Chaumas Posted August 12, 2017 Share Posted August 12, 2017 I did some testing and took out all my other mods. NASA Countdown worked perfectly well. Then I started slowly to add my mods back starting from the visual enhancement mods. The mod that significantly impacts the countdown is Scatterer (a jump from about 40 seconds to 1 minute 30 seconds). Would I be correct therefore in assuming that my slow countdown is related to my computer's memory/capacity? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 12, 2017 Author Share Posted August 12, 2017 Not memory, but cpu related Quote Link to comment Share on other sites More sharing options...
Chaumas Posted August 13, 2017 Share Posted August 13, 2017 Ok thank you @linuxgurugamer. Quote Link to comment Share on other sites More sharing options...
ssss222 Posted August 14, 2017 Share Posted August 14, 2017 NASA CountDown Clock Updated working 1.2.2? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 14, 2017 Author Share Posted August 14, 2017 4 hours ago, ssss222 said: NASA CountDown Clock Updated working 1.2.2? Try it, but I'm not supporting it. Quote Link to comment Share on other sites More sharing options...
iMPERIALSTORMTROOPER Posted August 24, 2017 Share Posted August 24, 2017 I've been trying to get this mod working in my game for the longest time (downloaded and installed it through ckan) but for the life of me either i'm doing something wrong or whatever but I cant even seem to get it to pop up to configure it on the launchpad. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 1, 2017 Author Share Posted September 1, 2017 On 8/24/2017 at 3:01 AM, iMPERIALSTORMTROOPER said: I've been trying to get this mod working in my game for the longest time (downloaded and installed it through ckan) but for the life of me either i'm doing something wrong or whatever but I cant even seem to get it to pop up to configure it on the launchpad. I'd need a log file, please Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 1, 2017 Author Share Posted September 1, 2017 (edited) Upcoming teaser: Edited September 1, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 1, 2017 Author Share Posted September 1, 2017 New release: 1.3.4 (skipped 1.3.3) Fixed bug where if an asteroid was found during the countdown, the countdown would be interrupted. Added option to turn on SAS at launch Added Hold button. Pressing hold button will hold countdown at the end of the current audio sequence Thanks to forum user @Three_Pounds for making the Hold/Resume button images Exception when going to launch without going into both the Settings and Sound selection Added Hold soundclips Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 10, 2017 Author Share Posted October 10, 2017 New release, 1.3.5: KSP 1.3.1 update Quote Link to comment Share on other sites More sharing options...
Damon Posted October 18, 2017 Share Posted October 18, 2017 noticed this mod from our guy @Kottabos and I downloaded it as soon as I could, I really love the idea of having a countdown clock! Many thanks for making this one Quote Link to comment Share on other sites More sharing options...
Browncow12 Posted October 29, 2017 Share Posted October 29, 2017 When I try to open the clock when my rocket is on the launch pad, it won't open! Can you please help! Thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 16, 2018 Author Share Posted January 16, 2018 New release, 1.3.6 Added ability to trigger Gravity Turn to start launch Added toggle to screen which shows if Gravity Turn is available Quote Link to comment Share on other sites More sharing options...
MaxwellsDemon Posted January 18, 2018 Share Posted January 18, 2018 Gave it a try alongside Gravity Turn, and I like it! Quote Link to comment Share on other sites More sharing options...
jackalope50 Posted January 22, 2018 Share Posted January 22, 2018 Greetings, No joy here getting the clock to work correctly with Gravity Turn 1.7.6. NASA clock counts down to 0 then triggers something in GT because the LAUNCH button goes away, but the ABORT button at the bottom of the GT window never appears, and GT doesn't take control of the rocket. The 'Launch Map' shows no trajectory and the test rocket goes cartwheel about 7km up. Must be something conflicting with on of the two mods, however, I know it isn't Mechjeb because it removed it. Cool idea, though! The grand-kids love the clock! BTW thanks @linuxgurugamer for all the things you do for KSP, the degree of your involvement is simply amazing! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 22, 2018 Author Share Posted January 22, 2018 1 hour ago, jackalope50 said: Greetings, No joy here getting the clock to work correctly with Gravity Turn 1.7.6. NASA clock counts down to 0 then triggers something in GT because the LAUNCH button goes away, but the ABORT button at the bottom of the GT window never appears, and GT doesn't take control of the rocket. The 'Launch Map' shows no trajectory and the test rocket goes cartwheel about 7km up. Must be something conflicting with on of the two mods, however, I know it isn't Mechjeb because it removed it. Cool idea, though! The grand-kids love the clock! BTW thanks @linuxgurugamer for all the things you do for KSP, the degree of your involvement is simply amazing! Log file please Quote Link to comment Share on other sites More sharing options...
flart Posted January 22, 2018 Share Posted January 22, 2018 (edited) scaling bug: Spoiler feature request: checkbox, for not hiding NASA-clock until Gravity Turn do its job after launching, abort-button disables Gravity Turn It's for not opening Gravity Turn window Edited January 22, 2018 by flart Quote Link to comment Share on other sites More sharing options...
jackalope50 Posted January 22, 2018 Share Posted January 22, 2018 3 hours ago, linuxgurugamer said: Log file please Windows 10, KSP 1.3.1 Includes a video https://www.dropbox.com/s/l65ujeakm9tw4gk/KSP_NASA_clock_Gravity_Turn.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 22, 2018 Author Share Posted January 22, 2018 56 minutes ago, jackalope50 said: Windows 10, KSP 1.3.1 Includes a video https://www.dropbox.com/s/l65ujeakm9tw4gk/KSP_NASA_clock_Gravity_Turn.zip?dl=0 Wrong log file: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 22, 2018 Author Share Posted January 22, 2018 I have been able to duplicate the problem. For now, don't start the engines early. Quote Link to comment Share on other sites More sharing options...
jackalope50 Posted January 23, 2018 Share Posted January 23, 2018 1 hour ago, linuxgurugamer said: I have been able to duplicate the problem. For now, don't start the engines early. Oh, well thanks for taking some time to look at that. I had already given up on NASA clock after uninstalling all my mods and reloading them one-by-one trying to find a solution. I just wanted to report the behavior in case somebody else reported the same, and then viola! Gravity Turn is a must have IMHO. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 23, 2018 Author Share Posted January 23, 2018 1 hour ago, jackalope50 said: Oh, well thanks for taking some time to look at that. I had already given up on NASA clock after uninstalling all my mods and reloading them one-by-one trying to find a solution. I just wanted to report the behavior in case somebody else reported the same, and then viola! Gravity Turn is a must have IMHO. Well, if you let the countdown clock turn on the engines, even if you don't have it triggering GT, then GT won't take over. I'm not sure how to fix, I've posted a message in the GT thread Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 23, 2018 Author Share Posted January 23, 2018 I've figured out the problem, it's kind of simple: You have the launch clamps being triggered as part of the countdown. Once the clamps are released, the rocket is no longer "landed", and Gravity Turn won't start. Gravity Turn requires that a rocket be landed before it will take over. There isn't anything I can do about this, but it may be possible to modify GT to work. I'm looking into it, and if so, I'll contact the author about it. Note that if the countdown clock starts the engine, and it is still being held by clamps, GT won't trigger the clamps, you will have to do that manually for now Quote Link to comment Share on other sites More sharing options...
jackalope50 Posted January 23, 2018 Share Posted January 23, 2018 22 minutes ago, linuxgurugamer said: I've figured out the problem, it's kind of simple: You have the launch clamps being triggered as part of the countdown. Once the clamps are released, the rocket is no longer "landed", and Gravity Turn won't start. Gravity Turn requires that a rocket be landed before it will take over. There isn't anything I can do about this, but it may be possible to modify GT to work. I'm looking into it, and if so, I'll contact the author about it. Note that if the countdown clock starts the engine, and it is still being held by clamps, GT won't trigger the clamps, you will have to do that manually for now That kinda makes sense in my little mind, I will give it another try tomorrow. Thanks for all your time, mate. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 23, 2018 Author Share Posted January 23, 2018 New release, 1.3.6.1 Improved the Gravity Turn interface, now calls it even when there are actions @jackalope50 this fixes your problem Quote Link to comment Share on other sites More sharing options...
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