Apollo13 Posted May 2, 2015 Share Posted May 2, 2015 (edited) Example scenario of the problem:1. goto VAB. turn on KAC2. goto KSC scene3. goto SPH, turn on KAC4. goto KSC5. goto VAB, turn off KAC6. goto KSC7. goto SPH8. goto KSC9. goto VAB. KAC will be displayed10. ??11. ProfitAnother:1. goto VAB, turn on KAC2. goto KSC. if KAC is displayed, turn it off3. goto VAB, turn off KAC4. goto KSC. KAC is displayed Edited May 2, 2015 by Apollo13 Quote Link to comment Share on other sites More sharing options...
miceliux Posted May 3, 2015 Share Posted May 3, 2015 After upgrading to 1.0.2, the version available in CKAN is 3.2.3.0, so something must be wrong with the metadata. Quote Link to comment Share on other sites More sharing options...
blu3wolf Posted May 3, 2015 Share Posted May 3, 2015 The CKAN meta files reckon 3.3.0.1 is specifically for KSP 1.0.0 - if its working on 1.0.2 then that needs to be updated.- - - Updated - - -made a pull request to label the latest version of KAC as being 1.0.2 compatible here: https://github.com/KSP-CKAN/CKAN-meta/pull/438 Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 3, 2015 Author Share Posted May 3, 2015 I got a message from the CKAN guys, apparently I need to change the version data so its 1.0.x . I'm looking at the on/off stuff now and will redo it in a few Quote Link to comment Share on other sites More sharing options...
John FX Posted May 3, 2015 Share Posted May 3, 2015 (edited) Just came here to mention CKAN but I can see it's already being dealt with. Have some rep anyway for your awesome and totally needed mod. Edited May 3, 2015 by John FX Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 3, 2015 Author Share Posted May 3, 2015 v3.3.1.0 Now Available - Download from GitHub or Download from Curse* or Download from Kerbal Stuff * Once it's approvedChanged .version values to cater to CKAN and patch releases (Issue #129)Updated some code around visibility of windows to fix scene changes (Issue #130)Added separate values for VAB,SPH for visibility Quote Link to comment Share on other sites More sharing options...
Tarophon Posted May 3, 2015 Share Posted May 3, 2015 (edited) As we have a stock option to Warp To places, I'd like to turn this mod's version off. I see above that it is possible, but where in the settings menu is the option? Am I just blind?Edit: I discovered the answer, can confirm, I am blind.Sooo... where did you find it? edit: ah, got it: Settings -> Specifics -> Warp To Alarms -> Enable WarpTo Buttonswould for me be more intuitive somewhere under General settings. Anyway, thanks for the update TriggerAu! Edited May 3, 2015 by Tarophon Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 3, 2015 Author Share Posted May 3, 2015 Apparently that new one isnt the bees knees for CKAN either. It does work and stuff, but there'll be another revision tonight to change the CKAN version info again Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 4, 2015 Author Share Posted May 4, 2015 v3.3.1.1 Now Available - Download from GitHub or Download from Curse* or Download from Kerbal Stuff * Once it's approvedChange to version file for CKAN and patch levels Quote Link to comment Share on other sites More sharing options...
SVlad Posted May 4, 2015 Share Posted May 4, 2015 Where is launch rendezvous alarm? I don't see it. Quote Link to comment Share on other sites More sharing options...
PrivateFlip Posted May 4, 2015 Share Posted May 4, 2015 Thanks so much for this mod TriggerAu! Wouldn't know what I would do without it. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 4, 2015 Author Share Posted May 4, 2015 Where is launch rendezvous alarm? I don't see it.http://s7.postimg.org/lkrvoka53/screenshot3.jpgTis on the AN/DN buttton SVlad - http://triggerau.github.io/KerbalAlarmClock/manual.html#Specific-Launch - as its about aligning orbits, not distances. Check how that goesThanks so much for this mod TriggerAu! Wouldn't know what I would do without it.No Probs Quote Link to comment Share on other sites More sharing options...
Gristle Posted May 5, 2015 Share Posted May 5, 2015 Just saw a weird glitch. Setting up a rendezvous of 2 vessels in stable Kerbin orbit of 140Km and 150Km. Rendezvous setup in KAC said closest approach would be on orbit 6 at 26.4 km, 26.3, 26.2, 26.1, 26.0....I let it tick down to 22km before popping over here to report this. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 5, 2015 Author Share Posted May 5, 2015 Just saw a weird glitch. Setting up a rendezvous of 2 vessels in stable Kerbin orbit of 140Km and 150Km. Rendezvous setup in KAC said closest approach would be on orbit 6 at 26.4 km, 26.3, 26.2, 26.1, 26.0....I let it tick down to 22km before popping over here to report this.Mind sharing the save file with that in it? Also how many orbits ahead you have it searching, eg if its only searching 6 orbits and the closestpoint is the end of the 6th orbit this can happen Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted May 5, 2015 Share Posted May 5, 2015 Just saw a weird glitch. Setting up a rendezvous of 2 vessels in stable Kerbin orbit of 140Km and 150Km. Rendezvous setup in KAC said closest approach would be on orbit 6 at 26.4 km, 26.3, 26.2, 26.1, 26.0....I let it tick down to 22km before popping over here to report this.The orbits (140km and 150km) are really really close. This will mean that their synodic period, the time between them being in the same relative position, will be very very long. Much longer than your orbital period. So it's reporting the closest approach within the time period it is looking in and it is at the end of that. As time progresses the end time also progresses so you see the better approach. You can tell it's not looking far enough ahead since with those circular orbits their closest appoach would of course be 10km. Quote Link to comment Share on other sites More sharing options...
Lavious Posted May 5, 2015 Share Posted May 5, 2015 In this mod (which I totally love) you add a feature to the maps to quickly warp with a single press. Is there any chance of this feature getting added to the settings menu so it can be disabled. I have clicked it a few too many times and ended up warping forward when I didn't plan on it.Other useful features/notes are:Some Alarms can be repeated;Edit the details of the alarm up until the point when it fires;Jump back to the ship that the alarm is related to when it fires;In map view you can "Warp To" nodes on the flight path;Save and Restore Maneuver Node Lists and Targets associated with Alarms;No need to add a part to any vessel;Time will slow and Halt in Space Center and Tracking Station Screens;Add subset of alarms in Space Center and Tracking Station Screens;Ability to jump to ship from Space Center and Tracking Station Screens;Ability to Archive Saves on Ship Jumping; Quote Link to comment Share on other sites More sharing options...
Gristle Posted May 5, 2015 Share Posted May 5, 2015 Mind sharing the save file with that in it? Also how many orbits ahead you have it searching, eg if its only searching 6 orbits and the closestpoint is the end of the 6th orbit this can happenYes - it was only searching to 6 orbits because that was where closest approach was, a search of 7 or higher orbits didn't give me an approach any closer. I went ahead and played through that so the save is no good at this point for troubleshooting.The orbits (140km and 150km) are really really close. This will mean that their synodic period, the time between them being in the same relative position, will be very very long. Much longer than your orbital period. So it's reporting the closest approach within the time period it is looking in and it is at the end of that. As time progresses the end time also progresses so you see the better approach. You can tell it's not looking far enough ahead since with those circular orbits their closest appoach would of course be 10km.The 150k orbit was fairly circular, the 140K orbit was a bit eccentric, PE at 140K, AP at about 149K. I flew the 23k closest approach that KAC gave me, actual closest on that orbit was 2.7k some 12 minutes after KAC's calculation. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted May 5, 2015 Share Posted May 5, 2015 In this mod (which I totally love) you add a feature to the maps to quickly warp with a single press. Is there any chance of this feature getting added to the settings menu so it can be disabled. I have clicked it a few too many times and ended up warping forward when I didn't plan on it.It's in there. I've disabled it too. You just have to look EVERYWHERE. IIRC it's hidden on a screen you get to by clicking on a drop-down menu that looks like a label.It's a funny suggestion, but seriously just try clicking on everything until you discover something you didn't know existed. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 5, 2015 Author Share Posted May 5, 2015 In this mod (which I totally love) you add a feature to the maps to quickly warp with a single press. Is there any chance of this feature getting added to the settings menu so it can be disabled. I have clicked it a few too many times and ended up warping forward when I didn't plan on it.You'll find it via Settings->Specific Alarms->WarpTo AlarmsThere are soo many settings in there now its getting crowded TBH. I thought the drop down worked OK, but maybe I shouldnt have tabs and DropDown. Thoughts? Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted May 5, 2015 Share Posted May 5, 2015 Wasn't there a way to show my local time in this mod? If so how do I do it again? Unless these feature was removed in some past updates. Quote Link to comment Share on other sites More sharing options...
ThreePounds Posted May 5, 2015 Share Posted May 5, 2015 Wasn't there a way to show my local time in this mod? If so how do I do it again? Unless these feature was removed in some past updates.perhaps click on the yellow time in the very bottom of the screen? This should bring up a blue system time. If it doesn't, check in the settings and try again. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted May 5, 2015 Share Posted May 5, 2015 perhaps click on the yellow time in the very bottom of the screen? This should bring up a blue system time. If it doesn't, check in the settings and try again.Yeah I think it has been removed. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 6, 2015 Author Share Posted May 6, 2015 Yeah I think it has been removed.The design is that you click on the "Current Time" text - http://triggerau.github.io/KerbalAlarmClock/manual.html#General-MainWindowBut if thats not working then do let meknow - I can't play it for a while till I get home from work Quote Link to comment Share on other sites More sharing options...
bonesbro Posted May 6, 2015 Share Posted May 6, 2015 Have you considered an option so that the default warning time for maneuver nodes was something like (burn time / 2) + a bit? If I have a short burn planned, I have to go timewarp after the clock stops me and I'm impatient and screw it up sometimes. Or on long burns, if the clock stops me it's already too late to start. Both very kerbal kind of screw-ups, of course Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 6, 2015 Author Share Posted May 6, 2015 Have you considered an option so that the default warning time for maneuver nodes was something like (burn time / 2) + a bit? If I have a short burn planned, I have to go timewarp after the clock stops me and I'm impatient and screw it up sometimes. Or on long burns, if the clock stops me it's already too late to start. Both very kerbal kind of screw-ups, of course I have indeed, but to do that requires a vessel analyzer to work out the burn time and its quite a bits of code/work - https://github.com/TriggerAu/KerbalAlarmClock/issues/14 . Quote Link to comment Share on other sites More sharing options...
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