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[1.9.x] Real-Time-Clock-2 Reset


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Forum user @Li0n is moving on, and requested that I take this over.  original thread is here:https://forum.kerbalspaceprogram.com/index.php?/topic/153319-drop-support161-real-time-clock-2-v111-29-jan-2019/

Real Time Clock 2

X1bTgFi.gif

 

Back in 0.21 days @Jarcikon made a little plugin that display the (real) time in KSP, I asked and he let me take over his work, so here is the new version : Real Time Clock 2.

The clock is visible in the KSC view, the VAB, the SPH, the Tracking Station, in flight and, if you own the Making History DLC, in the Mission Builder.

You can drag wherever you want, its position is saved per scene.

In the settings menu you can choose and which scene it should be active and if you want to use 24h format or am/pm.

settings_menu.png

 

New Dependency

  • ClickThroughBlocker

Availability


Previous KSP version :

 


Most of the credit go to @Jarcikon for creating the original Real Time Clock and to @Starbeamrainbowlabs for giving me the idea to update it.

Original read-me by Jarcikon :

Spoiler

KSP Real-Time Clock
Author: Jarcikon

Don't miss another job interview designing rockets! This plugin simply shows the real local time in a draggable window. Right click on the window to toggle between 12-hour and 24-hour format. The time only appears when you are in the editor (VAB or SPH) or in flight. Separate window positions are saved for the editor vs in-flight.


INSTALLATION:
==========================
1) Copy Plugins/KSPClock.dll to the Plugins folder of your KSP Installation
2) Restart KSP and open the VAB/SPH or start a flight!


VERSION HISTORY:
==========================
8/23/13 - V1.2 - Bug fix for config file not always saving. Removed "Unit Test." Added right click for 24-hour mode toggle

8/20/13 - V1.1 - Updated for KSP 0.21

4/29/13 - V1.0 - Initial Release


Source code is free to use for non-commercial purposes under GPL3.

 

Edited by linuxgurugamer
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BLESS YOU Linuxgurugamer!! I NEED this mod because otherwise I will play KSP unaware of food, sleep, or the possibility of developing blood clots in my legs because I sit for so long. I am not kidding. It might actually save my life! (It is not an addiction, it is educational!)

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On 9/22/2019 at 4:00 AM, ansaman said:

These are the mods I am using and I have "Making History", but not "Breaking Ground." It is notable that the file under "plugin data" is a text file that says "empty.

That's just a placeholder

Please provide a log file @ansaman
Read this BEFORE asking for supporthttp://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/

Also, please tell me how you installed it

Edited by linuxgurugamer
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@linuxgurugamer I decided, hey... could be me...  I created an **unmodded** vanilla 1.73 install. Noticed you did an update to 1.11.1.2. Downloaded that. I copied the directory RealTimeClock2 to the GameData directory next to Squad. Prompted for MiniAVC and said yes. Started new game and no menu item and no clock. BTW running at 1920x1080 on AMD Ryzen with Radeon 580 and totally updated Windows 10 with 16GB Memory. Link to log file: https://drive.google.com/file/d/1-VuWnyOeRAEXB1Sm6jsgnevKvWEC0RiG/view?usp=sharing

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14 minutes ago, ansaman said:

@linuxgurugamer I decided, hey... could be me...  I created an **unmodded** vanilla 1.73 install. Noticed you did an update to 1.11.1.2. Downloaded that. I copied the directory RealTimeClock2 to the GameData directory next to Squad. Prompted for MiniAVC and said yes. Started new game and no menu item and no clock. BTW running at 1920x1080 on AMD Ryzen with Radeon 580 and totally updated Windows 10 with 16GB Memory. Link to log file: https://drive.google.com/file/d/1-VuWnyOeRAEXB1Sm6jsgnevKvWEC0RiG/view?usp=sharing

Perfect.

YOu need to install the ClickThroughblocker, I'll add that to the dependencies

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1 minute ago, linuxgurugamer said:

Yup!  And if I could give you a "like", I would.

Just an FYI, to save time, always provide a log file, even if you think it isn't needed.  

@linuxgurugamer I thought I was losing my mind. Works perfectly now. I was not kidding when I said it was one of my favorite mods. Because it was you, I downloaded and installed a unmodded copy and spent forever trying to find the log file on my computer as it seemed to be hidden somewhere. They need to give you a free copy of KSP 2 in recognition of all your efforts and you can quote me on that. I don't even want to tell you how much time I spend on KSP. I would almost miss work because I wouldn't realize the time. I bought a new computer so i could add all the visual mods. Thanks for your patience!

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@linuxgurugamer Just a side note... one of the things that keeps me from downloading or trying some mods is the maze of dependencies that some mods require. I find it intimidating especially when I find that some dependencies do not say that they are good for the current KSP version. For example, Scatterer works just fine BUT it doesn't say 1.73. I tried one mod and spent a lot of time setting it up, only to find its dependency needed updating, waste of time I could be playing:lol:

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@ansaman, very few mods are locked to a particular version of KSP.  While it's better for those mods with code to be recompiled for each version, it's not necessary.

Some mods require mod recompile or are locked to a KSP minor version.  Kopernicus is an example of a mod locked to the KSP minor version and its version numbers reflect that.

Most minor KSP version differences don't matter, in that a mod for version X.y.z will work for later z.  KSP 1.7.0 to 1.7.1 was an exception due to the release of the mod Breaking Ground and changes that happened with it.  The current Kerbal Attachment System mod doesn't work with KSP 1.7.0.

Parts mods can be often used over many KSP version changes until something is change with the parts systems.  That has happened recently and older parts mods need ModuleManager scripts or other fixes to avoid minor issues.

Otherwise, you can often find mods even back to KSP 1.5.x, 1.4.x, and even rarely earlier that still work.  The forum topic for a mod is a good resource.

A good way to handle the problems of mod dependencies is to use CKAN.  Once you set up for your KSP installs and adjust the Compatible KSP versions, it will handle most of the mod dependencies.  I use CKAN to run several KSP installs of different layouts and versions.  I only rarely need to manually install mods (and I have another tool for that).

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  • 1 month later...
  • 1 month later...
  • 9 months later...

Despite this mod may not be considered as the most useful one for all KSP players (and I suspect neither the most difficult to handle), and since I can confirm to have working flawlessly as is on latest v1.10+, it would be nice to have it updated (at least its ckan compatibility record stuck at 1.8.1) and registered as such.

Thanks in advance

 

Edited by DfA-DoM
typo & version
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