TriggerAu

[1.3.x] Kerbal Alarm Clock v3.8.5.0 (May 30)

Recommended Posts

Is there any way to make an alarm for a transfer window from Kerbin to Mun or Minmus?

It's not that hard to guess the windows for them, but I would really like to have the precise information.

Share this post


Link to post
Share on other sites
I've been using the "Model" times for the transfer window, MechJeb version is the current development snapshot from 8th of May, and the in-game date is somewhere in year 2. Assuming the UT value in the persistence file is the timestamp (I don't see any other likely candidates but can't boot up the game for a few more hours), UT = 50661738.8269381 and the transfer window was some 80 days ago.

Thanks Mihara, I'll do some looking at the transfers around that time, and what math is in Mechjeb. If you have time give it a go wit the "Formula" version and see how that goes.

Share this post


Link to post
Share on other sites
Is there any way to make an alarm for a transfer window from Kerbin to Mun or Minmus?

It's not that hard to guess the windows for them, but I would really like to have the precise information.

Would be a different piece of math to the one I have already as it looks at transferring from the orbit around one body to the orbit around another, but maybe I could change it so it treats the vessel as the first body, and it might work. no promises (as it might be past my math skills) but I will have a look.

Share this post


Link to post
Share on other sites
Would be a different piece of math to the one I have already as it looks at transferring from the orbit around one body to the orbit around another, but maybe I could change it so it treats the vessel as the first body, and it might work. no promises (as it might be past my math skills) but I will have a look.

Oh, I though I just ddin't know how to use it properly, but it would be awesome if you could implement that :)

Share this post


Link to post
Share on other sites

Hello. I just wanted to let you know that your plugin is affected by this notice: http://forum.kerbalspaceprogram.com/showthread.php/29552-Linux-Case-Senstive-Reminder

The directory provided in the archive is PluginData/KerbalAlarmClock/ (StudlyCaps), but the plugin refers to and saves in the created directory PluginData/kerbalalarmclock (lowercase). This is a problem for Linux users and some OSX users (with case sensitivity enabled in HSF+). Textures will not load among all other things. Windows users are not affected due to case globbing in some Windows subsystem.

As a temporary fix, these users can move all contents from PluginData/kerbalalarmclock to PluginData/KerbalAlarmClock and then symlink the lowercase directory: ln -s KerbalAlarmClock kerbalalarmclock

Edited by velusip

Share this post


Link to post
Share on other sites
Hello. I just wanted to let you know that your plugin is affected by this notice: http://forum.kerbalspaceprogram.com/showthread.php/29552-Linux-Case-Senstive-Reminder

The directory provided in the archive is PluginData/KerbalAlarmClock/ (StudlyCaps), but the plugin refers to and saves in the created directory PluginData/kerbalalarmclock (lowercase). This is a problem for Linux users and some OSX users (with case sensitivity enabled in HSF+). Textures will not load among all other things. Windows users are not affected due to case globbing in some Windows subsystem.

As a temporary fix, these users can move all contents from PluginData/kerbalalarmclock to PluginData/KerbalAlarmClock and then symlink the lowercase directory: ln -s KerbalAlarmClock kerbalalarmclock

Thanks velusip, I started installing a Linux OS last night so I could see this behaviour myself. I think the easiest fix is going to be me changing the zip file so it has the paths all in lower case, but my linux skills are basic. Does that sound like it would work?

For Info, I can't change the code to try different casing in the path as the code use KSP.IO functions with a classname (which derives the path) and the path is hidden from the code - I'm gonna raise this separately. That said, who knows what 0.20 will do :)

Thanks

Share this post


Link to post
Share on other sites
Thanks velusip, I started installing a Linux OS last night so I could see this behaviour myself. I think the easiest fix is going to be me changing the zip file so it has the paths all in lower case, but my linux skills are basic. Does that sound like it would work?

Definitely! (and yeah, the codeplex issue about this was from me, too)

For Info, I can't change the code to try different casing in the path as the code use KSP.IO functions with a classname (which derives the path) and the path is hidden from the code - I'm gonna raise this separately. That said, who knows what 0.20 will do :)

Knowing that the path is created by KSP.IO, I got curious about how other plugins do it, so took a look in the PluginData directory on my machine:

% ls .local/share/Steam/SteamApps/common/Kerbal\ Space\ Program/PluginData
chatterer kerbalalarmclock mmi_kethane remotetech
engineer KerbalAlarmClock protractor subassemblyLoader
isa_mapsat missionpack rbr_chatterer tacfuelbalancer
%

The only one with any caps is subassemblyLoader. And I know that it's able to save to and load from assemblies in there. Wonder what that plugin's doing differently?

Share this post


Link to post
Share on other sites
Thanks velusip, I started installing a Linux OS last night so I could see this behaviour myself. I think the easiest fix is going to be me changing the zip file so it has the paths all in lower case, but my linux skills are basic. Does that sound like it would work?

For Info, I can't change the code to try different casing in the path as the code use KSP.IO functions with a classname (which derives the path) and the path is hidden from the code - I'm gonna raise this separately. That said, who knows what 0.20 will do :)

Thanks

Certainly. Updating the directory names avoids the trouble. I'm unfamiliar with KSP's modding API so I'm no help beyond the little hack/solution I mentioned. I wasn't sure if this was the responsibility of a plugin until I compared a few plugins and found Ted's post.

Share this post


Link to post
Share on other sites
Definitely! (and yeah, the codeplex issue about this was from me, too)

Knowing that the path is created by KSP.IO, I got curious about how other plugins do it, so took a look in the PluginData directory on my machine:

% ls .local/share/Steam/SteamApps/common/Kerbal\ Space\ Program/PluginData
chatterer kerbalalarmclock mmi_kethane remotetech
engineer KerbalAlarmClock protractor subassemblyLoader
isa_mapsat missionpack rbr_chatterer tacfuelbalancer
%

The only one with any caps is subassemblyLoader. And I know that it's able to save to and load from assemblies in there. Wonder what that plugin's doing differently?

Thanks for the details, the subassembly loader and a few others use a Unity Object called "WWW" and a file:// path. I was using this, but in 1.4 moved away from it as some people were seeing really long load times for anything that used that object -further up in this thread (Heres my post about that) - I have a lot more icons in this than other plugins so the load time was excessive - other plugins see a 3-10 sec pause where this happens.

All the other plugins you see there all start with nothing in the plugindata folder and then create the folder using the KSP.IO code - then read backs work fine. Looks like I'm just finding all the fun iterations of what can go wrong. I have finally gotten a Linux instance up and run the game and can see the problem to see if theres a third way to do this. But I think the simplest way might be to simply use an lcase folder name in my zip - Although who knows what 0.20 will bring.

Thanks heaps for the detailed info.

Share this post


Link to post
Share on other sites

I have 1.4.0.3 ready to fix this case-sensitivity issue once the spaceport comes back up from maintenance. Will upload it in the morning - asked around and the answre is that anything in plugindata needs to be lcase

Share this post


Link to post
Share on other sites

It appears the alarm clock has disappeared with the 0.20 update. At least for me, with it in the legacy location.

Share this post


Link to post
Share on other sites

1.4.0.3 is now up on spaceport with the case sensitive fix.

Now on to 0.20 and seeing how we go there :)

Share this post


Link to post
Share on other sites
It appears the alarm clock has disappeared with the 0.20 update. At least for me, with it in the legacy location.

Likewise here, under the same conditions.

Share this post


Link to post
Share on other sites
It appears the alarm clock has disappeared with the 0.20 update. At least for me, with it in the legacy location.

Actually, with the 1.4.0.3 update, it's there again. I haven't tested it out, but at least I see it.

Share this post


Link to post
Share on other sites
Likewise here, under the same conditions.
Actually, with the 1.4.0.3 update, it's there again. I haven't tested it out, but at least I see it.

Yeah, I see some coding in my near future to get the existing version running in 0.20 :( . Will do that as soon as I can - will have to shelve the current improvements list.

Thanks for the feedback guys

Share this post


Link to post
Share on other sites

Downloaded the most recent version and ran it on my fresh 0.20 install. I'll share what I know to see if it helps any.

The plugin seems to be mostly functional, but a few of the things I've noticed:

1. The actual alarm clock icon appears, but it's "glitched" (for lack of a better way to put it), and it disappears when you bring up the main alarm clock interface. (Fortunately, you can still close the interface by clicking on the space where the alarm clock widget is supposed to be).

2. None of the graphics on the press-buttons show up. The buttons themselves still visibly depress and raise themselves when you toggle them, but the decals are gone.

3. The plugin doesn't seem to be reading any data whatsoever for transfers between different planets.

I've attached a few screenshots I took to document the issues:

screenshot0_zpsa62bdb5d.png

screenshot2_zpsa3ad88b1.png

Share this post


Link to post
Share on other sites

Oh snap, 0.20 just wrecked your pretty new graphics loading system.

On the bright side, apparently the new database will make your graphics loading system kinda unnecessary since it was just working around the old database system.

It still sucks. Best of luck in your coding.

Share this post


Link to post
Share on other sites
Downloaded the most recent version and ran it on my fresh 0.20 install. I'll share what I know to see if it helps any.

The plugin seems to be mostly functional, but a few of the things I've noticed:

1. The actual alarm clock icon appears, but it's "glitched" (for lack of a better way to put it), and it disappears when you bring up the main alarm clock interface. (Fortunately, you can still close the interface by clicking on the space where the alarm clock widget is supposed to be).

2. None of the graphics on the press-buttons show up. The buttons themselves still visibly depress and raise themselves when you toggle them, but the decals are gone.

3. The plugin doesn't seem to be reading any data whatsoever for transfers between different planets.

I've attached a few screenshots I took to document the issues:

Thanks Specialist290 - All of these are related to the fact that the legacy plugin loader, no longer looks in KSP_OS\PluginData\kerbalalarmclock. but now looks in KSP_OS\Plugins\PluginData\KerbalAlarmClock. If you move the contents to that folder all the images, data, config, etc will load. And I'll post a summary in a sec of other stuff.

Share this post


Link to post
Share on other sites

So the bad new is that the current iteration of KerbalAlarmClock will NOT work in 0.20 for a few reasons:

  • The KSP.IO functions in the code do not read/write from the same location as in 0.19 - it read/writes in KSP_OS\Plugins\PluginData\KerbalAlarmClock not KSP_OS\PluginData\kerbalalarmclock
  • If you do copy the content across folders you will get the interface and be able to add/delete alarms, but the alarm windows and editing windows do not draw. There are some background errors about some functions don't exist.

Fundamentally it aint gonna work in 0.20 till I rewrite some stuff. Will get to it as soon as I can.

Share this post


Link to post
Share on other sites
Thanks Specialist290 - All of these are related to the fact that the legacy plugin loader, no longer looks in KSP_OS\PluginData\kerbalalarmclock. but now looks in KSP_OS\Plugins\PluginData\KerbalAlarmClock. If you move the contents to that folder all the images, data, config, etc will load. And I'll post a summary in a sec of other stuff.

That's it exactly :) Moved my PluginData folder so it was nested inside the Plugins one, and that fixed it.

Share this post


Link to post
Share on other sites

Version 1.4.1.0 is now up on spaceport and this version has been compiled with the 0.20 API of KSP and I have restructured the folders and other stuff to get it working with the Legacy Mod loader.

This means you need to install this version in the old folders - not the new GameData location. Points to Note are:

  • The PluginData folder now exists inside the Plugins folder
  • The case issue that existed before came back as they changed the way the KSP.IO classes worked . so the PluginData\KerbalAlarmClock folder needs to be camelcase again

I tested it as much as I could tonight, but I have a few things on in the next few days. I figured a temp legacy release was the best option, and then I'll continue to work on 1.5 and get that into the new gamedata system with the next list of updates.

Let me know if you do see any issues. Thanks

Share this post


Link to post
Share on other sites

I'm really, really mad...... at the fact that I won't be able to do much with all this great new stuff in version .20 until late Monday at the earliest as I'm going away on a relaxing long weekend for the holiday. grumble..... stupid laptop not powerful enough to run KSP...... need new laptop..... grumble..

LOL, great work though, fast updates on all the mods I use, very cool.

Share this post


Link to post
Share on other sites

Thanks! I'm planning on building and launching my next set of ships while my previous set return to kerbin/intercept other bodies, so this plugin will be a real help. Especially if I wish to send supplies/fuel to other stations.

Share this post


Link to post
Share on other sites

Nice! Your mod has very quickly become one I refuse to play the game without. One more step towards getting .20 working adequately. :D

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now