Drew Kerman Posted January 3, 2016 Share Posted January 3, 2016 1 hour ago, TriggerAu said: Its in the git list already - just need some maths time to work that one out Excellent, hopefully I can work off that to add a terminator day/night layer to my flight tracker dynamic maps. That's my last missing major feature. I actually got a response from a professor who coded a leaflet plugin for Earth's terminator overlay so he may be able to help me too. Will share formulae if I get around to it first Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 4, 2016 Share Posted January 4, 2016 (edited) Another wish-list item, a "TODO" event type which can be edited when passed so that I can change it to a time in the future (because I need to post-pone it). It could have a checkmark for an icon, would not stop warp or display a message by default, and could be hidden with another button next to the "rocket" (show only current) icon by "Alarm List". I guess it would make sense to be an extension of the raw time alarm, which maybe should use a checkmark instead of a clock. One type of icon for raw time alarms not attached to anything, another raw time alarm to those attached to a specific vessel. Maybe even just allow us to edit "past-due" raw time alarms. Right now, once the alarm goes past-due, I can't edit the alarm and reset it to occur in the future. ... Separate request, SOI alarms that are in the past should be auto-deleted, just like node alarms. Edited January 4, 2016 by WuphonsReach Quote Link to comment Share on other sites More sharing options...
Ixenzo Posted January 22, 2016 Share Posted January 22, 2016 On 12/26/2015 at 11:00 PM, Motokid600 said: Id like to bump this inquiry if I may I second this. Or third? Anyway, for me it happens when KAC tries to slow warp time (from 10k to 1k) for an oncoming alarm. KSP just hangs up. Had to remove ARP to be able to play. No pressure, I understand that 64 bit version is unsupported. Would be really nice though. Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted January 22, 2016 Share Posted January 22, 2016 (edited) 6 minutes ago, Ixenzo said: I second this. Or third? Anyway, for me it happens when KAC tries to slow warp time (from 10k to 1k) for an oncoming alarm. KSP just hangs up. Had to remove ARP to be able to play. No pressure, I understand that 64 bit version is unsupported. Would be really nice though. Yea same here. Not only was I gettting a ctd when I wreaked a large craft, but I'd crash coming out of timewarp for an alarm 50% of the time. Could just be 64bit bring wacky so... Is what it is. Mechjebs auto warp works well enough in the meantime. Just can't pile up too many missions at once without KAC. ( is that what you meant instead of ARP? ) Oh, Alternate Resource Panel? I've never used that and I was still getting the issues. Edited January 22, 2016 by Motokid600 Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted January 30, 2016 Share Posted January 30, 2016 This question has probably been asked before (and probably solved, for that matter) but why do all of my alarms get deleted when i restart the game? Using the most recent version, and a clean install of KSP (64 and 32bit, it doesn't matter) if i set an alarm, close the game, and re-start, the alarm is gone and i have to reset it every time. Quote Link to comment Share on other sites More sharing options...
speedwaystar Posted February 3, 2016 Share Posted February 3, 2016 if it's not already on the todo list, a "warp to alarm" option would be really really useful (like KCT's "warp to completion"). doubly handy if there was an option to set an alarm for local sunrise/sunset (either when in orbit or landed on a body). (unrelated: do the left/right cursor keys not work in this edit box, or is it just me? >< ) Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted February 3, 2016 Author Share Posted February 3, 2016 On 1/30/2016 at 9:08 AM, StickyScissors said: This question has probably been asked before (and probably solved, for that matter) but why do all of my alarms get deleted when i restart the game? Using the most recent version, and a clean install of KSP (64 and 32bit, it doesn't matter) if i set an alarm, close the game, and re-start, the alarm is gone and i have to reset it every time. Thats certainly not something I've seen or heard of recently. Can you share your log file and save if thats OK - it should have messages about failing to load the alarms 5 hours ago, speedwaystar said: if it's not already on the todo list, a "warp to alarm" option would be really really useful (like KCT's "warp to completion"). doubly handy if there was an option to set an alarm for local sunrise/sunset (either when in orbit or landed on a body). (unrelated: do the left/right cursor keys not work in this edit box, or is it just me? >< ) You're shilling for @NathanKell right? (he asked me this the other day too) Is on my list for looking at when I'm not KSPedia'ing Quote Link to comment Share on other sites More sharing options...
Ixenzo Posted February 3, 2016 Share Posted February 3, 2016 (edited) On 1/30/2016 at 1:08 AM, StickyScissors said: This question has probably been asked before (and probably solved, for that matter) but why do all of my alarms get deleted when i restart the game? Using the most recent version, and a clean install of KSP (64 and 32bit, it doesn't matter) if i set an alarm, close the game, and re-start, the alarm is gone and i have to reset it every time. Having the same issue (64bit though) and it seems to have appeared out of the blue a few days ago. Any alarm made via Transfer Planner is lost on scene change, craft alarms (maneuver, SoI) appear and disappear between scene changes or game restarts. On 2/3/2016 at 10:06 AM, TriggerAu said: log file and save https://mega.nz/#!jlow1S5C!n-vGr2wg0LVjUthIUO-C3FVTDq1qWA5zxAGATT6vhn8 Edit. It would appear as though alarms behave differently depending on a scene in which they were made in. Transfer Planner alarms made in KSC are immediately lost upon a scene change and appear to persist if they were made in the tracking station (in KSC (VAB too) they appear only after entering and exiting TS). Craft alarms appear only in the tracking station and map view (I assume tracking station is just map view with additional UI over it?). Further testing has shown that KAC seems to work as intended if the alarms are made in map view; for alarms to appear in KSC scene one should visit the tracking station first on each game restart. Other than that, everything's fine. Edited February 7, 2016 by Ixenzo Quote Link to comment Share on other sites More sharing options...
Shadow86 Posted February 8, 2016 Share Posted February 8, 2016 (edited) I've had two crashes on 1.0.5 recently, one out of the blue when flying in Kerbin's atmosphere, which didn't leave much of a recognizable trace in the crash log (I'm using several mods, mostly usability and graphics), and then an earlier one prompted by merely clicking on the VAB. The output log showed Alarm Clock actions just before the crash. (...line 24914...) [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Eeloo' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Pol' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Dres' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 2/3/2016 9:51:17 PM,KerbalAlarmClock,Destroying the KerbalAlarmClock-KACSpaceCenter (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 2/3/2016 9:51:17 PM,KerbalAlarmClock,API Cleaned up (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 8.153536 ms Crash!!! Full crash dump folder here. Edited February 8, 2016 by Shadow86 Quote Link to comment Share on other sites More sharing options...
DerekL1963 Posted February 12, 2016 Share Posted February 12, 2016 Found a clever use for KAC... I'm testing the thermal design of a new LV-N powered craft, and need to know what the heat levels are if it doesn't blow up. I fire up the engines and set a raw time alarm tied to the vehicle, set to pause at completion. That way, even if I wander off during the 15 minute burn, the status of the vehicle is 'frozen' until I come back. Quote Link to comment Share on other sites More sharing options...
orven Posted February 18, 2016 Share Posted February 18, 2016 (edited) Is there any way to disable "warp to" buttons on the map view? I've never really used them. They simply were until I ocasionally pressed one when I wanted to create a maneuver at the apoapsis and screwed the whole mission to Jool (because I left with not enough time to slow my ship down with one little ion engine) so I don't want this to happen again. Edited February 18, 2016 by orven Quote Link to comment Share on other sites More sharing options...
davidpsummers Posted February 23, 2016 Share Posted February 23, 2016 I small "bug"? I have a ship where the program can't seem to calculate a burn time. So when I add a maneuver node, it end up setting it more than a couple hundred years into the future. Quote Link to comment Share on other sites More sharing options...
ThomasOnLinux Posted March 7, 2016 Share Posted March 7, 2016 Hello, i'am playing on ArchLinux 64bit. I am using the latest KAC (installed via CKAN). I have a rather cosmetic problem with the KAC window. It allows to resize horizontally but not vertically. So when i drag the mouse cursor e. g. on the lower right corner of the KAC window only the horozontal resizing arrow appears, not the expected diagonal resizing arrow. Also i see that the KSP mouse cursor changes its style to my GNOME-style mouse cursor. Just to tell, it's annoying, but i can live with it. The alarm list is increasing and decreasing in height every time i add or remove an alarm. I do not know if this behavior is normal. Or just Linux-related. btw: the "warp to" buttons in the map view, like orven mentioned 2 posts before, should really be an option to enable. Quote Link to comment Share on other sites More sharing options...
tmccreight651 Posted March 12, 2016 Share Posted March 12, 2016 MASSIVE BUG REPORT, everytime i click jump to ship the screen turns black and i have to restart the game and when i restart the game the vessel is gone Quote Link to comment Share on other sites More sharing options...
JoeOP Posted March 30, 2016 Share Posted March 30, 2016 How's this looking for 1.1? Quote Link to comment Share on other sites More sharing options...
Ixenzo Posted March 30, 2016 Share Posted March 30, 2016 44 minutes ago, JoeOP said: How's this looking for 1.1? Pretty much all not updated mods that had UI or physics elements are broken. Quote Link to comment Share on other sites More sharing options...
Polnoch Posted March 31, 2016 Share Posted March 31, 2016 It must be in mainline, I think This mode is really must have. Thank you very much about it exist! Please update mod! It's impossible to play in KSP, and have more flights without it! Quote Link to comment Share on other sites More sharing options...
RiverRat2800 Posted March 31, 2016 Share Posted March 31, 2016 To me this is the most critical mod there is. I'm actually surprised they didn't incorporate something like it into 1.1, especially since TriggerAU is on staff. Quote Link to comment Share on other sites More sharing options...
Vorg Posted March 31, 2016 Share Posted March 31, 2016 KAC is good to have, but KER is by far the most critical mod to have. If any mod should be stock, it should. At the very least, being able to see dV in the VAB. There a number of mods that would be nice to have stock, but until Squad decides it, it stays a mod. many things have found there way from mod to stock and several moders now work for Squad to some degree. With KSP moved to U5, It's likely we will see much more. Quote Link to comment Share on other sites More sharing options...
eberkain Posted March 31, 2016 Share Posted March 31, 2016 9 hours ago, Vorg said: KAC is good to have, but KER is by far the most critical mod to have. If any mod should be stock, it should. At the very least, being able to see dV in the VAB. There a number of mods that would be nice to have stock, but until Squad decides it, it stays a mod. many things have found there way from mod to stock and several moders now work for Squad to some degree. With KSP moved to U5, It's likely we will see much more. I agree complete, KAC is great and useful, but if I could only have one mod it would have to be KER. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted March 31, 2016 Share Posted March 31, 2016 KJR, MJ, KAC, LightsOut... moar standard! Quote Link to comment Share on other sites More sharing options...
Jivaii Posted March 31, 2016 Share Posted March 31, 2016 Highlight is, TriggerAU hopefully got some experience working with the new UI system and can update quickly. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted March 31, 2016 Author Share Posted March 31, 2016 Sorry guys, I'm flat out with KSPedia and the pre release right now. Havent even dug into the UI stuff so this will be a while at this point. Doing my best, but cant promise anything as I have a day job as well as a Squad job Quote Link to comment Share on other sites More sharing options...
boborene Posted April 1, 2016 Share Posted April 1, 2016 8 hours ago, TriggerAu said: Sorry guys, I'm flat out with KSPedia and the pre release right now. Havent even dug into the UI stuff so this will be a while at this point. Doing my best, but cant promise anything as I have a day job as well as a Squad job Ahh, dont you have a twin brother? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 1, 2016 Author Share Posted April 1, 2016 3 minutes ago, boborene said: Ahh, dont you have a twin brother? I have an alter-ego, but still only one person sadly Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.