Jump to content

[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)


TriggerAu
 Share

Recommended Posts

Started playing KSP again after about 6-9 month break. Been waiting for 1.12 to get patched and mods updated. Got about 50 hours played  so far.

After playing with both Kerbal Alarm Clock and Stock Alarm Clock:

Kerbal Alarm Clock is hands down the better implementation. So many little things are superior. 

Just 1 example of many:

When wanting to add a new alarm trigger for a maneuver node, Kerbal Alarm Clock only takes 2 clicks and also appropriately names the alarm trigger and without anymore clicks allows jumping back to the ship in the future.

 

Kudos Trigger (dev) for Kerbal Alarm Clock! Thank you.

 

Link to comment
Share on other sites

Hello, I'm having a problem in 1.12 with KSRSS 2.5x and Kronometer where Kerbal Alarm Clock uses stock KSP time (6hr days, 426 day years) instead of the time system set by Kronometer (12hr days, 354 day years.) I haven't had this issue playing in previous versions so I don't know what's causing it now. The KSP time indicator (like next to the warp indicator) works fine and shows the time normally. Sorry if there's any information I forgot to add.

Here's my Kronometer config if it helps:

Spoiler

@Kronometer:FINAL
{
    %useHomeDay = true
    %useHomeYear = true
    %useLeapYears = true
    %resetMonthNumAfterMonths = 12
    %resetMonthsAfterYears = 1
    !DisplayDate,* {}
    !Months,* {}

    
    DisplayDate
    {
        PrintDate
        {
            offsetTime = 0
            offsetDay = 1
            offsetYear = 1971
            displayDate = <Dm><Dmth> <Mo1>, <Y>
            displayTime = < - <H:00>:<M:00>
            displaySeconds = :<S:00>
        }
        
        PrintDateNew
        {
            offsetTime = 0
            offsetDay = 1
            offsetYear = 1971
            displayDate = <Dm><Dmth> <Mo1>, <Y>
            displayTime = < - <H:00>:<M:00>
            displaySeconds = :<S:00>
        }
        
        PrintDateCompact
        {
            offsetTime = 0
            offsetDay = 1
            offsetYear = 1971
            displayDate = <Dm><Dmth> <Mo1>, <Y>
            displayTime = < - <H:00>:<M:00>
            displaySeconds = :<S:00>
        }
    }
    Months
    {
        Month
        {
            name = January
            symbol = Jan
            days  = 31
        }
        Month
        {
            name = February
            symbol = Feb
            days  = 28
        }
        Month
        {
            name = March
            symbol = Mar
            days  = 31
        }
        Month
        {
            name = April
            symbol = Apr
            days  = 30
        }
        Month
        {
            name = May
            symbol = May
            days  = 31
        }
        Month
        {
            name = June
            symbol = Jun
            days  = 30
        }
        Month
        {
            name = July
            symbol = Jul
            days  = 31
        }
        Month
        {
            name = August
            symbol = Aug
            days  = 31
        }
        Month
        {
            name = September
            symbol = Sep
            days  = 30
        }
        Month
        {
            name = October
            symbol = Oct
            days  = 31
        }
        Month
        {
            name = November
            symbol = Nov
            days  = 30
        }
        Month
        {
            name = December
            symbol = Dec
            days  = 20
        }
    }
}
 

 

Link to comment
Share on other sites

  • 3 months later...

The last time I played KSP was with version 1.6.1 back in 2019, but now I had the urge to play KSP, so here I am. I saw that the game now has a stock implementation of an alarm clock. I gave it a go, but it's bad. I had the following problems with the stock alarm clock:

1. it gave me the wrong transfer window for Kerbin -> Eve. When I got there, Eve was something like 120 degrees behind me. All that time wasted.

2. While doing warps, sometimes, my orbit would be changed. I lost hundreds of meters of dV this way. Quickload, more time wasted.

3. It failed to stop during alarms set for maneuvers. So I ended up crashing as I time-warped through the maneuver.

So instead, I installed Kerbal Alarm Clock. It works perfectly in 1.12.3. I also appreciate:

1. the vibrant colors

2. how it's gentle with warps

3. it doesn't waste my time.

Thank you to TriggerAU for this amazing mod. I do have a question, though: is it possible to hide the stock alarm clock? It's wasted space on my screen.

Link to comment
Share on other sites

11 hours ago, minkar81002 said:

The last time I played KSP was with version 1.6.1 back in 2019, but now I had the urge to play KSP, so here I am. I saw that the game now has a stock implementation of an alarm clock. I gave it a go, but it's bad. I had the following problems with the stock alarm clock:

1. it gave me the wrong transfer window for Kerbin -> Eve. When I got there, Eve was something like 120 degrees behind me. All that time wasted.

2. While doing warps, sometimes, my orbit would be changed. I lost hundreds of meters of dV this way. Quickload, more time wasted.

3. It failed to stop during alarms set for maneuvers. So I ended up crashing as I time-warped through the maneuver.

So instead, I installed Kerbal Alarm Clock. It works perfectly in 1.12.3. I also appreciate:

1. the vibrant colors

2. how it's gentle with warps

3. it doesn't waste my time.

Thank you to TriggerAU for this amazing mod. I do have a question, though: is it possible to hide the stock alarm clock? It's wasted space on my screen.

I would add to this that I've gotten sporadic situation where my maneuver node is not preserved, I think when I switch craft via the stock alarm clock window.  I'm not certain of the specifics but am certain it is tied to the stock alarm clock

Link to comment
Share on other sites

I would note a lot of the bugs with the stock alarm clock are due to it not respecting some mod variables.

I still think this alarm clock is better/more reliable but if you want to use the stock one, I believe KSPCommunityFixes addresses at least a few of it's bugs.

On 3/4/2022 at 11:30 PM, minkar81002 said:

Thank you to TriggerAU for this amazing mod. I do have a question, though: is it possible to hide the stock alarm clock? It's wasted space on my screen.

It is possible to hide it but I think it requires changes to the stock code, unsure if KAC wants to go that route.  Maybe KSPCommunityFixes would be willing to add that as an option (hiding the stock alarm clock).  I'd ask them as they do those kind of mods for "QOL" fixes regularly.

Link to comment
Share on other sites

47 minutes ago, R-T-B said:

I still think this alarm clock is better/more reliable but if you want to use the stock one, I believe KSPCommunityFixes addresses at least a few of it's bugs.

Also, there is 

 

Link to comment
Share on other sites

  • 1 month later...
  • 3 weeks later...

Found an issue: changing the UI scale messes with the input lock area on the main KAC window. Looks like it's similar to the warp-to map buttons moving with UI scale changes too.

Posted details on the github, but wanted to let people know if they had random areas of the screen disable control of their craft when the cursor was over it, you can fix by changing to 100% KSP UI scale, or just closing the KAC window. Playing with 100% also fixes the warp-to icon positions too.

Link to comment
Share on other sites

  • 2 months later...
On 4/29/2022 at 8:11 PM, Rodger said:

Found an issue: changing the UI scale messes with the input lock area on the main KAC window. Looks like it's similar to the warp-to map buttons moving with UI scale changes too.

Oh, dear... flashbacks to crashing into the surface due to KAC having inverted mouse coordinates for its input blocker and my mouse being over such a random spot and not being able to modify my throttle on time.

Link to comment
Share on other sites

  • 2 weeks later...

It seems like a pretty common issue that some modder builds a tool like this that is so very useful but also quite complex, and then Squad decides to hire the modder to build a stock implementation. Usually the new stock version is simpler and often a bit more robust. But in the process of simplifying the stock version, it necessarily loses some of the functionality of the mod.

I've recently been using the stock one, and it works OK. I find that I miss the lab science timer, though.

Link to comment
Share on other sites

  • 3 months later...

Haven't played in a long time. Updated to KSP v1.12.3, plus Breaking Ground v1.7.1, and added KAC (along with ModuleManager, HullCameraVDS, and ScanSAT)... all of which I rely heavily on.

A minor issue I'm having, KAC seems to only want to show me 1 alarm even when I've got multiple set.  I have to scroll the window to see the rest, 1 line at a time.  I can't find any way to expand the window, unless I'm missing something, I thought it did it by default and only began scrolling after display 10 or more lines (or something like that).  No, I do not have it set to just show the current vessel.  Any ideas?

I know this thread is old.  Sorry.  Where else to go?
 

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...