TriggerAu

[1.9.x] Kerbal Alarm Clock v3.13.0.0 (April 26)

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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 2

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?

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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

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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

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v3 Beta 9 is now available - https://github.com/TriggerAu/KerbalAlarmClock/releases/tag/v3.0.0.9-beta

Couple more fixes:

  • Added options to cater to contract margins for auto alarms
  • Fixed NREs getting thown at Pause menu
  • Mostly 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 it

Also updated the web site for this version with info about the Contracts and Quick Add functions

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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] - NaN

The NaN section repeats quite a few more times before the log continues on with other lines.

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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] - NaN

The 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 bit
  • When does it happen - ie what scene(s)
  • Can you pastebin the whole log?

Thanks

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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.

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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.

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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 :wink:

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...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 :wink:

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!]...

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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

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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

No more issue with v3.0.0.9, everything works fine for me.

Good luck for the v3 "official" release :)

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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 10.9.5

Problem: KAC suddenly halts timewarp rather than gradually slowing it

Mods: 64K 0.4, with RSS 8.2.1 and Module Manager 2.5.1; KAC 3.0.0.9

Reproduction Steps:

  1. Save two copies of this file: one as persistence.sfs and one as quicksave.sfs
  2. Start KSP and load the save
  3. Timewarp to the maneuver node. KAC will slow timewarp before halting at the alarm.
  4. Quickload.
  5. 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 Repaint

Aborting

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 LAUNCHER

Any difference in how you handle quickloads versus full game loads? Part of the key here is the way that RSS changes timewarp speeds.

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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 10.9.5

Problem: KAC suddenly halts timewarp rather than gradually slowing it

Mods: 64K 0.4, with RSS 8.2.1 and Module Manager 2.5.1; KAC 3.0.0.9

Reproduction Steps:

  1. Save two copies of this file: one as persistence.sfs and one as quicksave.sfs
  2. Start KSP and load the save
  3. Timewarp to the maneuver node. KAC will slow timewarp before halting at the alarm.
  4. Quickload.
  5. 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 Repaint

Aborting

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 LAUNCHER

Any 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 by TriggerAu

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v3.0.1.0 Now Available - Download from GitHub or Download from Curse* or Download from Kerbal Stuff * Once it's approved

Finally got all the ducks in a row :) . The change highlights are:

  • Alarms now saves in the save file as a scenario
  • Ability to pick display skins
  • Contract Alarms
  • Repeat option for Raw, Crew and Model Transfer alarms
  • QuickAdd Contextual Alarms - also QuickAdd and warp option
  • App Launcher integration
  • API Access

Please... 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.html

  • Rework of majority of code base
  • Ability to choose from 3 visual Skins
  • Added Contract Alarms for Expiry and Deadlines
  • Added Alarm Repeats for Raw, Crew and Model Transfer alarms
  • QuickAdd option for contextual Alarms
  • QuickAdd and Warp option
  • Added Kill Warp with No Message action and restructured buttons/code behind
  • Alarm Saving - now in the games save file - only saves and loads on game/save and load
  • Adjusted settings tabs to better layout options
  • API for Alarm Creation/Modification and events
  • App Launcher integration - this is now the default
  • Has input locking options for when mouse is over the panels - this prevents action groups from occuring when mouse is over windows
  • Changed default Warp affecting to cater to non-instant transitions
  • New Common Toolbar Wrapper - official one
  • Removed periodic save of alarms file now that alarms are in the save files
  • Screen clamping on main window
  • Sorted the multiline alarm display stuff
  • Window Resizing for better display
  • Font changes to make more readable
  • F11 keystroke disabled - can be reenabled via settings value
  • Restructure settings
  • Restructure plugin folders
  • Added Alarm Import Tool for v2 Alarms
  • Added Flags
  • New documentation site - http://triggerau.github.io/KerbalAlarmClock/
  • New versioncheck location on Github

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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 by Alephzorg

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Installation instructions were simple and easy, all is working perfectly. Nodes didn't lose a second.

Nice work on the upgrade method

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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 :blush:.

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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 :blush:.

.... 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

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Confirming on the alarms importing on other games, started "Science_Sandbox" game and all the alarms from the full carreer save were there.

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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.

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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"));
}

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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 :)

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