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TriggerAu

KSP Team
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Everything posted by TriggerAu

  1. I've rechecked the code behind that and it does only add a maneuver node and then call updateflightplan , I cant see any obvious reason for it, but will try and duplicate it. Thanks for the feedback
  2. Certainly not the intended behaviour (and it didn't sound that bad ). I haven't seen it myself, all the code should be doing is restoring the node and recalcing the gizmo's. I'll try some tests at this end tomorrow.
  3. Up front I dont like to force my gameplay style on others, so whatever is done will be optional, but I do find the readd thing annoying. How about a sliding threshhold then, so people can choose how far from the maneuevr node to stop adding automatically? EDIT: This would be like the auto SOI behaviour, but adjustable
  4. Looks like Kerbmav and D_B have answered the behavior here. D_B's idea isn't bad for not re-adding a just deleted alarm, maybe I can put a check in that wont automatically readd the triggered alarm unless the man node has changed since it fired What do you guys think about that idea? Just one tip here - you could turn on the option to remove the alarm when the node is deleted and save one of these steps - it only deletes the autoadded man node alarms on.
  5. Yeah a clip would be ace, and a copy of the output_log.txt if you have it. Thanks
  6. As the R&D facility is locked in sandbox mode there is no way to do research,etc. If what you are after is to be able to use your mods from the start of career mode, then you may be able to do this by editing the conifg of each mod part as Taki117 replied
  7. Version 2.6.3.0 now up on Spaceport Done some tweaking on the new 2.6 stuff and added an extra auto alarm. Heres the list: Tweaked functionality for ship jumping and backups - now includes self closing alert dialog and will allow you to jump even if the backup fails in flight mode Added Functionality to SOI Auto Alarms to allow ignoring EVA Kerbals for Auto Add SOI Alarms - this is the default behaviour. Added Functionality to Allow Auto Adding Maneuver Node Alarms (stores node changes every 5 secs or so), and can also be configured to remove them as well Fixed some case issues with a couple of image files that was affecting OSX/Linux users (Crew button and rendezvous list icon) Will update the help pages tomorrow, but most of this is pretty self explanatory. My Linux test VM turned out to be deader than dead , so I cant do any testing/work on that stuff at the moment
  8. Hi Again, back at it now, so here's some comments on the questions I picked up from missing time. I tried to roll em all together, if I missed any in the above hopefully I'll catch em in a bit.. and thanks for all the positive feedback This one was pretty straight forward. added an option to ignore EVA's for SOI Alarm adding. code is commited and will be in next release. Got in my head how to do this, the biggest challenge I see is how to track changes to the maneuver nodes - when you create one it can set an alarm, but I'll have to update the stored node whenever changes get made or it's just a time marker, would rather not resave the file 10 times a sec, but will come up with something. So this will be (he says as long as his logic is right ) because the backup of the save failed, and it wont jump unless that works, and then the rainbow flight pattern occurs as I missed a step somewhere where it shouldn't be restoring the node on the wrong flight. I can stop the restore easy enough, but would be ace if you could check your output_log.txt file for when this happens, there should be something in there about why the backup failed. Some other things you could try would be to turn off the "backup" function in the settings and then it should ignore that. If you're happy to help out would be ace to see your ksp.log and output_log.txt (pastebin or some such) - its probably bad code or me not knowing how to handle an OS. Usually this is as simple as a file missing from the install. the one for that icon is called img_buttonTypeCrew.png . can you see if it's in the folder (or if you have an error in the log when the scene starts) - I could have made a case mistake when I prepped that image. Never code when you have a cold! this one is probably not that difficult to add, have been tossing around storing the man node/target regardless of the alarm type, so I'll add that to my list, but might not be a short term one. That log looks sort of normal till the game went berk and flightengineer starts reporting that, unfortunately I can't see anything in there thats the cause from KSP,KAC or other. Is stumping me why you are seeing these issues, admittedly I dont have Linux on a machine to test on, but maybe thats the gap here. I did have a test VM for an older version, I'll see if I can build one up on the weekend and give it a go
  9. Sorry you are having issues. I will look into these as soon as I can but unfortunately I now have the flu and am out for a bit. Things you could try are using v2.6.1.0 (and see if you still have issues) or even 2.5 (it seems to still work in 0.22 - you can get these here - http://kerbalalarmclock.codeplex.com/releases/view/113887 . The log file that contains the most info is the output_log.txt file in the KSP_Data folder, if you pastebin (or similar) that I can look at it when I am feeling a bit better.
  10. I hadn't even thought of EVA'd SOI's - I dont think I ever EVA'd on an interplanetary trajectory before science. I'll add an option so it doesnt do that by default. Thanks for the feedback guys
  11. Can look at an option for auto add man nodes, and I think the SOI variations are due ot distance/time - in my testing just rotating the capsule far enough out can cause slight variations that affect time, but happy to look further if its annoying you
  12. If the switch was via the usual KSP tools then it is more than likely a KSP thing, and has been seen before. I'll give it a test for a bit and let you know if I find anything
  13. I could, but would rather not force people to install KAC if they just want that kind of feature, should be easy enough, and I could make it monitor for configured events, eg backup on vesselchange, or scene change, or quicksave, etc. Although there might already be something like that too, will have to search spaceport...that shouldnt take long
  14. I did try the timewarp at the tracking station a version or two ago and KSP simply wont let you. I might be able to at the Space Center, but havent tried that yet (I did accidentaly pause time there in testing, and that caused a whole world of hurt though). One for later maybe. With regards to the multiple popups, would love to see the steps/alarms you have. When the clock loads it preety much displays any non-closed past alarms, and as each scene is a new game (as far as the KAC is aware) it can pop up multiples. But they should only be a max of one for each alarm. If you can give me some details - here or PM - I will have a look. BTW. Love 0.22 now I can play again!
  15. Yeah, you could use it like that, I set the range of saves to be up to 50 saves. And it wouldn't be too much work to turn the idea into a save progress tracker - maybe another project...
  16. Version 2.6.2.0 now up on Spaceport Have added two functions to the KAC one an enhancement, and then something I figured out while doing the first one Added functionality to allow you to jump to a ship from space center and tracking station view lists Added functionality to backup save files before switching ships using KAC Both these features are configurable So here's a bit of an essay... In trying to write the code to Jump to a ship from non-flight scenes I found that I needed to actually save/load cycle the game to use the API call that sets the active vessel on entering flight mode. In doing this I figured I would not be 100% comfortable if someone messed with my save file so I needed to create backups and ability to disable this function for people who don't want their saves messed with. So in order that people might feel comfortable here's how it works. Jump to Ship from View Screens [table] [tr] [td] You click on the jump to ship button in TS or SC Runs the backup routine if enabled --------------------------> If the backup succeeded or backups are disabled then Save the Current game as KACJumpToShip.sfs Reload this save file (so we can check its valid and get a handle Tell KSP to load the save and set the active vessel Once KSP successfully loads the game it will resave the persistent.sfs file [/td] [td] Backup Routine Check if it can see the current save folder Check if it can see the current persistent save file Make a copy of the current peristent.sfs file as KACBACKUP<datetimeinfo>-persistent.sfs if the quicksave exists, then make a copy of this (simlarly named) If any of the above fails to pass then the process will not proceed and will not try and Jump [/td] [/tr] [/tr] [/table] Backups all round - switching vessels in flight mode using KAC The other thing that has come up in KSP is that some people have had issues with save file corruption, am pretty sure this is not KAC related, but while I was building this I added the backup functionality to all the Jump To Ship Buttons (including the ones in Flight Mode). This means that in Flight Mode when you switch vessels using teh Jump To Ship button in KAC it will backup your saves before calling the flight mode vessel switch (which is the same as using the native KSP controls. Hope your not too bored and you made it this far. If you have any questions then please ask From the Front Page
  17. Just to clarify for me so I can try and replicate, when you were switching back to rocket 1, was this via the usual KSP switching, or using the switch to vessel buttons in KAC?
  18. Update: So the manual page are now all up to date as well. WIll look at that weird behaviour when I get a bit, but I think I'm getting a cold so might be a little
  19. So, I'm gonna work at replicating this in the next few days, but I want to finish the manual pages first. A few more questions if I can Galileo.. When you say the save is corrupt, is it the same as saskwatch where one ship is gone, or is it something different? If either of you get it again, can you backup the logs and let me know so I can have a read of whats going on in game
  20. The ways you can do this are - rate the thread, give reputation or rate/comment the mod on spaceport. Glad you like it
  21. TBH I have seen that happen before in a vanilla game (no mods) , but not yet experienced it in my games that have KAC. That said I would like to help out if it is at all related to the KAC. Is it possible to see the debug log and ksp log from one of the incidents - then I can maybe see what KAC is doing and what the game is doing
  22. It's just clicking on the Ap/Pe marker to make it happen, hard though as you need to try and click the marker and not the orbit or it brings up the "add a maneuver node" option
  23. v2.6.1.0 Now up on Spaceport Now that 0.22 has fixed all my lag issues (and gotten me hooked again ) here is an update containing a few previously requested things and some extra's from me Recompiled it for 0.22 Added Crew Alarms (track Kerbal rather than Vessel) Added Distance Target Alarms - distance from target vessel or altitude above planet - Can be found as an option with the closest approach alarm Added Launch Rendezvous Alarm (under Ascending/Descending Node for Landed craft) - MechJeb2 code - thanks r4m0n - will show up when you are landed and have a target selected that orbits the same body (under the AN/DN alarm node) Allow restoration of Nodes that you have passed (useful for interplanetary burns) Added missing Dres Transfer Model data - thanks Voneiden Added view only version of Alarm clock to both Space Center and Tracking Station - you should see an icon in the top left by default Added options to hide/move the icon for all three visible scenes - an extra tab in the settings screen I really need to add some instructions to the manual pages, but am pretty tired so hopefully it is intuitive enough Notes two of the new alarm types are accessed via existing types (AN/DN and closest approach) if you are on the space center or tracking screens and turn off the alarm clock it will disappear - you can re-enable it from flight mode using the settings screen I haven't comprehensively tested the distance alarm that is for altitude from planet surface on the next patch of orbit - it seemed close and I think I need a better icon for the crew alarm. Apologies for the lack of more info, but I'm pretty tired - I'll update the pages tomorrow.
  24. There is also an option in the settings so it will check for you once a day if there is a new version and give you a visual indicator if there are some changes. Might be good to turn this on shortly
  25. You access the Earth Time stuff by clicking on the "Current Time" text in the footer of the main window. Its in the instructions (https://sites.google.com/site/kerbalalarmclock/manual-pages) near the top of the page. If you search for "Real World" you should find it
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