WuphonsReach Posted April 2, 2015 Share Posted April 2, 2015 Maybe I missed it, but is there a way to turn off the buttons to "warp to" a location? Sometimes it's really easy to accidentally press them and I don't ever use them.Yes, it's in the settings/config menu.(I also turn them off.) Quote Link to comment Share on other sites More sharing options...
Climberfx Posted April 2, 2015 Share Posted April 2, 2015 Great Mod! Love it! Quote Link to comment Share on other sites More sharing options...
Mitchz95 Posted April 7, 2015 Share Posted April 7, 2015 Is it possible to use this to create transfer windows for ships/stations in orbit? If not, could it be added for the 1.0 release? Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted April 7, 2015 Share Posted April 7, 2015 (edited) Is it possible to use this to create transfer windows for ships/stations in orbit? If not, could it be added for the 1.0 release?You can create alarms for transfer windows in it already. You can't create the transfer windows themselves of course ;']. Click add, click Transfer window button and go from there Edited April 7, 2015 by futrtrubl Quote Link to comment Share on other sites More sharing options...
Mitchz95 Posted April 7, 2015 Share Posted April 7, 2015 You can create alarms for transfer windows in it already. You can't crete the transfer windows themselves of course ;']. Click add, click Transfer window button and go from thereI mean for asteroids and ships, not just planets. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted April 7, 2015 Share Posted April 7, 2015 I mean for asteroids and ships, not just planets.For a ship in interplanetary space, but orbiting like a planet? You can just create a maneuver node and drag it around the orbit until you get a connection to your target planet. However, if you do this frequently you're not best utilizing your fuel supply.For asteroids, no. Unless you attach a ship to one. Then do the above. Quote Link to comment Share on other sites More sharing options...
Mitchz95 Posted April 7, 2015 Share Posted April 7, 2015 For a ship in interplanetary space, but orbiting like a planet? You can just create a maneuver node and drag it around the orbit until you get a connection to your target planet.I know. I'm asking if we can get KAC to calculate transfer windows for ships and asteroids as well as planets (which it already does).For example, right now you can have KAC create an alarm for the Kerbin->Duna window. I'd like to be able to create one for Kerbin->Space Station, or Space Station->Duna. Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted April 7, 2015 Share Posted April 7, 2015 I know. I'm asking if we can get KAC to calculate transfer windows for ships and asteroids as well as planets (which it already does).For example, right now you can have KAC create an alarm for the Kerbin->Duna window. I'd like to be able to create one for Kerbin->Space Station, or Space Station->Duna.That's more difficult since you can't make any assumptions about the orbits being circular, and then the calculations become really hard. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 10, 2015 Share Posted April 10, 2015 I use KAC for long time, it's great mod, especially for such unobservant person as me.And only now I was stuck by simple thought - Alarm Clock ... wait a second! Silent Alarm Clock?I made a quick search in this thread, and found, that there were plans to implement audible alarms a long time ago.They are canceled for some reason, or I have improper KAC installation?I have latest version since it warns about updates.If audible alarms (I think single short beep is enough) are not implemented yet, is there any chance that they will be implemented before KSP goes 1.0 ? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 11, 2015 Author Share Posted April 11, 2015 Firstly, thanks for all the thanks and feedback, is much appreciatedOne thought that I've had is that the "On Alarm" buttons need a rework.Existing:- Do nothing, Delete when past- Do Nothing- Message Only- Kill Warp- Kill Warp and Message- Message and PauseProposal - Switch to a set of three buttons insteada) Delete when past (or don't delete) Popup message (or no message)c) Kill warp or pause or do nothingThat gives 2x2x3 the 12 possible actions to take when an alarm triggers, with only 3 buttons.So if I want a pop-up message, that gets deleted when past, with a do-nothing effect on the warp setting, I can do so.I like this idea, always looking for ways to simplify interfaces. I'll have a ponder and see how much work it would be to swap it outI'm experiencing a weird Problem and can't fix it myself... All my Alarms delete when I restart the game.KAC puts lots of good stuff in the log about whats going on. The alarms themselves are stored in a scenario module in the save file. So if your OK to share your save file, log and some details about OS, build etc happy to look at itIs it possible to use this to create transfer windows for ships/stations in orbit? If not, could it be added for the 1.0 release?... and all the other transfer windows stuffKAC basically has a precalculated list of dates for transfer windows, so for it to be able to work out asteroids and ships (which dont have known orbits, etc) would take a bunch of code... luckily some guy already worked all that code out in the Transfer Window Planner Mod which integrates with KAC - so you can create an alarm from it for a planetary transfer. I have been looking (should say thats one of my mods too ) at how to effectively do asteroid alarms, shouldnt be too hard TBH, and its already on the pending list for that mod on githubI use KAC for long time, it's great mod, especially for such unobservant person as me.And only now I was stuck by simple thought - Alarm Clock ... wait a second! Silent Alarm Clock?I made a quick search in this thread, and found, that there were plans to implement audible alarms a long time ago.They are canceled for some reason, or I have improper KAC installation?I have latest version since it warns about updates.If audible alarms (I think single short beep is enough) are not implemented yet, is there any chance that they will be implemented before KSP goes 1.0 ?Tis already on the pending list and all the code is ready for it - my challenge has been it takes me forever to create audio sounds I like. Will try and get this in for 1.0 versionI am pretty busy with testing too, so time for modding is super hard t come by, but will do my best on at least a few of these ones.- - - Updated - - -Sorry top be slow responding too, I stopped getting emails for thread updates, apologies Quote Link to comment Share on other sites More sharing options...
THX1138 Posted April 12, 2015 Share Posted April 12, 2015 Maybe I misunderstood what this plug-in is supposed to do but is there a way to automatically import all of my manoeuvre nodes so it can tell me what's next or do I have to manually inspect each vessel and copy the time over? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted April 12, 2015 Share Posted April 12, 2015 Maybe I misunderstood what this plug-in is supposed to do but is there a way to automatically import all of my manoeuvre nodes so it can tell me what's next or do I have to manually inspect each vessel and copy the time over?If you go into the options there is one to automatically add maneuver node alarms. And many other alarm types. Quote Link to comment Share on other sites More sharing options...
THX1138 Posted April 13, 2015 Share Posted April 13, 2015 I can't find that setting. In any case, right now I have a situation where in three days I leave the SOI of Eve in 86 days I enter the SOI of Kerbin. Leaving the SOI of Eve is of no interest to me whatsoever. It does not require my attention. Entering the SOI of Kerbin requires my attention. When I try to add an alarm, the plugin wants to remind me three days that I'll be leaving the SOI of Eve. How do you fix this? The only way I can see is to time warp three days and then add the alarm but that's surely not the intended operation. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted April 14, 2015 Share Posted April 14, 2015 (edited) I can't find that setting. In any case, right now I have a situation where in three days I leave the SOI of Eve in 86 days I enter the SOI of Kerbin. Leaving the SOI of Eve is of no interest to me whatsoever. It does not require my attention. Entering the SOI of Kerbin requires my attention. When I try to add an alarm, the plugin wants to remind me three days that I'll be leaving the SOI of Eve. How do you fix this? The only way I can see is to time warp three days and then add the alarm but that's surely not the intended operation.You should be VERY concerned about that first SOI change. If you time warp through it too fast you will likely lose your Kerbin intersection. Hooray for the stock SOI change bug.Once KAC alerts you of the Eve SOI change, use that alert to watch the ship leave Eve's SOI. Then, set a new alarm.The auto-alarm setting is a bit obscure. It's in a drop-down that doesn't look like a drop down. Click things that look like labels and one will drop down and have all kinds of different things you can check. Maneuver nodes, SOI changes, contract deadlines...Currently, you should be controlling EVERY ship that goes through an SOI change and you should go through that change at less than 50x warp. I like to do it at normal speed but 5 and 10x almost never cause problems. Edited April 14, 2015 by 5thHorseman Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 14, 2015 Share Posted April 14, 2015 Hooray for the stock SOI change bug.Which will thankfully be fixed in 1.0. Time for a real hooray! Quote Link to comment Share on other sites More sharing options...
THX1138 Posted April 17, 2015 Share Posted April 17, 2015 In such an example as wanting to warp to apoapsis and then changing your mind and wanting to warp further to periapsis, you have to wait for the slow ramp down of warp at the apoapsis before you can start the next warp. The ideal response would be to cancel the first warp and start the next one immediately. I'm guessing the developer would already know this if they've played themselves though. Quote Link to comment Share on other sites More sharing options...
TinyPirate Posted April 20, 2015 Share Posted April 20, 2015 Hi TriggerAu! I featured your mod in a little video I made! Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 27, 2015 Share Posted April 27, 2015 Any word on functionality/updating with 1.0? Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted April 27, 2015 Share Posted April 27, 2015 Any word on functionality/updating with 1.0?It has been less than a day. Relax and try out the new stock. Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 27, 2015 Share Posted April 27, 2015 It has been less than a day. Relax and try out the new stock.Oh I am, I wasn't meaning to come off as demanding a release right now, I was just looking for confirmation this mod hadn't been abandoned. I really can't play KSP without it. Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted April 27, 2015 Share Posted April 27, 2015 Oh I am, I wasn't meaning to come off as demanding a release right now, I was just looking for confirmation this mod hadn't been abandoned. I really can't play KSP without it. I'd still give it a few days before I even consider it being abandoned a possibility. Certainly not a few hours on a business day when the author probably can't even look at the forums. Quote Link to comment Share on other sites More sharing options...
WolfCoder Posted April 27, 2015 Share Posted April 27, 2015 (edited) I haven't realized how unplayable the game is without this mod. This and Kerbal Engineer are the absolute minimum mods. Something's messed up with the alarm clock button in 1.0 (it doesn't show up), but the mod seems to work if you had left the alarm menu open in the previous version. Hope it gets fixed soon.(1.0 has built in Warp-To-Here from the orbit menu you can use in the meantime) Edited April 27, 2015 by WolfCoder Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted April 27, 2015 Share Posted April 27, 2015 Everybody take a deep breath alright Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 27, 2015 Share Posted April 27, 2015 I haven't realized how unplayable the game is without this mod. This and Kerbal Engineer are the absolute minimum mods. Something's messed up with the alarm clock button in 1.0 (it doesn't show up), but the mod seems to work if you had left the alarm menu open in the previous version. Hope it gets fixed soon.(1.0 has built in Warp-To-Here from the orbit menu you can use in the meantime)As I understand it, the stock app tray changed how icons are accessed.So without Blizzy's toolbar or until Alarm Clock is updated, there's no way to open the Alarm Clock menu. (and I assume that Blizzy's toolbar needs updating as well though I haven't tried it in 1.0 but there were a lot of big changes this time around) Quote Link to comment Share on other sites More sharing options...
vardicd Posted April 27, 2015 Share Posted April 27, 2015 I'd still give it a few days before I even consider it being abandoned a possibility. Certainly not a few hours on a business day when the author probably can't even look at the forums.It was just an innocent question, for the mod author, whenever he might have time to see, and respond. I wasn't trying to be demanding, I wasn't trying to sound like I was panic'd that the mod might have been abandoned, and I certainly didn't mean to poke any buttons with you. {which it seems I have, and I'm very sorry if I have upset you. It was not my intention.} Quote Link to comment Share on other sites More sharing options...
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