Jim123 Posted August 21, 2021 Share Posted August 21, 2021 Hello I have been using your know patch for 1.12 in ksp version 1.12.2. Anyway i have made a test install for troubleshooting problems in my main install. I have found that using it in combination with Texture replacer having a skybox disables the skybox. Here is a log thank you in advance! https://www.dropbox.com/s/e9942p9l3ei4r6n/Player.log?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 25, 2021 Share Posted August 25, 2021 All, I've adopted this mod, but I'm not going to create a new thread at this time, since I don't expect any future changes. Current version available here: https://github.com/linuxgurugamer/Kronometer/releases/latest Quote Link to comment Share on other sites More sharing options...
jefferyharrell Posted August 25, 2021 Share Posted August 25, 2021 (edited) Great news, @linuxgurugamer. Can you tell me whether your 1.12 includes the patch mentioned in this issue? https://github.com/Kopernicus/Kronometer/issues/17#issuecomment-868705335 Probably a stupid question, sorry. EDIT: Having tried it now, I can report that it does seem to include the patch, or code equivalent to it to make it run on 1.12. I've loaded it up in my JNSQ game and it seems to be running without issue. Edited August 25, 2021 by jefferyharrell Quote Link to comment Share on other sites More sharing options...
flart Posted August 26, 2021 Share Posted August 26, 2021 (edited) @linuxgurugamer Kronometer-v1.12.0.zip includes Kopernicus.Parser.dll, that prevent ksp from loading (probably if there is Kopernicus) I tried to remove Kopernicus.Parser.dll and it worked ok. Kronometer-v1.12.0.zip without Kopernicus.Parser.dll and QuickSave again have a problem with dates. Way to reproduce: jnsq master, Kronometer-v1.12.0, new sandbox game, launch vessel, warp untill Y2D1_H3, press F5, date on a save file will be Y1D365_H09 ksp.log https://1drv.ms/u/s!Alncj27YxKc-h3mTqYJHkVCGhyGO player.log https://1drv.ms/u/s!Alncj27YxKc-h3oICA4vdibFP6g6 Edited August 26, 2021 by flart Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 26, 2021 Share Posted August 26, 2021 1 hour ago, flart said: @linuxgurugamer Kronometer-v1.12.0.zip includes Kopernicus.Parser.dll, that prevent ksp from loading (probably if there is Kopernicus) I tried to remove Kopernicus.Parser.dll and it worked ok. Kronometer-v1.12.0.zip without Kopernicus.Parser.dll and QuickSave again have a problem with dates. Way to reproduce: jnsq master, Kronometer-v1.12.0, new sandbox game, launch vessel, warp untill Y2D1_H3, press F5, date on a save file will be Y1D365_H09 ksp.log https://1drv.ms/u/s!Alncj27YxKc-h3mTqYJHkVCGhyGO player.log https://1drv.ms/u/s!Alncj27YxKc-h3oICA4vdibFP6g6 Nothing different from the old version of Kronometer. You can just delete it, I'll get CKAN updated to not install that if Kopernicus is installed, but it's needed if Kopernicus isn't installed. I don't have a great answer for this yet. I need to contact the Kopernicus people about it Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 26, 2021 Share Posted August 26, 2021 I've removed the dll from Kronometer, and CKAN is being fixed to deal with this. Apparently there aren't any mods which use Kronometer which don't also use Kopernicus Quote Link to comment Share on other sites More sharing options...
Jim123 Posted August 26, 2021 Share Posted August 26, 2021 (edited) On 8/25/2021 at 1:04 PM, linuxgurugamer said: All, I've adopted this mod, but I'm not going to create a new thread at this time, since I don't expect any future changes. Current version available here: https://github.com/linuxgurugamer/Kronometer/releases/latest Thank you for updating and fixing Kronometer the mod works again in comba with JNSQ. Edited August 26, 2021 by Jim123 forget to add something Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 26, 2021 Share Posted November 26, 2021 Minor update to Kronometer, mainly to update the version, no functionality changes Moved ClockFormatter and Date into their own files https://github.com/linuxgurugamer/Kronometer/releases/tag/1.12.0.2 Quote Link to comment Share on other sites More sharing options...
GianFrank Posted November 7, 2022 Share Posted November 7, 2022 I used "true" commands to make the day time match on my 10x Rescale, but the game starts at 0:00:00 with the midday sun above KSC, Sunrise is at 18:00:00 and sunset 06:00:00... how can I start the clock time at 12:00:00? or start the gameplay at midnight so that the starting time "0:00:00" coincides with sun position and clock? useHomeDay = true useHomeYear = true useLeapYears = true Quote Link to comment Share on other sites More sharing options...
OhioBob Posted November 7, 2022 Share Posted November 7, 2022 10 hours ago, GianFrank said: I used "true" commands to make the day time match on my 10x Rescale, but the game starts at 0:00:00 with the midday sun above KSC, Sunrise is at 18:00:00 and sunset 06:00:00... how can I start the clock time at 12:00:00? or start the gameplay at midnight so that the starting time "0:00:00" coincides with sun position and clock? useHomeDay = true useHomeYear = true useLeapYears = true Use the setting "offsetTime" to change the starting time. For example, if you want the clock to start at 12:00:00, you have to offset 12 hours, or 43200 seconds. Try this: @Kronometer:FINAL { @DisplayDate { @PrintDate { @offsetTime = 43200 } @PrintDateNew { @offsetTime = 43200 } @PrintDateCompact { @offsetTime = 43200 } } } Quote Link to comment Share on other sites More sharing options...
GianFrank Posted November 8, 2022 Share Posted November 8, 2022 On 11/7/2022 at 10:36 AM, OhioBob said: Use the setting "offsetTime" to change the starting time. For example, if you want the clock to start at 12:00:00, you have to offset 12 hours, or 43200 seconds. Try this: @Kronometer:FINAL { @DisplayDate { @PrintDate { @offsetTime = 43200 } @PrintDateNew { @offsetTime = 43200 } @PrintDateCompact { @offsetTime = 43200 } } } Yup, that's the correct answer, thanks for the help! Quote Link to comment Share on other sites More sharing options...
Toaster355 Posted September 21, 2023 Share Posted September 21, 2023 I'm playing in RSS/RO and kronometer doesn't do anything. I'm still stuck with the stupid y1, d1 stuff Log: https://drive.google.com/file/d/1Jk_7pEI10CoExbNT0M3_t34T0hqdlein/view?usp=sharing Please help, I'm am probably going to be very dedicated to RSS/RO from now on Quote Link to comment Share on other sites More sharing options...
panarchist Posted February 18 Share Posted February 18 Just thought I'd add this for anyone who wanted to see how to build a custom calendar using Kronometer. This is for the stock system scaled up 2.66X Custom month names for 28/29 day months and an odd month called "Festival" to handle the remaining days in the year. At 2.66x, a year on Kerbin is 349 days. Offset time is set so that "noon" (6am, as there are 12 hour days) is when the sun is directly overhead at KSC. The calendar starts during the spring equinox, so the months start with the local equivalent of April. (I am using a modified version of HarderStockSystem, which simulates an axial tilt and creates true seasons on Kerbin) The year is offset 1,955 years so that the displayed date says "1955" at game start. Final result looks like this: @Kronometer:FOR[KScale266] { %useHomeDay = true %useHomeYear = true %useLeapYears = true %resetMonthNumAfterMonths = 12 %resetMonthsAfterYears = 1 !DisplayDate,* {} !Months,* {} DisplayDate { PrintDate { offsetTime = 21600 offsetDay = 1 offsetYear = 1955 displayDate = <Y> <Mo1> <Dm> displayTime = < - <H:00>:<M:00> displaySeconds = :<S:00> } PrintDateNew { offsetTime = 21600 offsetDay = 1 offsetYear = 1955 displayDate = <Y> <Mo1> <Dm> displayTime = < - <H:00>:<M:00> displaySeconds = :<S:00> } PrintDateCompact { offsetTime = 21600 offsetDay = 1 offsetYear = 1955 displayDate = <Y> <Mo1> <Dm> displayTime = < - <H:00>:<M:00> displaySeconds = :<S:00> } } Months { Month { name = Planting symbol = Pln days = 28 } Month { name = Greensprout symbol = Grn days = 29 } Month { name = Foreharvest symbol = For days = 28 } Month { name = Firstfruit symbol = Fir days = 29 } Month { name = Goldenfield symbol = Gol days = 28 } Month { name = Greatharvest symbol = Grt days = 29 } Month { name = Firewood symbol = Fir days = 28 } Month { name = Deadfall symbol = Ded days = 29 } Month { name = Koldhearth symbol = Kol days = 28 } Month { name = Festival symbol = Fes days = 5 } Month { name = Bitterwind symbol = Bit days = 29 } Month { name = Whitefield symbol = Wht days = 28 } Month { name = Frostmorn symbol = Frs days = 29 } } } Quote Link to comment Share on other sites More sharing options...
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