DeMatt Posted October 23, 2014 Share Posted October 23, 2014 I use KAC v2.7.9.0, and it's been working fine. However, I was poking around in my KSP.log file to find some unrelated errors, and came across this:[LOG 00:32:43.997] Load(Assembly): TriggerTech/KerbalAlarmClock[LOG 00:32:43.998] AssemblyLoader: Loading assembly at J:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\TriggerTech\KerbalAlarmClock.dll[LOG 00:32:44.024] AssemblyLoader: Loading assemblies[ERR 00:32:44.141] AssemblyLoader: Exception loading 'KSPAPIExtensions': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'KSPAPIExtensions.UIPartActionChooseOption' from assembly 'KSPAPIExtensions, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KSPAPIExtensions.UIPartActionFloatEdit' from assembly 'KSPAPIExtensions, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KSPAPIExtensions.UIPartActionLabelImproved' from assembly 'KSPAPIExtensions, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KSPAPIExtensions.UIPartActionLabelImproved' from assembly 'KSPAPIExtensions, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KSPAPIExtensions.UIPartActionFloatEdit' from assembly 'KSPAPIExtensions, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KSPAPIExtensions.UIPartActionChooseOption' from assembly 'KSPAPIExtensions, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null'.[LOG 00:32:44.196] AddonLoader: Instantiating addon 'ModuleManager' from assembly 'ModuleManager'[LOG 00:32:44.234] [ModuleManager] Adding ModuleManager to the loading screen 2A peek at KSPAPIExtensions says it's up to v1.7.1... and while a few other mods I use have their own separate copies of KSPAPIExtensions.dll, KAC doesn't. Is it supposed to? Quote Link to comment Share on other sites More sharing options...
kitamoboz Posted October 23, 2014 Share Posted October 23, 2014 No probs, I think I get you. It could be because the contract still exists, but the margin is passed. I'll investigate that issue along with the other one tonight And the log :[LOG 14:46:27.254] 10/23/2014 2:46:27 PM,KerbalAlarmClock,Reducing Warp[LOG 14:46:29.459] 10/23/2014 2:46:29 PM,KerbalAlarmClock,Triggering Alarm - Test RT-10 Solid Fuel Booster landed at Kerbin.[LOG 14:46:29.459] 10/23/2014 2:46:29 PM,KerbalAlarmClock,Test RT-10 Solid Fuel Booster landed at Kerbin.-Halt Warp[LOG 14:46:29.470] 10/23/2014 2:46:29 PM,KerbalAlarmClock,Actioning Alarm[LOG 14:46:31.102] 10/23/2014 2:46:31 PM,KerbalAlarmClock,Toggle Changed:True[LOG 14:46:31.956] 10/23/2014 2:46:31 PM,KerbalAlarmClock,Adding new Active Contract Alarm for: Test RT-10 Solid Fuel Booster landed at Kerbin.(8ad03f56-76fb-4528-a1f8-b1109ead0839)-9201845.58646332[LOG 14:46:31.957] 10/23/2014 2:46:31 PM,KerbalAlarmClock,Triggering Alarm - Test RT-10 Solid Fuel Booster landed at Kerbin.[LOG 14:46:31.957] 10/23/2014 2:46:31 PM,KerbalAlarmClock,Test RT-10 Solid Fuel Booster landed at Kerbin.-Halt Warp[LOG 14:46:31.967] 10/23/2014 2:46:31 PM,KerbalAlarmClock,Actioning Alarm[LOG 14:46:33.569] 10/23/2014 2:46:33 PM,KerbalAlarmClock,Toggle Changed:True[LOG 14:46:34.152] 10/23/2014 2:46:34 PM,KerbalAlarmClock,Adding new Active Contract Alarm for: Test RT-10 Solid Fuel Booster landed at Kerbin.(8ad03f56-76fb-4528-a1f8-b1109ead0839)-9201845.58646332[LOG 14:46:34.154] 10/23/2014 2:46:34 PM,KerbalAlarmClock,Triggering Alarm - Test RT-10 Solid Fuel Booster landed at Kerbin.[LOG 14:46:34.155] 10/23/2014 2:46:34 PM,KerbalAlarmClock,Test RT-10 Solid Fuel Booster landed at Kerbin.-Halt Warp[LOG 14:46:34.165] 10/23/2014 2:46:34 PM,KerbalAlarmClock,Actioning Alarm[LOG 14:46:34.990] 10/23/2014 2:46:34 PM,KerbalAlarmClock,Toggle Changed:True[LOG 14:46:35.462] 10/23/2014 2:46:35 PM,KerbalAlarmClock,Adding new Active Contract Alarm for: Test RT-10 Solid Fuel Booster landed at Kerbin.(8ad03f56-76fb-4528-a1f8-b1109ead0839)-9201845.58646332[LOG 14:46:35.462] 10/23/2014 2:46:35 PM,KerbalAlarmClock,Triggering Alarm - Test RT-10 Solid Fuel Booster landed at Kerbin.[LOG 14:46:35.463] 10/23/2014 2:46:35 PM,KerbalAlarmClock,Test RT-10 Solid Fuel Booster landed at Kerbin.-Halt Warp[LOG 14:46:35.474] 10/23/2014 2:46:35 PM,KerbalAlarmClock,Actioning Alarm[LOG 14:46:37.782] 10/23/2014 2:46:37 PM,KerbalAlarmClock,Adding new Active Contract Alarm for: Test RT-10 Solid Fuel Booster landed at Kerbin.(8ad03f56-76fb-4528-a1f8-b1109ead0839)-9201845.58646332[LOG 14:46:37.783] 10/23/2014 2:46:37 PM,KerbalAlarmClock,Triggering Alarm - Test RT-10 Solid Fuel Booster landed at Kerbin.[LOG 14:46:37.783] 10/23/2014 2:46:37 PM,KerbalAlarmClock,Test RT-10 Solid Fuel Booster landed at Kerbin.-Halt Warp[LOG 14:46:37.794] 10/23/2014 2:46:37 PM,KerbalAlarmClock,Actioning Alarm[LOG 14:46:40.384] 10/23/2014 2:46:40 PM,KerbalAlarmClock,Adding new Active Contract Alarm for: Test RT-10 Solid Fuel Booster landed at Kerbin.(8ad03f56-76fb-4528-a1f8-b1109ead0839)-9201845.58646332[LOG 14:46:40.385] 10/23/2014 2:46:40 PM,KerbalAlarmClock,Triggering Alarm - Test RT-10 Solid Fuel Booster landed at Kerbin.[LOG 14:46:40.386] 10/23/2014 2:46:40 PM,KerbalAlarmClock,Test RT-10 Solid Fuel Booster landed at Kerbin.-Halt Warp[LOG 14:46:40.396] 10/23/2014 2:46:40 PM,KerbalAlarmClock,Actioning Alarm[LOG 14:46:41.499] 10/23/2014 2:46:41 PM,KerbalAlarmClock,Toggle Changed:True[LOG 14:46:42.187] 10/23/2014 2:46:42 PM,KerbalAlarmClock,Adding new Active Contract Alarm for: Test RT-10 Solid Fuel Booster landed at Kerbin.(8ad03f56-76fb-4528-a1f8-b1109ead0839)-9201845.58646332[LOG 14:46:42.189] 10/23/2014 2:46:42 PM,KerbalAlarmClock,Triggering Alarm - Test RT-10 Solid Fuel Booster landed at Kerbin.[LOG 14:46:42.189] 10/23/2014 2:46:42 PM,KerbalAlarmClock,Test RT-10 Solid Fuel Booster landed at Kerbin.-Halt Warp[LOG 14:46:42.199] 10/23/2014 2:46:42 PM,KerbalAlarmClock,Actioning Alarm[LOG 14:46:52.529] Flight State Captured Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 23, 2014 Author Share Posted October 23, 2014 I use KAC v2.7.9.0, and it's been working fine. However, I was poking around in my KSP.log file to find some unrelated errors, and came across this:...A peek at KSPAPIExtensions says it's up to v1.7.1... and while a few other mods I use have their own separate copies of KSPAPIExtensions.dll, KAC doesn't. Is it supposed to?KAC doesnt use that dll, so I dont think its related - although alphabetically that could be the next dll loaded after KAC? And the log :...Excellent thanks for that, yeah its related to the margin - I had a fiddle last night and I think I have that sorted. Will soon have 3.0.0.9 Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 23, 2014 Author Share Posted October 23, 2014 v3 Beta 9 is now available - https://github.com/TriggerAu/KerbalAlarmClock/releases/tag/v3.0.0.9-betaCouple more fixes:Added options to cater to contract margins for auto alarmsFixed NREs getting thown at Pause menuMostly fixed flickering science tips - if you have a dropdown in KAC displayed then they will flicker - but other wise all good - the error being thrown is actually in core game code so I cant catch itAlso updated the web site for this version with info about the Contracts and Quick Add functions Quote Link to comment Share on other sites More sharing options...
Felbourn Posted October 24, 2014 Share Posted October 24, 2014 I was getting this error in 3.0.0.2, and just switched to 3.0.0.9 in which I still get it. Want me to submit this as an issue in github?[LOG 00:05:41.760] 10/24/2014 12:05:41 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue[LOG 00:05:41.761] 10/24/2014 12:05:41 AM,KerbalAlarmClock,Starting Version Check-stored date is not today[LOG 00:05:41.765] getObtAtUT result is NaN! UT: 0[LOG 00:05:41.766] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - NaN[LOG 00:05:41.767] getObtAtUT result is NaN! UT: NaN[LOG 00:05:41.767] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - NaN[LOG 00:05:41.769] getObtAtUT result is NaN! UT: NaN[LOG 00:05:41.769] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - NaNThe NaN section repeats quite a few more times before the log continues on with other lines. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 24, 2014 Author Share Posted October 24, 2014 I was getting this error in 3.0.0.2, and just switched to 3.0.0.9 in which I still get it. Want me to submit this as an issue in github?[LOG 00:05:41.760] 10/24/2014 12:05:41 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue[LOG 00:05:41.761] 10/24/2014 12:05:41 AM,KerbalAlarmClock,Starting Version Check-stored date is not today[LOG 00:05:41.765] getObtAtUT result is NaN! UT: 0[LOG 00:05:41.766] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - NaN[LOG 00:05:41.767] getObtAtUT result is NaN! UT: NaN[LOG 00:05:41.767] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - NaN[LOG 00:05:41.769] getObtAtUT result is NaN! UT: NaN[LOG 00:05:41.769] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - NaNThe NaN section repeats quite a few more times before the log continues on with other lines.A couple of questions?Can you let me know if you have tested removing KAC to confirm that it doesnt occur?What breed of KSP is it - win/Mac/Linux - 32 bit/64 bitWhen does it happen - ie what scene(s)Can you pastebin the whole log?Thanks Quote Link to comment Share on other sites More sharing options...
DeMatt Posted October 24, 2014 Share Posted October 24, 2014 KAC doesnt use that dll, so I dont think its related - although alphabetically that could be the next dll loaded after KAC?I did a little more digging, and found an old(er) KSPAPIExtensions DLL in a different mod (GlowStrips). Replacing it removed the error from my log (and didn't break the mod, either). I think KSP just put up the error at the end of that section, and "TriggerTech" just happened to be the last directory it parsed.Thanks for reassuring me. Quote Link to comment Share on other sites More sharing options...
FirstSecondThird Posted October 24, 2014 Share Posted October 24, 2014 Here is the reasons why I use kerbal alarm clock.1: So I don't time warp past SOI changes. (Really helpful for when you have small flyby periods in a planet/moons SOI)2: So I don't warp past rendezvouses. (Really useful for when you are building GIGANTIC THINGS like interplanetary science ships)3: So I can perform transfers to other planets by setting an alarm for when the planets align.And here is just another reason why you should install this. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 25, 2014 Author Share Posted October 25, 2014 I did a little more digging, and found an old(er) KSPAPIExtensions DLL in a different mod (GlowStrips). Replacing it removed the error from my log (and didn't break the mod, either). I think KSP just put up the error at the end of that section, and "TriggerTech" just happened to be the last directory it parsed.Thanks for reassuring me.No Probs - thats what we are all here for.Here is the reasons why I use kerbal alarm clock.1: So I don't time warp past SOI changes. (Really helpful for when you have small flyby periods in a planet/moons SOI)2: So I don't warp past rendezvouses. (Really useful for when you are building GIGANTIC THINGS like interplanetary science ships)3: So I can perform transfers to other planets by setting an alarm for when the planets align.And here is just another reason why you should install this.In my case it saved me money... as every time I swear, money goes in the swear jar, and missing KSP events caused lots of swearing Quote Link to comment Share on other sites More sharing options...
Pecan Posted October 25, 2014 Share Posted October 25, 2014 ...In my case it saved me money... as every time I swear, money goes in the swear jar, and missing KSP events caused lots of swearing Only having to put money is the swear jar? In my tutorial I note:...This is when the Kerbal Alarm Clock (KAC) mod becomes really useful – use it to set alarms for all the manoeuvres for the many vehicles you may have in flight. It can be a little frustrating* to have a several-year mission lost in space because you forgot to circularise its orbit 5 minutes ago, for instance.[* This is known as English understatement and means, in fact, you may well want to swear and throw things at you computer, or your computer out of the window, if it happens. KAC can save you money!]... Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 25, 2014 Author Share Posted October 25, 2014 Only having to put money is the swear jar? In my tutorial I note:Love it Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 25, 2014 Author Share Posted October 25, 2014 Assuming no-one finds any more bugs in the next 12ish hours KAC v3 will become the production version , and v2 will be the legacy one.I'm beginning to plan out the replacement front post and any extra instructions for migration. If you are playing with v3.0.0.9 then please let me know if you have any issues Quote Link to comment Share on other sites More sharing options...
kitamoboz Posted October 26, 2014 Share Posted October 26, 2014 Assuming no-one finds any more bugs in the next 12ish hours KAC v3 will become the production version , and v2 will be the legacy one.I'm beginning to plan out the replacement front post and any extra instructions for migration. If you are playing with v3.0.0.9 then please let me know if you have any issuesNo more issue with v3.0.0.9, everything works fine for me.Good luck for the v3 "official" release Quote Link to comment Share on other sites More sharing options...
Master Tao Posted October 26, 2014 Share Posted October 26, 2014 I'm really enjoying the new features, especially the add alarm & immediately warp to it button.One little bug that I can't nail down, but I've made completely repeatable with only a few mods.KSP: 0.25 Mac OS X 10.9.5Problem: KAC suddenly halts timewarp rather than gradually slowing itMods: 64K 0.4, with RSS 8.2.1 and Module Manager 2.5.1; KAC 3.0.0.9Reproduction Steps:Save two copies of this file: one as persistence.sfs and one as quicksave.sfs Start KSP and load the save Timewarp to the maneuver node. KAC will slow timewarp before halting at the alarm. Quickload. Timewarp to the maneuver node. KAC will halt timewarp suddenly upon reaching the alarm. Persistence file (same as above)Output log: Player.log 10/25/2014 23:56:07,KerbalAlarmClock,Adding DrawGUI to PostRender Queue(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)ArgumentException: Getting control 0's position in a group with only 0 controls when doing RepaintAborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KerbalAlarmClock.KerbalAlarmClock.FillWindow (Int32 intWindowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1)10/25/2014 23:56:07,KerbalAlarmClock,ADDING APP LAUNCHERAny difference in how you handle quickloads versus full game loads? Part of the key here is the way that RSS changes timewarp speeds. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 26, 2014 Author Share Posted October 26, 2014 (edited) I'm really enjoying the new features, especially the add alarm & immediately warp to it button.One little bug that I can't nail down, but I've made completely repeatable with only a few mods.KSP: 0.25 Mac OS X 10.9.5Problem: KAC suddenly halts timewarp rather than gradually slowing itMods: 64K 0.4, with RSS 8.2.1 and Module Manager 2.5.1; KAC 3.0.0.9Reproduction Steps:Save two copies of this file: one as persistence.sfs and one as quicksave.sfs Start KSP and load the save Timewarp to the maneuver node. KAC will slow timewarp before halting at the alarm. Quickload. Timewarp to the maneuver node. KAC will halt timewarp suddenly upon reaching the alarm. Persistence file (same as above)Output log: Player.log 10/25/2014 23:56:07,KerbalAlarmClock,Adding DrawGUI to PostRender Queue(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)ArgumentException: Getting control 0's position in a group with only 0 controls when doing RepaintAborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KerbalAlarmClock.KerbalAlarmClock.FillWindow (Int32 intWindowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1)10/25/2014 23:56:07,KerbalAlarmClock,ADDING APP LAUNCHERAny difference in how you handle quickloads versus full game loads? Part of the key here is the way that RSS changes timewarp speeds.Shouldnt be a diff there - but doesnt mean there isnt - v3 does handle the warp slowing differently. I'll look at that after I get the version out am wrapping it up now.EDIT: A quick basic check shows that it does seem to work - but havent tested teh exact instance above.The error message there is not related to timewarp - so can be ignored in this instance - but I will try and find that as well Edited October 26, 2014 by TriggerAu Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 26, 2014 Author Share Posted October 26, 2014 v3.0.1.0 Now Available - Download from GitHub or Download from Curse* or Download from Kerbal Stuff * Once it's approvedFinally got all the ducks in a row . The change highlights are:Alarms now saves in the save file as a scenarioAbility to pick display skinsContract AlarmsRepeat option for Raw, Crew and Model Transfer alarmsQuickAdd Contextual Alarms - also QuickAdd and warp optionApp Launcher integrationAPI AccessPlease... Please.. please.. read the installation notes - especially regarding how to get your existing v2 alarms in an existing save into v3 - http://triggerau.github.io/KerbalAlarmClock/install.htmlRework of majority of code baseAbility to choose from 3 visual SkinsAdded Contract Alarms for Expiry and DeadlinesAdded Alarm Repeats for Raw, Crew and Model Transfer alarmsQuickAdd option for contextual AlarmsQuickAdd and Warp optionAdded Kill Warp with No Message action and restructured buttons/code behindAlarm Saving - now in the games save file - only saves and loads on game/save and loadAdjusted settings tabs to better layout optionsAPI for Alarm Creation/Modification and eventsApp Launcher integration - this is now the defaultHas input locking options for when mouse is over the panels - this prevents action groups from occuring when mouse is over windowsChanged default Warp affecting to cater to non-instant transitionsNew Common Toolbar Wrapper - official oneRemoved periodic save of alarms file now that alarms are in the save filesScreen clamping on main windowSorted the multiline alarm display stuffWindow Resizing for better displayFont changes to make more readableF11 keystroke disabled - can be reenabled via settings valueRestructure settingsRestructure plugin foldersAdded Alarm Import Tool for v2 AlarmsAdded FlagsNew documentation site - http://triggerau.github.io/KerbalAlarmClock/New versioncheck location on Github Quote Link to comment Share on other sites More sharing options...
Dante Montana Posted October 26, 2014 Share Posted October 26, 2014 HelloCongrats for release and thanks for your effort. KAC is so cool. Quote Link to comment Share on other sites More sharing options...
Alephzorg Posted October 26, 2014 Share Posted October 26, 2014 (edited) Thanks for your hard work.Can we import more than one v2 save file into v3?I've had multiple saves in the same KSP install. I've been able to import one v2 alarm save file into v3 but not the others. And it seems to display the same alarms in all my saves now.EDIT: actually, it displays the message "File not found in TriggerTech Folder". But I checked and double checked, it's in the exact same TriggerTech folder the other v2 file I managed to import was. Could the file name be too long? Or just corrupted during copy? Because the name is right and it's in the correct folder.EDIT2: bit weird but I fixed it. I copy/pasted the file name from the ingame import tool, renamed the file in the TriggerTech folder (with the exact same name, I swear), and then the import tool could find/read it. And now everything is fine. Just a bit of computer weirdyness.Anyway, great tool, great job, never leave Kerbin without it. Edited October 26, 2014 by Alephzorg Quote Link to comment Share on other sites More sharing options...
Mokmo Posted October 26, 2014 Share Posted October 26, 2014 Installation instructions were simple and easy, all is working perfectly. Nodes didn't lose a second.Nice work on the upgrade method Quote Link to comment Share on other sites More sharing options...
Aethon Posted October 26, 2014 Share Posted October 26, 2014 Hmm. So I upgraded to the newest version and set up new alarms, but when I went from career to sandbox, all my career alarms were present in the sandbox save. I exited before investigating further ( Run away! ). Is this an intended feature. Love the mod. Somehow the new font is ... sexier . Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 26, 2014 Author Share Posted October 26, 2014 Hmm. So I upgraded to the newest version and set up new alarms, but when I went from career to sandbox, all my career alarms were present in the sandbox save. I exited before investigating further ( Run away! ). Is this an intended feature. Love the mod. Somehow the new font is ... sexier ..... IS what I was aiming for No the alarms shouldn't persist from one save to another - but I wonder if maybe the second save didnt have an alarms scenario in the save and therefore they somehow persisted in memory somehow - can test that when I get home (there was a simlar report a while ago that I couldnt get replicated).Edit: the short version of sexier gets converted to "...." hahaha Quote Link to comment Share on other sites More sharing options...
Mokmo Posted October 27, 2014 Share Posted October 27, 2014 Confirming on the alarms importing on other games, started "Science_Sandbox" game and all the alarms from the full carreer save were there. Quote Link to comment Share on other sites More sharing options...
Aethon Posted October 27, 2014 Share Posted October 27, 2014 I'm too dumb to transfer my alarms over from KAC version to version so there were no alarms in the sandbox save. This shouldn't affect the career alarms as long as I don't delete them when they pop. I hope. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 27, 2014 Author Share Posted October 27, 2014 Thanks, I'm looking at teh code in my lunchbreak and it has the below section in the load routine and the alarms list is nuked on each awakening of the clock. while chase down whether its a clock or game issue when I get home and find a way to fix it if(gameNode.HasNode("KACAlarmListStorage")) { KerbalAlarmClock.alarms.DecodeFromCN(gameNode.GetNode("KACAlarmListStorage")); } Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 27, 2014 Author Share Posted October 27, 2014 I'm too dumb to transfer my alarms over from KAC version to version so there were no alarms in the sandbox save. This shouldn't affect the career alarms as long as I don't delete them when they pop. I hope.even if you do delete them the alarms in your career should be persisted in that file as well, so should be "safe" - make a copy of the saves folder and try it out Quote Link to comment Share on other sites More sharing options...
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