TriggerAu Posted April 19, 2013 Share Posted April 19, 2013 Kerbal Alarm Clock - v3.14.0.0 Built this plugin to prevent those moments where Jeb looks at you in the little window and thinks "There goes that manuever node, Looks like you didn't press ',' enough Boss" The Kerbal Alarm Clock is a plugin that allows you to create reminder alarms at future periods to help you manage your flights and not warp past important times. With the Kerbal Alarm Clock you can create alarms for the following situations: Raw Time Alarm Created for either a specific date/time or a specific period in the future Maneuver Node Create an alarm based on the next maneuver node on the current ships flight path. This node will be stored and can be restored when you come back to the ship Apoapsis / Periapsis create an alarm for nearest and furthest part of the orbit from the planet Ascending Node / Descending Node Ascending/Descending Node for the targeted object, or equatorial Ascending/Descending Node Closest Approach Create an alarm based on the closest Approach of this Vessel to the targetted Vessel. Select how many orbits into the future to look for the closest approach Target Distance Create an alarm based on distance to a target vessel or altitude from the orbited (or next patch) planet Launch Rendezvous Alarm that can be set to fire as your landed craft passes under the orbit of your target Sphere of Influence Create an alarm manually based on when the next SOI point is on the flight path, or set the alarm clock to continually monitor the active flight path and add alarms as it detects SOI changes Planetary Transfer Create an alarm based on Interplanetary Transfer Phase Angles ie. When should I launch to planet X Based on Kosmo Not's post and used in Olex's Calculator Earth Time Create an alarm based on the time in the "Earth" alternative Universe (aka the Real World) Contracts Create an alarm based on the Expiry or deadline of contracts in career modes For all alarms you can give them : A short name to show in the list; Some more detailed message information; An action to take when the alarm is reached - message only, cancel time warp or pause the game; Play distinct sounds for each type of alarm; For Event alarms, eg Maneuever's, SOI events, etc. you can also set a margin - ie. How long before the event should the alarm fire;Set the alarms to kill the warp rate in the game so you don't go flying past them, or to pause the game so you can be AFK; 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; Notes on Jumping to Ships - In all modes From v2.6.2.0 I have added a feature that will by default make a copy of the current games peristent and quicksave file before switching vessels using the KAC - it does not do this when you switch via the standard KSP controls, only the KAC "Jump to Ship" buttons. This function will keep up to 50 old files and is configured in the settings. The files are stored alongside the current saves and called KACBACKUPyyyyMMddHHmmss-persistent.sfs. Jumping to Ships - from Space center and Tracking Station In Space Center and Tracking Station modes the "Jump to Ship" buttons function by making a new temporary save (Called KACJumpToShip.sfs) at the current time and then setting the active vessel when loading it. This is using inbuilt KSP assembly functions to do this (not written by myself), but if you are at all unsure or concerned about this save/load functionality then you can disable the jump functionality for the SP and TS on the global settings tab. Video Information and Tutorial by Geneborg Thanks Links and further Information Download from GitHub or Download from Curse or Download from SpaceDock Documentation/Manual Source Code on GitHub Version History Network Connectivity Details This Mod contains a version checker which can be managed and triggered from the About tab of the settings. It is configured to check once a day by default, and this check also can be disabled. The technical details of it are as follows: It will once a day download this page http://triggerau.github.io/KerbalAlarmClock/versioncheck.txt to read the current up to date version number. It issues an HTTP GET - and sends no data It parses the response for the version tag and then notifies you if there is a more recent version is available This work is licensed under an MIT license as outlined at the OSI site Quote Link to comment Share on other sites More sharing options...
RPharazon Posted April 21, 2013 Share Posted April 21, 2013 Does 1.3.5.x have the GUI generation changes that we went over a week ago, or should I stick to 1.3.3.1? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 21, 2013 Author Share Posted April 21, 2013 Does 1.3.5.x have the GUI generation changes that we went over a week ago, or should I stick to 1.3.3.1?Stick with the test version you have, will change the resource loading in the next release. Already had 1.3.5.x substantially done previously. Quote Link to comment Share on other sites More sharing options...
RPharazon Posted April 22, 2013 Share Posted April 22, 2013 Great, thanks.Any way to set planetary transfer alarms without having to assign them to a particular ship? Right now I've just got a little useless rover at the launch site that I've assigned future transfer dates to. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 22, 2013 Author Share Posted April 22, 2013 Great, thanks.Any way to set planetary transfer alarms without having to assign them to a particular ship? Right now I've just got a little useless rover at the launch site that I've assigned future transfer dates to.Is in the works, for now thats the best answer, or just change the message text and ignore the description. Quote Link to comment Share on other sites More sharing options...
Dweller_Benthos Posted April 22, 2013 Share Posted April 22, 2013 Nice to see this back after the forum implosion. Trigger, I sent you a PM. Quote Link to comment Share on other sites More sharing options...
Amaroq Posted April 22, 2013 Share Posted April 22, 2013 I said this last thread, I'll say it again here -- this is absolutely a "must have" mod, I've got between 30 to 40 "flights" going concurrently now, and K.A.C. has become "Mission Control" for me. Trigger Au, I'm sure we both lost our PM conversation, but feel free to strike back up if you like. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 23, 2013 Author Share Posted April 23, 2013 Trigger Au, I'm sure we both lost our PM conversation, but feel free to strike back up if you like.Thanks Amaroq, yep lost my PM's too, but I have managed to keep the contacts I had created. Am working on new add alarm types/layouts currently and will get some people to eyeball ideas when its closer to usable. Quote Link to comment Share on other sites More sharing options...
Amaroq Posted April 23, 2013 Share Posted April 23, 2013 Sign me up! & good to see you back. Quote Link to comment Share on other sites More sharing options...
RangerDanger75 Posted April 23, 2013 Share Posted April 23, 2013 Is there anyway to import a large amount of UT dates? i.e. Launch dates for interplanetary transfers http://www.eiden.fi/ksp/phaseangle-Kerbin-Dres.txt Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 24, 2013 Author Share Posted April 24, 2013 Is there anyway to import a large amount of UT dates? i.e. Launch dates for interplanetary transfers http://www.eiden.fi/ksp/phaseangle-Kerbin-Dres.txtShort answer is currently no, although thinking outside the box you could edit the alarms file and create raw alarms manually before starting the game to get them in there.That said I have been working with Voneiden to incorporate his data (from your link) into the KAC so when you set a Transfer Alarm you can choose to use his modelled data, or the circular formula's used in Olex's web page (although I have none of my PMs that had a lot of this in them ). The code is all in there just needed to refine and encode the data lists.I also have visions of a list of upcoming transfer events - all transfers ordered by time, but we'll see how that goes Quote Link to comment Share on other sites More sharing options...
RangerDanger75 Posted April 24, 2013 Share Posted April 24, 2013 I ended up hacking together some code to pull the data and create raw alarms in the alarm .txtAll of that sounds very promising too, can't wait to see what comes out of this. Quote Link to comment Share on other sites More sharing options...
mickeystix Posted April 24, 2013 Share Posted April 24, 2013 (edited) Always have loved this. I do have a question though, despite the MIT licensing clause on the Source Code site (CodePlex). Would you mind if I possibly implemented this into a project I'm working on or contacted you for some advice? My current project deals heavily on timers, and while ideally it will be based on real-time and not count time that is warped, if all else fails I may turn to using KAC if the okay is given, or at least splicing out some of your code. I'd hate to use it and you'd be angry for me 'stealing' your hard work Regardless, you can contact me via PM or here. If you're interested in what I'm working on, you can get the jist of it here.P.S. In the readme and on the documentation sites the forum link is broken since the Great Forum Crash of '13. I'm sure you already know, just figured I'd help out in case you didn't. Edited April 24, 2013 by mickeystix adding a loving note Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 24, 2013 Author Share Posted April 24, 2013 (edited) Always have loved this. I do have a question though, despite the MIT licensing clause on the Source Code site (CodePlex). Would you mind if I possibly implemented this into a project I'm working on or contacted you for some advice? My current project deals heavily on timers, and while ideally it will be based on real-time and not count time that is warped, if all else fails I may turn to using KAC if the okay is given, or at least splicing out some of your code. I'd hate to use it and you'd be angry for me 'stealing' your hard work Regardless, you can contact me via PM or here. If you're interested in what I'm working on, you can get the jist of it here.P.S. In the readme and on the documentation sites the forum link is broken since the Great Forum Crash of '13. I'm sure you already know, just figured I'd help out in case you didn't.Happy for you to use bits and pieces of the code in something your building, I reckon that's part of building addons for this game, and the source has to be available for it to be on spaceport so people can learn from each other. To be honest I chose the MIT license as it was the simplest to understand - although I probably should go back and review that when I get a chance. Also happy to help out in whatever way I can, will PM you shortly.Missed the readme one will get that in the next releaseEDIT: Have changed the licensing to the MS-PL one while I find out how to use assign a CC license on Codeplex - not on the list of choices. Edited April 24, 2013 by TriggerAu additional info on license Quote Link to comment Share on other sites More sharing options...
CoriW Posted April 28, 2013 Share Posted April 28, 2013 (edited) I've been having a problem with this plugin, I'm using version 0.19.1 of Kerbal Space Program and whenever I try to use this plugin Kerbal Space Program stops responding during loading when it reaches the KerbalAlarmClock part. Not sure what's causing it, but it seems I've been having this problem with any plugins that use a part without actually having a part you put onto the spacecraft, I've tried reinstalling the plugin and also have reinstalled KSP about 3 times now but still it doesn't want to load. Edited April 28, 2013 by CoriW Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted April 28, 2013 Author Share Posted April 28, 2013 I've been having a problem with this plugin, I'm using version 0.19.1 of Kerbal Space Program and whenever I try to use this plugin Kerbal Space Program stops responding during loading when it reaches the KerbalAlarmClock part. Not sure what's causing it, but it seems I've been having this problem with any plugins that use a part without actually having a part you put onto the spacecraft, I've tried reinstalling the plugin and also have reinstalled KSP about 3 times now but still it doesn't want to load.Hi Cori, Sounds like the same problem RPharazon was having. If you have the time, can you start the app and let it sit there, he found that after 3 or 4 minutes it would finish loading and continue on. If its that issue, then it will be resolved in 1.4.0.x which is probably within the next week. I will say that the code I am changing for that relates to loading files using some unity code that is used in quite a few plugins though.Let me know how that test goes, and I can follow up on it for you as well. Quote Link to comment Share on other sites More sharing options...
CoriW Posted May 3, 2013 Share Posted May 3, 2013 Hi Cori, Sounds like the same problem RPharazon was having. If you have the time, can you start the app and let it sit there, he found that after 3 or 4 minutes it would finish loading and continue on. If its that issue, then it will be resolved in 1.4.0.x which is probably within the next week. I will say that the code I am changing for that relates to loading files using some unity code that is used in quite a few plugins though.Let me know how that test goes, and I can follow up on it for you as well.Sorry I haven't been able to get on the forums for the last few days, but I went ahead and tried out the plugin again and it appears that I am simply impatient... xD This time I got my stopwatch and when it stopped loading on the KerbalAlarmClock part I started the timer and waited, it took about 2 minutes. Happy to hear though that it'll load better in the next release, can't wait! Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 3, 2013 Author Share Posted May 3, 2013 Sorry I haven't been able to get on the forums for the last few days, but I went ahead and tried out the plugin again and it appears that I am simply impatient... xD This time I got my stopwatch and when it stopped loading on the KerbalAlarmClock part I started the timer and waited, it took about 2 minutes. Happy to hear though that it'll load better in the next release, can't wait! Thanks Cori, shouldn't be too long Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 7, 2013 Author Share Posted May 7, 2013 (edited) v1.4.0.2 ReleaseApologies for the delays in getting this done, got side tracked on another project This is up on spaceport now, and the below list highlights the changes. I will update the documentation site tomorrow with some more detailed information, particaularly around the extra method for calculating transfer windows.Changed resource loading method to use direct file access - prevents some peoples issues with timeoutsAdded new Add Alarm window format - big change...Added new alarm types - Apoapsis, Periapsis, Ascending Node, Descending Node - thanks to Cybutek for use of his AN/DN calc functions from the Kerbal EngineerThese alarms can be set to adjust if the flightplan changesAdded a 2nd form of transfer calculation for transfers between bodies orbiting Kerbol - this uses voneiden'd excellent modelled dataAbility to disconnect alarm from ships (and see this)Added another time format - hh:MM:ss - can toggle between themAdded extra links to about tabAnd all the things I could remember from forum posts/PM's before the great crash Big thanks to Cybutek for sharing some of his AN/DN functions, and Voneiden for the work on the modelled transfer data (very cool). Edited May 7, 2013 by TriggerAu Quote Link to comment Share on other sites More sharing options...
Fyrem Posted May 7, 2013 Share Posted May 7, 2013 a very large "Thank you", Trigger Quote Link to comment Share on other sites More sharing options...
Simplicity Posted May 7, 2013 Share Posted May 7, 2013 Many thanks for doing the Kerbal Alarm Clock, it is one of my "must have" mods I use in KSP - it helps me out a lot since I don't know what I am doing half the time... Quote Link to comment Share on other sites More sharing options...
Chebalu Posted May 7, 2013 Share Posted May 7, 2013 This is one fo my favorite plug in. I can do a lot of things between two duna transfer! The transfer, and the soi alarms the most useful parts. Thanks Trigger Au! Quote Link to comment Share on other sites More sharing options...
RPharazon Posted May 7, 2013 Share Posted May 7, 2013 Well this is certainly a big update. Glad to see all those suggestions got rolled into it, including the one about having alarms disconnected from ships.Keep up the great work. This is an essential mod for KSP, in my awful biased opinion. Quote Link to comment Share on other sites More sharing options...
Black-Talon Posted May 8, 2013 Share Posted May 8, 2013 Really fantastic mod Trigger. I loved it when I first found it. Have really enjoyed using it (it's particularly well laid out and a very professional experience). And I continue to be impressed with how it continues to get better and better! Is there anyway to move the button at all? It overlaps my clock/time control (likely because I bumped up the interface size). Quote Link to comment Share on other sites More sharing options...
Devo Posted May 8, 2013 Share Posted May 8, 2013 Very nice update mate, cheers Quote Link to comment Share on other sites More sharing options...
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