EdwardB3020 Posted April 21, 2019 Share Posted April 21, 2019 Hello @TriggerAu Thank you for this useful utility mod I have just installed this mod and I enjoy it's features. It is very handy for what I do In Kerbal Space Program. Also I am just curious, if and when are you going to update the mod Transfer Window Planner? I do know it works on the most recent update but I might sometimes get a this mod is incomparable with this version of this game please use Variable version message. Thanks Friend and have a nice day! Ps I am not a bot and I just want to be polite. Quote Link to comment Share on other sites More sharing options...
Mikenike Posted May 12, 2019 Share Posted May 12, 2019 Can I use this on EE. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted May 13, 2019 Share Posted May 13, 2019 10 hours ago, Mikenike said: Can I use this on EE. You can’t get mods on console at this point in time, because there would be all sorts of licensing issues between SQUAD and the modders, notwithstanding the fact that all plugin mods (like this one) would probably have to be rewritten from scratch for them to work on consoles. However SQUAD usually keeps quiet about what they’re adding to the game next, so they could be working on mod support for Enhanced Edition right now, we don’t know Quote Link to comment Share on other sites More sharing options...
Mikenike Posted May 13, 2019 Share Posted May 13, 2019 Well, it also depends on microsofts thing about xbox and mods, discriminating idiots, they let PC players do it, so why can you make xbox the same? Quote Link to comment Share on other sites More sharing options...
micha Posted May 13, 2019 Share Posted May 13, 2019 16 hours ago, RealKerbal3x said: notwithstanding the fact that all plugin mods (like this one) would probably have to be rewritten from scratch for them to work on consoles. Why would the plugins have to be rewritten from scratch? The point of C# and intermediate languages running in a VM is platform-independance. There's only one or two plugin mods that use native code, all the rest are fine. The major hurdle is that consoles have very stringent guidelines on how to deploy binaries (and for the purposes of this, yes, plugins are considered binaries) on their platforms. They would have to go through the same Q&A as the full game does. So unless there's a major shift from the platform owners, there's no way mods could be deployed in the same way as on PC. They -could- be deployed "officially" by Squad/whoever is doing the console port, but that's a headache I'm sure they don't want to take on as they'd then be responsible for any bug reports etc. So TL;DR, it's not a technical issue, it's a policy issue of why it's very very unlikely we'll ever see KSP mods on console. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted May 14, 2019 Share Posted May 14, 2019 @micha Well, I’m not a coder or anything, so I don’t really know about how plugins work or how flexible they are between PCs and consoles. Thanks for the correction Anyway, I think we’re getting a bit off topic here. Quote Link to comment Share on other sites More sharing options...
merlinux Posted May 20, 2019 Share Posted May 20, 2019 I am having a weird issue with KAC. I am running ksp 1.6.1 with latest KAC and a bunch of other mods including most of roverdue's USI mods. Now my issue: I set abunch of alarms and suddenly the alarms run out way before their expected time(some hundreds of days some years ahead), one after the other. This happens in a single game session(within 15 min of playing the game). So I have to reset my alarms, 1 per 1 only for the same thing to happen again. Alarms are of different kind as well, some are SOI changes and some are set through the transfer window planner. Anyone has ever encountered that? Been using KAC for years and it has never happened to me before... Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted May 21, 2019 Share Posted May 21, 2019 On 4/10/2019 at 4:40 PM, Kielm said: I have the same problem. The dynamic rescaling of the KAC window ceases to function when the UI is scaled to 90%. It works once the UI scaling is set back to 100%, but reverts again whenever setting the UI scale back to 90%. It's not a one-off bug, it's something in KAC that dislikes UI rescaling. On 1/8/2019 at 2:05 AM, Qarisma said: I'm having issues with the settings menu. I can't switch between types in the specifics menu After doing some digging, it seems that the drop-down menus (which includes the "specifics" submenus, the alarm sound selection, and the skin selection) aren't playing nice with the UI scale. I've made a pull request that seems to fix the issue in my testing, but for an immediate fix, you can open the settings file (GameData\TriggerTech\KerbalAlarmClock\PluginData\settings.cfg) and set UIScaleOverride = True (and UIScaleValue = 1, if it's been changed to anything else), although this will force KAC to not match the scale of other UI elements. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted May 21, 2019 Share Posted May 21, 2019 Anyone tested this on 1.7.0 yet? Im about to test it but currently testing another mod that is giving grief Quote Link to comment Share on other sites More sharing options...
peteletroll Posted May 21, 2019 Share Posted May 21, 2019 1 minute ago, xD-FireStriker said: Anyone tested this on 1.7.0 yet? It works for me... Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted May 21, 2019 Share Posted May 21, 2019 Just now, peteletroll said: It works for me... Sweet thanks Quote Link to comment Share on other sites More sharing options...
Brigadier Posted May 22, 2019 Share Posted May 22, 2019 On 5/20/2019 at 7:12 PM, Kerbas_ad_astra said: After doing some digging, it seems that the drop-down menus (which includes the "specifics" submenus, the alarm sound selection, and the skin selection) aren't playing nice with the UI scale. I've made a pull request that seems to fix the issue in my testing, but for an immediate fix, you can open the settings file (GameData\TriggerTech\KerbalAlarmClock\PluginData\settings.cfg) and set UIScaleOverride = True (and UIScaleValue = 1, if it's been changed to anything else), although this will force KAC to not match the scale of other UI elements. Thanks for finding this fix, temporary quick and otherwise. It's worked for me under limited testing but I have no doubt that it solves the problem as advertised. Quote Link to comment Share on other sites More sharing options...
bpiltz Posted May 27, 2019 Share Posted May 27, 2019 Read through the manual, but not finding a specific answer. What does jump to ship and restore maneuver node do that is different than simply jump to ship? Quote Link to comment Share on other sites More sharing options...
Friznit Posted May 27, 2019 Share Posted May 27, 2019 On 4/8/2019 at 10:27 PM, Starwaster said: That option is redundant these days. It dates back to when vessel maneuver nodes were not persistent. So KA would record that data so you could load the maneuver node. (If the alarm was for a maneuver) now, ksp does they for you. Quote Link to comment Share on other sites More sharing options...
Shemuev Posted June 14, 2019 Share Posted June 14, 2019 When we have the new version for breaking ground? Quote Link to comment Share on other sites More sharing options...
weekendgamer Posted June 14, 2019 Share Posted June 14, 2019 (edited) No need for a new version, this one still works. Edited June 14, 2019 by weekendgamer Quote Link to comment Share on other sites More sharing options...
Shemuev Posted June 14, 2019 Share Posted June 14, 2019 But CKAN mark alarmclock as incompatible mod Quote Link to comment Share on other sites More sharing options...
James Kerman Posted June 14, 2019 Share Posted June 14, 2019 Welcome to the forum @Shemuev. Many mods will still work with the latest version of KSP even though the version numbers are different. As @weekendgamer mentioned above, it works with KSP 1.7.2. Quote Link to comment Share on other sites More sharing options...
Shemuev Posted June 14, 2019 Share Posted June 14, 2019 3 hours ago, James Kerman said: Welcome to the forum @Shemuev. Many mods will still work with the latest version of KSP even though the version numbers are different. As @weekendgamer mentioned above, it works with KSP 1.7.2. Then i try to force with CKAN even when it promt the version is icompatible. Thx m8s Quote Link to comment Share on other sites More sharing options...
James Kerman Posted June 14, 2019 Share Posted June 14, 2019 1 minute ago, Shemuev said: Thx m8s It is easy to install manually like most KSP mods. Download https://github.com/TriggerAu/KerbalAlarmClock/releases/download/v3.10.0.0/KerbalAlarmClock_3.10.0.0.zip. When you open the zip file you will see a gamedata folder. If you copy and paste this into your KSP folder (where KSP_x64,exe is) it should be visible in your game on the toolbar. Quote Link to comment Share on other sites More sharing options...
bpiltz Posted July 8, 2019 Share Posted July 8, 2019 having a new problem: Alarm is no longer adding in 1/2 burn time (I have it set up to to do that and was working), so some long burns (>5 mins) are creating alarm times minutes after the actual start of the burn. Not sure what changed? Quote Link to comment Share on other sites More sharing options...
Lupi Posted July 12, 2019 Share Posted July 12, 2019 On 7/7/2019 at 9:32 PM, bpiltz said: having a new problem: Alarm is no longer adding in 1/2 burn time (I have it set up to to do that and was working), so some long burns (>5 mins) are creating alarm times minutes after the actual start of the burn. Not sure what changed? i think that's only present when you have KER installed, maybe. Quote Link to comment Share on other sites More sharing options...
Gargamel Posted July 13, 2019 Share Posted July 13, 2019 Hey @TriggerAu, I was reviewing the "How to get Old Versions of Mods" thread, and I happened to notice your Curse download link is still invalid. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted July 20, 2019 Share Posted July 20, 2019 Any plans for update to 1.7? Or is this mod dead? (Not pressing for updates, take your time.) Quote Link to comment Share on other sites More sharing options...
Friznit Posted July 20, 2019 Share Posted July 20, 2019 It works fine in all 1.7.x versions Quote Link to comment Share on other sites More sharing options...
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