mentat001 Posted October 20, 2014 Share Posted October 20, 2014 Before I pull the trigger (no pun intended) on V3 I need to know one thing. If the alarms are now saved in the KSP save file. If I decide to remove the mod for whatever reason will it effect the loading on my current games?I'm just a little squeamish about a mod that alters my save files.Just to confirm the alarms are stored in the persistent.sfs correct? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted October 20, 2014 Share Posted October 20, 2014 Before I pull the trigger (no pun intended) on V3 I need to know one thing. If the alarms are now saved in the KSP save file. If I decide to remove the mod for whatever reason will it effect the loading on my current games?I'm just a little squeamish about a mod that alters my save files.Just to confirm the alarms are stored in the persistent.sfs correct?I understand and used to feel the same way, but in my year+ of using mods that modify the save file, I've had almost no issues. And the very few times I've had save file issues, they were not only NOT caused by KAC (though granted back then it didn't modify the files), but KAC's automatic backups got me a backup I was able to go to to fix the problem. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 20, 2014 Author Share Posted October 20, 2014 Before I pull the trigger (no pun intended) on V3 I need to know one thing. If the alarms are now saved in the KSP save file. If I decide to remove the mod for whatever reason will it effect the loading on my current games?I'm just a little squeamish about a mod that alters my save files.Just to confirm the alarms are stored in the persistent.sfs correct?The way KAC saves to the persistent file is that it adds an extra section (using KSP provided hooks) for the mod into the file, so if there is no mod to read that section of the file then KSP just reads over it - removing KAC or similar will leave that extra text in the save, but should have no effect on the game itself. There are quite a few Mods that use this method (and in fact it is how the scenarios/tutorials work - and thus why we use it in mods).5thHorseman's experience is pretty much the same as mine - I've not had a mod using the KSPScenarioModule cause any save file issues. Most issues I get come from game upgrades and part adjustments. That said I highly recommend backing up your save file at intervals, if lots of people are not comfortable with the new method I can look at alternatives, but it is really the way Squad are leading this function for ModsPS. I like the Pun Quote Link to comment Share on other sites More sharing options...
Alewx Posted October 20, 2014 Share Posted October 20, 2014 The way KAC saves to the persistent file is that it adds an extra section (using KSP provided hooks) for the mod into the file, so if there is no mod to read that section of the file then KSP just reads over it - removing KAC or similar will leave that extra text in the save, but should have no effect on the game itself. There are quite a few Mods that use this method (and in fact it is how the scenarios/tutorials work - and thus why we use it in mods).5thHorseman's experience is pretty much the same as mine - I've not had a mod using the KSPScenarioModule cause any save file issues. Most issues I get come from game upgrades and part adjustments. That said I highly recommend backing up your save file at intervals, if lots of people are not comfortable with the new method I can look at alternatives, but it is really the way Squad are leading this function for ModsPS. I like the PunI played around with the new V3 of KAC, it is really nice, the quickadds a really comfortable.I didn't look into the configs, but are the default times of the quickadds hardcoded?Had no errors, exceptions or problems so far. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 20, 2014 Author Share Posted October 20, 2014 I played around with the new V3 of KAC, it is really nice, the quickadds a really comfortable.I didn't look into the configs, but are the default times of the quickadds hardcoded?Had no errors, exceptions or problems so far.Glad you like it. Most of the QuickAdd margins are configurable in the settings window under "specific alarms" - I'm working through the settings at the moment to make sure all the margins are in there and the text matches in the quickadd buttons. Oh, and explaining the QuickAdd and Warp functionality. Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted October 21, 2014 Share Posted October 21, 2014 better and better every update keep up the good work! Quote Link to comment Share on other sites More sharing options...
mentat001 Posted October 21, 2014 Share Posted October 21, 2014 Thanks for the replies all. I'm going to try it since I want to try the Transfer Window Planner integration.Thanks again. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 21, 2014 Author Share Posted October 21, 2014 v3 Beta 7 is now available - https://github.com/TriggerAu/KerbalAlarmClock/releases/tag/v3.0.0.7-betaAll of the previous goodness plus a couple of fixes:Fixed QuickAdd Issues with AP/PE AlarmsFixed some API issues with events causing 0'd times and v2 KACAnd... Lastly added Contract Alarms with the below featuresManual Add via Add ButtonAuto Add Next Expiring Offer and/or Next Active DeadlineAuto Add All Expiring Offers and/or All Active DeadlineOption to Auto Close Contract Alarms once the contract does expire/pass its deadlineYou access the auto stuff via the settings->specific Alarms->Contract Alarms and can set the margins, Autocreate and Quote Link to comment Share on other sites More sharing options...
kitamoboz Posted October 21, 2014 Share Posted October 21, 2014 Hi,I'm trying KAC 3.0.0.7, and I found a bug :If I turn on "Remove auto alarms if maneuver node removed" in the settings, all others alarms freeze.If I turn it off, everything works fine.(btw, there is a typo in "Select alarm type" list : "manuever" instead of "maneuver") Quote Link to comment Share on other sites More sharing options...
hakan Posted October 21, 2014 Share Posted October 21, 2014 Auto Add Next Expiring Offer and/or Next Active DeadlineAuto Add All Expiring Offers and/or All Active DeadlineThank you so very much Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 21, 2014 Author Share Posted October 21, 2014 Hi,I'm trying KAC 3.0.0.7, and I found a bug :If I turn on "Remove auto alarms if maneuver node removed" in the settings, all others alarms freeze.If I turn it off, everything works fine.(btw, there is a typo in "Select alarm type" list : "manuever" instead of "maneuver")Thanks kitamoboz, will add those to the remaining list and get on to themThank you so very much No Probs, always happy to add stuff that makes sense Quote Link to comment Share on other sites More sharing options...
Haguruma Posted October 21, 2014 Share Posted October 21, 2014 My Kerbal alarm clock is making my game crash :/ idk how doe DX Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 22, 2014 Author Share Posted October 22, 2014 My Kerbal alarm clock is making my game crash :/ idk how doe DXI'm gonna need a little bit more info on this one to be able to help. Can you provide:* What version of KAC, What version of KSP, What OS and Architecture - eg. KAC 3.0.0.7, KSP 0.25 Win x32* If you remove KAC does the game run OK* What you mean by Crash* the output_log.txt debug file Quote Link to comment Share on other sites More sharing options...
DocMop Posted October 22, 2014 Share Posted October 22, 2014 Could you implement the option to NOT show the AlarmClock interface on scene load? Having to click it away every time I start a new rocket is a little bit annoying ^^ Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 22, 2014 Author Share Posted October 22, 2014 (edited) Could you implement the option to NOT show the AlarmClock interface on scene load? Having to click it away every time I start a new rocket is a little bit annoying ^^Yeah, thats certainly not right. It should remember the previous state. Is this in v3?EDIT: If it is in v3 when using the AppLauncher button then I have found and fixed that - will be in the next version Edited October 22, 2014 by TriggerAu Fixed the issue? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 22, 2014 Author Share Posted October 22, 2014 (edited) Hi,I'm trying KAC 3.0.0.7, and I found a bug :If I turn on "Remove auto alarms if maneuver node removed" in the settings, all others alarms freeze.If I turn it off, everything works fine.(btw, there is a typo in "Select alarm type" list : "manuever" instead of "maneuver")I'm having trouble replicating this one. Any chance you can pastebin a log file or simlar?EDIT: Disregard that. I found it - working on it now Edited October 22, 2014 by TriggerAu Foudn it Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 22, 2014 Author Share Posted October 22, 2014 v3 Beta 8 is now available - https://github.com/TriggerAu/KerbalAlarmClock/releases/tag/v3.0.0.8-betaAll of the previous goodness plus a couple of fixes:Fixed window persistence across scenes (Issue #65)Fixed Spelling mistakes for maneuver (Issue #64 )Fixed freezing times when Autoremove man nodes option on (Issue #63)Will be adding extra documentation to the web site for the extra features and then this might become the released version - unless someone finds more bugs Quote Link to comment Share on other sites More sharing options...
kitamoboz Posted October 22, 2014 Share Posted October 22, 2014 Ok, you are too fast for me... I was just doing tests to give you a log Time to try Beta 8 now.Thank you for the great work. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 22, 2014 Author Share Posted October 22, 2014 Twas the last thing to fix before the next release so was focused on nailing it. Thanks for reporting it and shoot me any other feedback you find Quote Link to comment Share on other sites More sharing options...
Noio Posted October 22, 2014 Share Posted October 22, 2014 Hi:I found a bug in 3.0.0.8, KSP 0.25 win32, with KAC as the only installed mod.If you have the KAC window open it causes flicker of science window tooltips and the log gets spammed with:ArgumentException: Getting control 0's position in a group with only 0 controls when doing RepaintAborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 at ExperimentsResultDialog.drawDialog () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0http://youtu.be/MpQRkJDQrzE Quote Link to comment Share on other sites More sharing options...
kitamoboz Posted October 22, 2014 Share Posted October 22, 2014 Twas the last thing to fix before the next release so was focused on nailing it. Thanks for reporting it and shoot me any other feedback you findNo problem, reporting is part of a beta use, right? I just had an issue with contracts alarms, I was unable to delete it from the list.I'll test it more tomorrow, and will tell you exactly what happens if the problem persists. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 22, 2014 Share Posted October 22, 2014 (edited) Hi:I found a bug in 3.0.0.8, KSP 0.25 win32, with KAC as the only installed mod.If you have the KAC window open it causes flicker of science window tooltips and the log gets spammed with:ArgumentException: Getting control 0's position in a group with only 0 controls when doing RepaintAborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 at ExperimentsResultDialog.drawDialog () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0http://youtu.be/MpQRkJDQrzEJust me saying that I have experienced that as well, at least in the previous v3 release. Will test to confirm in a bit.EDIT: Edited October 23, 2014 by ObsessedWithKSP Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 23, 2014 Author Share Posted October 23, 2014 Hi:I found a bug in 3.0.0.8, KSP 0.25 win32, with KAC as the only installed mod....Just me saying that I have experienced that as well, at least in the previous v3 release. Will test to confirm in a bit...Thanks guys and much appreciate the video - now I know exactly what to look forNo problem, reporting is part of a beta use, right? I just had an issue with contracts alarms, I was unable to delete it from the list.I'll test it more tomorrow, and will tell you exactly what happens if the problem persists.For this one double check if in the settings any of the auto-create options are on, as if they are it will delete and immediately recreate an alarm Quote Link to comment Share on other sites More sharing options...
kitamoboz Posted October 23, 2014 Share Posted October 23, 2014 For this one double check if in the settings any of the auto-create options are on, as if they are it will delete and immediately recreate an alarmAuto-create is on, but once the alarm is passed, if I want to delete it from the list, it come back again and again.I'm not sure I'm very clear (english is not my first language ), so if you need, I can eventually make a video tomorrow. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted October 23, 2014 Author Share Posted October 23, 2014 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 Quote Link to comment Share on other sites More sharing options...
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