TriggerAu

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

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So i keep going crashed between scene loads usually after 4 or so, and now the  finger of blame is pointing here.....

a quick search has suggested the this is a known issue, so here are my logs if they help and if someone knows who is looking at this can they be pointed to the logs. Much thanks for the mods regardless, this is a major part of my kerbals not dying!

https://www.dropbox.com/s/ptb9za2bu0xo5ye/output_log.txt?dl=0
https://www.dropbox.com/s/9942ok630d8acqj/KSP.log?dl=0

Edited by Space Kadet

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On 7/25/2017 at 11:28 PM, Angel-125 said:

@TriggerAu Just wanted to say thank you for creating the KACWrapper, it works great! :)

Seconded!

Spoiler

Added support to warp to next KAC alarm in most recent version of Time Control.

 

 

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Apologies all for the radio silence for a bit - between work and KSP Work my modding time has been non-existent. Planning to get back into it over end of year break though, and always happy to look at PR's for the codey peeps amongst us :)

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@TriggerAu Nice to hear you might have some time to get back to this mod soon. I've just pushed a PR to develop of some code I've been tinkering with to support non-standard calendars for my own game play. It's a bit rough around the edges but mostly works.

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On 11/26/2017 at 3:38 PM, TriggerAu said:

Apologies all for the radio silence for a bit - between work and KSP Work my modding time has been non-existent. Planning to get back into it over end of year break though, and always happy to look at PR's for the codey peeps amongst us :)

...and there was much rejoicing!

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Hey, i'm currently having the same problem as Space Kadet a few posts up: My game crashes on scene switching after about 2-6 switches. I've checked my logs and there is nothing interesting, but they end like this:

12/5/2017 5:08:53 PM,KerbalAlarmClock,Loading Textures
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

12/5/2017 5:08:53 PM,KerbalAlarmClock,Loaded Textures
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

12/5/2017 5:08:53 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

If someone has any idea, thanks.

And if you need more info, don't hesitate ask.

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I have a suggestion to make.

Playing with a rescaled mod and thus other day lenght than on Kerbin profits from using the mod Kronometer, which adjusts the ingame clock, when the rotation period of your home world is not 6 or even 24 h. If Kerbal Alarm Clock detects Kronometer this could help a lot.

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Problem: Can't edit time margin on (specific) alarm - please help!

When there is an automatic alarm set upon setting a maneuver node and I try to edit the time margin for this specific alarm KAC will not let me do so.

I may click on the alarm to get into the edit window. I can edit name and description. I also can enter the field where the time margin is set. But when I enter something the value automatically returns to the default value that is set in the general "maneuver node" settings.

When changing the time margin in the general maneuver node settings also the time margin of that specific alarm is changed.

Any ideas?

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Is there a way KAC can turn off MechJeb auto warp button (prevent it from re-engaging warp)?  When doing a next maneuver, KAC will stop the warp, but MechJeb will take off again, leaving the node in the dust.

 

Thanks.

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2 hours ago, Critter79606 said:

Is there a way KAC can turn off MechJeb auto warp button (prevent it from re-engaging warp)?  When doing a next maneuver, KAC will stop the warp, but MechJeb will take off again, leaving the node in the dust.

 

Thanks.

Switch off autowarp in the MechJeb, if you don't want to reengage it after a KAC alarm.

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46 minutes ago, maja said:

Switch off autowarp in the MechJeb, if you don't want to reengage it after a KAC alarm.

The whole point of having alarms is to not have to worry about when the next maneuver is.  MechJeb restarts the auto warp over-riding the KAC stop.  I overshot an alarm by 2 hrs earlier do to it.

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13 hours ago, Critter79606 said:

Is there a way KAC can turn off MechJeb auto warp button (prevent it from re-engaging warp)?  When doing a next maneuver, KAC will stop the warp, but MechJeb will take off again, leaving the node in the dust.

 

Thanks.

yous the pause option for nodes

On 12/15/2017 at 12:37 PM, bs7599 said:

Problem: Can't edit time margin on (specific) alarm - please help!

When there is an automatic alarm set upon setting a maneuver node and I try to edit the time margin for this specific alarm KAC will not let me do so.

I may click on the alarm to get into the edit window. I can edit name and description. I also can enter the field where the time margin is set. But when I enter something the value automatically returns to the default value that is set in the general "maneuver node" settings.

When changing the time margin in the general maneuver node settings also the time margin of that specific alarm is changed.

Any ideas?

all my alarms are manual and i never had this problem
so my only suggestion is to add a manual alarm

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11 hours ago, Critter79606 said:

The whole point of having alarms is to not have to worry about when the next maneuver is.  MechJeb restarts the auto warp over-riding the KAC stop.  I overshot an alarm by 2 hrs earlier do to it.

It's one click in MJ vs a lots of coding and research in KAC. Where's the problem to switch off autowarp if you don't need it in MJ?

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18 hours ago, Critter79606 said:

The whole point of having alarms is to not have to worry about when the next maneuver is.  MechJeb restarts the auto warp over-riding the KAC stop.  I overshot an alarm by 2 hrs earlier do to it.

My solution to this problem is to set node alarms to *pause game* by default, not 'stop warp'.  Then MechJeb cannot auto-warp past it.

Though I did tend to also just pull up the KAC panel and check to see if my next action is going to be before or after the next alarm.  If the ship you're watching isn't the next one that needs an action, there's no particular reason to watch it, after all.

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7 hours ago, maja said:

It's one click in MJ vs a lots of coding and research in KAC. Where's the problem to switch off autowarp if you don't need it in MJ?

I think the real answer should be to change MechJeb--either make it not resume warp if it's turned off, or make a switch to decide whether it should resume warp.  (I do find resuming warp useful at times--combined with biomatic set to dewarp on new biome it allows efficient collection of orbital science with little interaction needed.)

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2 hours ago, DStaal said:

My solution to this problem is to set node alarms to *pause game* by default, not 'stop warp'.  Then MechJeb cannot auto-warp past it.

Though I did tend to also just pull up the KAC panel and check to see if my next action is going to be before or after the next alarm.  If the ship you're watching isn't the next one that needs an action, there's no particular reason to watch it, after all.

Thanks @DStaal I'll try that.

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