eberkain Posted December 27, 2020 Share Posted December 27, 2020 10 minutes ago, Boyster said: I am so glad...this mod is so valuable...its half the game for me...this and Mechjeb, sometimes i stop and wonder if these mods are not working i would probably play the old version of the game or just not play at all. Missing new features is always a bit of a bummer.. I agree, Alarm Clock is such a staple mod I'm kind of surprised its not been absorbed into stock yet. Quote Link to comment Share on other sites More sharing options...
Playful1510 Posted January 8, 2021 Share Posted January 8, 2021 I'm running the most recent one on 1.11 and it seems to be working fine. Quote Link to comment Share on other sites More sharing options...
NermNermNerm Posted January 12, 2021 Share Posted January 12, 2021 I'm having trouble with the size of the KAC window - the list is barely big enough for one item. There doesn't seem to be a way to resize the window. I've tried jacking with the WindowPosition numbers in TriggerTech\KerbalAlarmClock\settings.cfg, even to the point of deleting the file and letting KAC recreate it from scratch. Nothing seems to affect it. Are there supposed to be resize handles in-game? (Not seeing them if there are). If it helps, I'm on a 4k monitor. I'm running the latest KSP and latest KAC (3.13.0.0). This is the generated WindowPos block in the settings. Everything's reasonable except 'height' and changing that number doesn't seem to have an effect. WindowPositionStored { x = 176.333328 y = 613.666748 width = 340 height = 137.666672 } Edit: After fooling with it some more, now (perhaps after I deleted and recreated the settings file), the actual behavior is that it's setting the size of the list to be basically enough for n-1 list items (where n is the number of items in the list and n is reasonably small). Hm. In this form, the problem is pretty benign and probably owing to DPI scaling. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 12, 2021 Share Posted January 12, 2021 11 hours ago, NermNermNerm said: Are there supposed to be resize handles in-game? Not every mod implements dynamic window resizing (in my limited experience, few). Some offer fixed size adjustment increments, many none at all. Your screen and KSP scaling would probably have more impact. Quote Link to comment Share on other sites More sharing options...
alphaprior Posted January 16, 2021 Share Posted January 16, 2021 It gives me wrong transfer windows to other planets. For example when Kerbin is at 00:15 and Eve around 00:25 positions which are the perfect time to launch KAC gives me more than a year launch! I'm on 1.10.1 Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted January 17, 2021 Share Posted January 17, 2021 Quite possible that say in 10 days might be a good transfer window, but there might be a slightly better transfer window later in the given time frame. I suggest you try It integrates seamless with KAC and you can set a time frame for calculation. Quote Link to comment Share on other sites More sharing options...
Boomer2141 Posted January 26, 2021 Share Posted January 26, 2021 I have installed the RSS RO RP1 and followed the instructions to a T. But I cannot seem to have my alarms from KCT show up in the alarm list. Everything works fine in the game except the alarms from KCT(ship build and research time) do not show up. I have tried using different version of Kerbal Alarm but same results. If anyone has an idea, I'd really appreciate it. Thank you Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted February 7, 2021 Share Posted February 7, 2021 On KSP 1.11.1 I got an exception that looks like KAC is implicated. It was working well for a few sessions. Looks like this happened after "jump to ship" Spoiler [LOG 13:45:03.224] Game State Saved to saves/modded career moderate/KACJumpToShip [LOG 13:45:03.527] [FlightGlobals]: Vessel persistentId changed from 976602280 to 1282828833. [LOG 13:45:03.530] [FlightGlobals]: Vessel persistentId changed from 2354377263 to 362649233. [LOG 13:45:03.537] [FlightGlobals]: Vessel persistentId changed from 2354377263 to 2158765426. [LOG 13:45:03.538] [FlightGlobals]: Vessel persistentId changed from 3352077028 to 807581298. [LOG 13:45:03.546] [FlightGlobals]: Vessel persistentId changed from 1689207222 to 2506793310. [LOG 13:45:03.559] [FlightGlobals]: Vessel persistentId changed from 2408456926 to 4076925359. [LOG 13:45:03.588] 2/6/2021 1:45:03 PM,KerbalAlarmClock,AppLauncher: Destroying Button-Button Count:11 [LOG 13:45:03.588] ScaleModList: listSize 328 maxListSize 1713 [LOG 13:45:03.589] QuickGoTo(QGUI)[1.40]: OnGameSceneLoadRequested [LOG 13:45:03.589] QuickGoTo(QStockToolbar)[1.40]: Set [LOG 13:45:03.589] QuickGoTo(QStockToolbar)[1.40]: AppLauncherUnreadifying [LOG 13:45:03.591] QuickGoTo(QStockToolbar)[1.40]: OnHide [LOG 13:45:03.591] [UIMasterController]: HideUI [LOG 13:45:03.604] [HighLogic]: =========================== Scene Change : From SPACECENTER to FLIGHT (Async) ===================== [LOG 13:45:03.712] 2/6/2021 1:45:03 PM,KerbalAlarmClock,Scene Change from 'SPACECENTER' to 'FLIGHT' [LOG 13:45:03.713] 2/6/2021 1:45:03 PM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag [EXC 13:45:03.760] NullReferenceException: Object reference not set to an instance of an object KerbalAlarmClock.KerbalAlarmClock.UpdateDetails () (at <6351bed726c440a59309c6dba3c6ef51>:0) KerbalAlarmClock.KerbalAlarmClock.RepeatingWorker () (at <6351bed726c440a59309c6dba3c6ef51>:0) KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () (at <6351bed726c440a59309c6dba3c6ef51>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 13:45:03.763] 2/6/2021 1:45:03 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue KSP log player log Quote Link to comment Share on other sites More sharing options...
Graknils Posted February 7, 2021 Share Posted February 7, 2021 2 hours ago, Krazy1 said: On KSP 1.11.1 I got an exception that looks like KAC is implicated. It was working well for a few sessions. Looks like this happened after "jump to ship" Sticking my big nose in here. Was it something that looked like: "KACJumpToShip" or "zKACBACKUP20210127190755" that was written to your file folder? Quote Link to comment Share on other sites More sharing options...
Apelsin Posted February 16, 2021 Share Posted February 16, 2021 (edited) I got the following NullReference Exceptions related to this mod in my KSP.log on 1.11.1 & Windows10: Spoiler [EXC 01:16:10.762] NullReferenceException: Object reference not set to an instance of an object KerbalAlarmClock.KerbalAlarmClock.UpdateDetails () (at <6351bed726c440a59309c6dba3c6ef51>:0) KerbalAlarmClock.KerbalAlarmClock.RepeatingWorker () (at <6351bed726c440a59309c6dba3c6ef51>:0) KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () (at <6351bed726c440a59309c6dba3c6ef51>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 01:16:10.786] 2/16/2021 1:16:10 AM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue Spoiler [EXC 03:04:53.225] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) KerbalAlarmClock.KerbalAlarmClock.SetupXFerTargets () (at <6351bed726c440a59309c6dba3c6ef51>:0) KerbalAlarmClock.KerbalAlarmClock.NewAddAlarm () (at <6351bed726c440a59309c6dba3c6ef51>:0) KerbalAlarmClock.KerbalAlarmClock.FillWindow (System.Int32 intWindowID) (at <6351bed726c440a59309c6dba3c6ef51>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Here's a link to the full .log file: https://drive.google.com/file/d/1g8Q1Qz31ZVFxLmdrPtYcT0feXlJdr6cR/view?usp=sharing Edited February 16, 2021 by Apelsin Quote Link to comment Share on other sites More sharing options...
TanDeeJay Posted February 20, 2021 Share Posted February 20, 2021 (edited) Discovered a fantastic use case for KAC! Was launching a fleet of sentinel satellites, 1 for each planet, each with 18k dv with the IX-6315 "Dawn" electric propulsion system.. Getting from near kerbin orbit to each planet requires a series of burns from 5 minutes to 4 hours, and I was wondering how I could do the longer burns without missing the end and then realised KAC could set a raw alarm. Perfect! Now when I start a burn I set a raw alarm for 1 minute before the end of the burn based on the burn time next to the navball, and set the alarm to pause the game and now I can go off and do something else while the 4 hour burn is occuring and not worry about missing the end, the game gets paused by KAC and even if I have a frame rate issue, I never miss the end of the burn. Another reason this mod is so indispensable! Thankyou for this great mod (Now the only thing I have to worry about is that my maneouves for different ships don't overlap.) Edited February 20, 2021 by TanDeeJay Quote Link to comment Share on other sites More sharing options...
VMQ Posted February 21, 2021 Share Posted February 21, 2021 I thought I'm trying something simple, I tried to change an alarm time/day and make also it repeatable. I cannot find an option for that. Am I missing something? See picture below: Quote Link to comment Share on other sites More sharing options...
Brigadier Posted February 22, 2021 Share Posted February 22, 2021 11 hours ago, VMQ said: I thought I'm trying something simple, I tried to change an alarm time/day and make also it repeatable. I cannot find an option for that. Am I missing something? See picture below: If I'm not mistaken, there is a repeating alarm function only on the creation of a Raw Time alarm. Once set, you can't alter the repeat. You'll have to create a new one. Quote Link to comment Share on other sites More sharing options...
FeelUs Posted March 5, 2021 Share Posted March 5, 2021 How to add alarm for second (and subsequent) maneuver nodes (for the same vessel)? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 5, 2021 Share Posted March 5, 2021 (edited) 11 hours ago, FeelUs said: How to add alarm for second (and subsequent) maneuver nodes (for the same vessel)? Welcome to the forums. If you have set the option under Settings > Specifics > Maneuver Node Alarms > Detect and Add Alarms for MNs then MN alarms should be created automatically, even though you don't see them in the KAC window. If you've enabled this I would also recommend enabling Remove Auto Alarms if MN Removed to keep your alarm window clean. You aren't seeing the subsequent alarms because only the immediate next alarm for a particular vessel is displayed. I presume that's because the timing of the 2nd alarm might have to change if the 1st MN isn't executed as planned and that reduces the calculation load; I'm not sure. I thought there was a way to display them all but I can't find an associated option. Edited March 5, 2021 by Brigadier Quote Link to comment Share on other sites More sharing options...
mattssheep4 Posted March 25, 2021 Share Posted March 25, 2021 On 1/12/2021 at 3:03 AM, NermNermNerm said: I'm having trouble with the size of the KAC window - the list is barely big enough for one item. @TriggerAu I was having this problem as well. In case it helps, as a workaround I resolved it by setting the resolution to lowest setting, restarting the game, and then changing the resolution to my normal setting. Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted March 26, 2021 Share Posted March 26, 2021 On 2/6/2021 at 7:49 PM, Graknils said: Sticking my big nose in here. Was it something that looked like: "KACJumpToShip" or "zKACBACKUP20210127190755" that was written to your file folder? Sorry I missed your reply. Well, I haven't had any more issues (I recall) and changed to 1.11.2. Seems moot now. \/O\/ thanks anyway. On 2/20/2021 at 3:46 AM, TanDeeJay said: I can go off and do something else while the 4 hour burn Off topic...physics warp help: Spoiler Did you know you can use physics warp up to 4x, like when you're in the atmosphere, even in space? Just hold ALT and < or >. Now it's a 1 hour burn IRL. If you get a yellow clock (hit minimum framerate limit) in the upper left, you increase risk a bit that the whole ship will explode because the game engine becomes unstable... but I've personally never had that happen. On 2/20/2021 at 3:46 AM, TanDeeJay said: Now the only thing I have to worry about is that my maneouves for different ships don't overlap.) Or a power outage because it does not autosave when the engine is on. Quote Link to comment Share on other sites More sharing options...
Fundati Posted April 5, 2021 Share Posted April 5, 2021 I'm using Real Solar System and I'm having a weird bug I've used this mod for a while and never had this issue. When I click the >> buttons at apoapsis or periapsis the clock normally stops me about 1:30 before. However, today its going WAY over the alarm, not giving me a notification that the alarm has ended, and sometimes going 2 or 3 times OVER the burn (a simple orbit around the moon, warp to periapsis, end up doing 2~3 complete orbits). I've set math checks to 100 per second, and yet the issue persists. I'm also using TAC life support, Near Future resources (or whatever the Nertea mod for monitoring EC is) and SCANsat. I've used these mods together with KAC (minus TAC) and they've worked just fine. Any ideas what's going on? Quote Link to comment Share on other sites More sharing options...
Guest Posted April 6, 2021 Share Posted April 6, 2021 @Fundati that happened to me as well. Not sure if it went with 1.11.2 or because I’m using APPLE (not a shameless plug) which changes the warp lead time but I don’t see it anymore. Quote Link to comment Share on other sites More sharing options...
Fundati Posted April 7, 2021 Share Posted April 7, 2021 @FruitGoose I'm not using APPLE but I am in 1.11.2. Are you using Real Solar System as well? Quote Link to comment Share on other sites More sharing options...
Guest Posted April 7, 2021 Share Posted April 7, 2021 7 hours ago, Fundati said: @FruitGoose I'm not using APPLE but I am in 1.11.2. Are you using Real Solar System as well? No, stock & outer planets mod. Does RSS use Kopernicus? That went through some changes recently. Quote Link to comment Share on other sites More sharing options...
Fundati Posted April 8, 2021 Share Posted April 8, 2021 (edited) On 4/7/2021 at 3:25 AM, FruitGoose said: No, stock & outer planets mod. Does RSS use Kopernicus? That went through some changes recently. Yes, it does. I'll try installing a new instance of Kopernicus and see if that fixes the issue. EDIT: BUG FIXED: I changed to Kopernicus Bleeding Edge release 80 and it fixed the time warp bug. It seems Kopernicus Bleeding Edge release 81 bugged Kerbal Alarm Clock into over-warping. I'll let R-T-B know. Edited April 8, 2021 by Fundati Found a Fix Quote Link to comment Share on other sites More sharing options...
FinetalPies Posted May 9, 2021 Share Posted May 9, 2021 I've heard that you can set "Science alarms" for when your Mobile Processing Labs are full but can't find that functionality anywhere. Is it a former feature or idk what's going on? Quote Link to comment Share on other sites More sharing options...
g00bd0g Posted May 17, 2021 Share Posted May 17, 2021 (edited) Does KAC work with 1.11.2? I can't seem to get it to show up... edit: got it to work by manually downloading installing. Seems like ckan doesn't have the latest version Edited May 17, 2021 by g00bd0g Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted May 17, 2021 Share Posted May 17, 2021 On 5/9/2021 at 6:24 PM, FinetalPies said: I've heard that you can set "Science alarms" for when your Mobile Processing Labs are full but can't find that functionality anywhere. Is it a former feature or idk what's going on? Hi ! when kac window is open click on the upper right icon "Add" (you must be on an active vessel) In the new window opened choose the last upper icon (little glass blue) after you have to discover by yourself cause i actually dont have lab in my world. Quote Link to comment Share on other sites More sharing options...
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