?

MAS supports the KSP 1.3.0 localization features for user interface features (right-click context menus, the MAS configuration page). I have not had any offers for translations yet, so these UI features only support en-us. I do not expect to extend localization to the prop labels, MFDs, and so forth. The effort required to implement it and support it do not seem to be worth the payoff. For the MFDs, for instance, it would require someone to re-create all of the pages, and adjust layout, for each language.

How to Get Support?

Please follow these basic troubleshooting steps before asking for help on the forum:

  1. Are you on the current version of Kerbal Space Program? Are you using the latest version of Avionics Systems? Are your other plugin mods up to date? Incorrect mod versions cause problems that are not always obvious in-game. I do not support prior versions of KSP, nor do I provide support for prior versions of Avionics Systems.

  2. Did you use CKAN to install? Due to past problems with CKAN, I do not support installation via CKAN. Any CKAN metadata for this mod was created by a third party, and I do not guarantee that it is complete and correct. Please uninstall MAS through CKAN and install the mod manually. The Installation page contains the short list of instructions for installing this mod. If you do not know how to install a mod manually, check on the KSP forum for additional help.

  3. If the problem persists with a correct manual installation, please follow the forum's troubleshooting tips.

  4. If you followed these tips, you should have seen information about The Logs. Provide those logs, and contact me either on the KSP forum or on GitHub. No logs = no support.

What about CKAN?

I do not plan on maintaining CKAN metadata. Any CKAN metadata for this mod was submitted by a third party. I do not guarantee the correctness or completeness of that data. Any problems with a CKAN installation must go to the CKAN forum thread.

Will you add support for Mod X?

This is most commonly asked in association with BD Armory. Short answer, probably not. If it is not a mod I use, I really do not want to spend my time learning how to use it, and then figuring out how to write an interface with it, and then coming up with an IVA I can use for testing (much less to demonstrate that support).

MAS allows for interfaces with mods using the same mechanism as RasterPropMonitor. If someone truly wants to incorporate mod support that works with MAS, I am willing to provide advice on how best to accomplish that.

What about RasterPropMonitor?

As explained in the Introduction to MAS, the design of RPM placed limitations on what it could do. I had a choice to bolt on more functionality to that mod, or make a clean break with backwards compatibility and streamline the mod. Instead of outright breaking RPM for everyone, I started a new mod.

At present, I consider RasterPropMonitor to be in maintenance mode, with no new features being added and only critical bugs being fixed. I plan to make sure RPM remains functional with KSP updates for the foreseeable future.

RPM is GPL, so another author could fork the repo and keep adding features to it if desired. I am also willing to accept pull requests for additional RPM features, but I don't plan on expending a great deal of effort to support such new features going forward - any work beyond basic maintenance will be the responsibility of those authors.

What about all the RPM props?

They still work with RPM.

I've released a tool that reduces the effort required to generate MAS props, and I've been converting props as I need them.

Why Lua? Why MoonSharp?

Lua is a well-known scripting language, particularly in game environments. It provides a great deal of flexibility and extensibility for IVA creators.

MoonSharp was selected because it was still active while I was researching C# Lua interpreters, and it includes pre-made DLLs for use with Unity, with an easy-to-locate repository on GitHub.

Due to inactivity in MoonSharp development, I may need to migrate to a different C# Lua interpreter.

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