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Thread: [0.25.0] Kerbal Alarm Clock v2.7.9.0 (Oct 10)

  1. #1
    Rocket Scientist TriggerAu's Avatar
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    [0.25.0] Kerbal Alarm Clock v2.7.9.0 (Oct 10)

    Kerbal Alarm Clock - v2.7.9.0


    Built this plugin to prevent those moments where Jeb looks at you in the little window and thinks "There goes that manuever node, Looks like you didn't press ',' enough Boss"

    The Kerbal Alarm Clock is a plugin that allows you to create reminder alarms at future periods to help you manage your flights and not warp past important times.



    Version 3 Beta Available - http://forum.kerbalspaceprogram.com/...=1#post1440651
    For the somewhat adventurous there is a v3 Beta (Major rewrite that facilitates a bunch of stuff). There will be a website for this shortly, but for now the details can be found in this post



    Version History



    With the Kerbal Alarm Clock you can create alarms for the following situations:
    • Raw time alarms – created for either a specific date/time or a specific period in the future;
    • Manuever node – create an alarm based on the next maneuver node on the current ships flight path. This node will be stored and can be restored when you come back to the ship. You can now also set the alarm clock to monitor for maneuver nodes and create alarms as these are created New in 2.6.3. Now has threshold for auto adds;
    • Other flight path nodes – Apoapsis, Periapsis, Ascending Node and Descending node. These can be configured to track changes as they approach as well;
    • Launch Rendezvous – Alarm that can be set to fire as your landed craft passes under the orbit of your target New in 2.6;
    • SOI Point – create an alarm manually based on when the next SOI point is on the flight path, or set the alarm clock to continually monitor the active flight path and add alarms as it detects SOI changes (there is also a background check you can enable for ships to notice simple name changes in the SOI for any background vessel, but it will not slow time before hand and will miss the SOI change by a fair margin under warp);
    • Closest Approach – create an alarm based on the closest Approach of this Vessel to the targetted Vessel. Select how many orbits into the future to look for the closest approach;
    • Target Distance – create an alarm based on distance to a target vessel or altitude from the orbited (or next patch) planet New in 2.6;
    • Transfers- create an alarm based on Interplanetary Transfer Phase Angles – ie. When should I launch to planet X – Based on Kosmo Not’s post and used in Olex’s Calculator;
    • Crew- Set an alarm for a Kerbal so that you can come back to them after a set time – regardless of the vessel they are in New in 2.6. Now stores Taregts and Maneuver Nodes;
    • "Earth Time" – create an alarm based on the time in the "Earth" alternative Universe (aka the Real World);

    For all alarms you can give them :
    • A short name to show in the list;
    • Some more detailed message information;
    • An action to take when the alarm is reached – message only, cancel time warp or pause the game;
    • For Event alarms – eg Maneuever’s, SOI events, etc. you can also set a margin – ie. How long before the event should the alarm fire;Set the alarms to kill the warp rate in the game so you don't go flying past them, or to pause the game so you can be AFK;

    Other useful features/notes are:
    • Edit the details of the alarm up until the point when it fires;
    • Jump back to the ship that the alarm is related to when it fires;
    • Save and Restore Maneuver Node Lists and Targets associated with Alarms;
    • No need to add a part to any vessel;
    • Alarms are persisted between sessions and independent for each save game you have;
    • Visibility of the alarms and info on Space Center and Tracking Station Screens New in 2.6;
    • Time will slow and Halt in Space Center and Tracking Station Screens New in 2.7.2;
    • Add subset of alarms in Space Center and Tracking Station Screens New in 2.7.5;
    • Ability to jump to ship from Space Center and Tracking Station Screens New in 2.6.2;
    • Ability to Archive Saves on Ship Jumping New in 2.6.2;

    Notes on Jumping to Ships - In all modes
    From v2.6.2.0 I have added a feature that will by default make a copy of the current games peristent and quicksave file before switching vessels using the KAC - it does not do this when you switch via the standard KSP controls, only the KAC "Jump to Ship" buttons. This function will keep up to 50 old files and is configured in the settings. The files are stored alongside the current saves and called KACBACKUPyyyyMMddHHmmss-persistent.sfs.

    Jumping to Ships - from Space center and Tracking Station
    In Space Center and Tracking Station modes the "Jump to Ship" buttons function by making a new temporary save (Called KACJumpToShip.sfs) at the current time and then setting the active vessel when loading it. This is using inbuilt KSP assembly functions to do this (not written by myself), but if you are at all unsure or concerned about this save/load functionality then you can disable the jump functionality for the SP and TS on the global settings tab.

    Links and further Information
    Download from GitHub or Download from Curse

    Documentation/Manual

    Source Code on GitHub
    Version History

    Network Connectivity Details
    This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows:
    • It will once a day download this page https://sites.google.com/site/kerbal.../latestversion to read the current up to date version number.
    • It issues an HTTP GET - and sends no data
    • It parses the response for the version tag and then notifies you if there is a more recent version is available

    This work is licensed under an MIT license as outlined at the OSI site
    Last edited by TriggerAu; 11th October 2014 at 18:55. Reason: v3 Beta Available

  2. #2
    Does 1.3.5.x have the GUI generation changes that we went over a week ago, or should I stick to 1.3.3.1?

  3. #3
    Rocket Scientist TriggerAu's Avatar
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    Quote Originally Posted by RPharazon View Post
    Does 1.3.5.x have the GUI generation changes that we went over a week ago, or should I stick to 1.3.3.1?
    Stick with the test version you have, will change the resource loading in the next release. Already had 1.3.5.x substantially done previously.
    My Projects - Source Code now moved to GitHub
    Kerbal Alarm Clock (Stop missing those important events)
    KSP Alternate Resource Panel (An Alternate View of Resources)
    Transfer Window Planner (Mmmmm Porkchops)
    KSP Plugin Framework (Speed up your plugin dev cycle)
    Information Posts
    TriggerAu's KSP Blog (Just shooting the breeze)
    KSP Keyboard Map (Goin' Old School Gaming)
    Understanding Science Points (How the heck do they calculate that)

  4. #4
    Great, thanks.

    Any way to set planetary transfer alarms without having to assign them to a particular ship? Right now I've just got a little useless rover at the launch site that I've assigned future transfer dates to.

  5. #5
    Rocket Scientist TriggerAu's Avatar
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    Quote Originally Posted by RPharazon View Post
    Great, thanks.

    Any way to set planetary transfer alarms without having to assign them to a particular ship? Right now I've just got a little useless rover at the launch site that I've assigned future transfer dates to.
    Is in the works, for now thats the best answer, or just change the message text and ignore the description.
    My Projects - Source Code now moved to GitHub
    Kerbal Alarm Clock (Stop missing those important events)
    KSP Alternate Resource Panel (An Alternate View of Resources)
    Transfer Window Planner (Mmmmm Porkchops)
    KSP Plugin Framework (Speed up your plugin dev cycle)
    Information Posts
    TriggerAu's KSP Blog (Just shooting the breeze)
    KSP Keyboard Map (Goin' Old School Gaming)
    Understanding Science Points (How the heck do they calculate that)

  6. #6
    Nice to see this back after the forum implosion. Trigger, I sent you a PM.
    D_B

    "If you're looking for an example of a waste of time, I would refer you to the conversation we're having right now"

  7. #7
    Sr. Spacecraft Engineer Amaroq's Avatar
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    I said this last thread, I'll say it again here -- this is absolutely a "must have" mod, I've got between 30 to 40 "flights" going concurrently now, and K.A.C. has become "Mission Control" for me.

    Trigger Au, I'm sure we both lost our PM conversation, but feel free to strike back up if you like.

  8. #8
    Rocket Scientist TriggerAu's Avatar
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    Quote Originally Posted by Amaroq View Post
    Trigger Au, I'm sure we both lost our PM conversation, but feel free to strike back up if you like.
    Thanks Amaroq, yep lost my PM's too, but I have managed to keep the contacts I had created. Am working on new add alarm types/layouts currently and will get some people to eyeball ideas when its closer to usable.
    My Projects - Source Code now moved to GitHub
    Kerbal Alarm Clock (Stop missing those important events)
    KSP Alternate Resource Panel (An Alternate View of Resources)
    Transfer Window Planner (Mmmmm Porkchops)
    KSP Plugin Framework (Speed up your plugin dev cycle)
    Information Posts
    TriggerAu's KSP Blog (Just shooting the breeze)
    KSP Keyboard Map (Goin' Old School Gaming)
    Understanding Science Points (How the heck do they calculate that)

  9. #9
    Sr. Spacecraft Engineer Amaroq's Avatar
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    Sign me up! & good to see you back.

  10. #10
    Is there anyway to import a large amount of UT dates?

    i.e. Launch dates for interplanetary transfers http://www.eiden.fi/ksp/phaseangle-Kerbin-Dres.txt

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