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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)


TriggerAu

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1 hour ago, TriggerAu said:

Thanks to @Fishbreath this was reasonably painless

v3.6.1.0 Now Available

Coolness. Though I got word of it from TheReadPanda's stream.

Also, your post is breaking the forum formatting and extending off to the right. Just letting you know on that.

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On 4/24/2016 at 2:37 AM, invultri said:

They had discrepancies in 1.0.5 as well for me. I think the way kac and mj calculate the "best" window is slightly different (rounding accuracy ??). Most of the times both windows are close together.

TriggerAu will have to speak to it if I'm wrong but KAC uses a simplified transfer window. Transfer Window Planner (also a TriggerAu mod) gives you a porkchop plot like MechJeb and is much more accurate IMO but Alexmun wrote the code for the Lambert Solver that actually calculates the transfer. As far as I can tell, TWP assumes a circular equatorial orbit whereas MechJeb uses the orbit of the active vessel accounting for eccentricity and inclination. 

The problem is that you can't really make perfect burns and the game has limitations on how accurately it can calculate orbits so the best you can do is closeish.

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8 hours ago, TriggerAu said:

Thanks to @Fishbreath this was reasonably painless

v3.6.1.0 Now Available

Download from GitHub or Download from Curse or... No Spacedock version cause I cant seem to get registered/emails (will look later)

This is basically a merge of Fishbreaths pull as well as the code to handle the UIToggle (ie F2). I've done some quick and dirty tests and all the alarms seem to be working fine for me. 

If you do have trouble with it then please drop something in here where people will see it and include logs and the usual support stuff - now that we have 32 and 64 bit there may be diffs there too - oh the joy

Thanks for the patience, and again thanks to @Fishbreath for making things easier for me :)

slow_clap_citizen_kane.gif

Now all I need is Science Alert to be updated and I can officially begin my new Career

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6 hours ago, Racescort666 said:

TriggerAu will have to speak to it if I'm wrong but KAC uses a simplified transfer window. Transfer Window Planner (also a TriggerAu mod) gives you a porkchop plot like MechJeb and is much more accurate IMO but Alexmun wrote the code for the Lambert Solver that actually calculates the transfer. As far as I can tell, TWP assumes a circular equatorial orbit whereas MechJeb uses the orbit of the active vessel accounting for eccentricity and inclination. 

The problem is that you can't really make perfect burns and the game has limitations on how accurately it can calculate orbits so the best you can do is closeish.

The KAC has two methods for Transfer windows - Formula: Which uses Olex's original formulas - these use circular orbits and can vary wildy and Model: This is a precomputed set of values done by Voneiden a whiles ago. The Model values have proven to be fairly accurate for a while.

The TWP calculates the values based on AlexMun's code - literally, he helped me by providing the solver code - so the values between that web tool and TWP are very close usually. This uses the orbits in the game models to then create the code. MechJeb uses a similar process, but a different solver module and thats why there are variances. Both get you a pretty good point from my exerience

I did have grand plans for a transfer calendar using TWP values precomputed, but time and all :( 

1 hour ago, Alshain said:

@TriggerAu Don't forget your thread title, and thanks to you and @Fishbreath for the quick update.

Its always the little things :P - thanks

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13 minutes ago, TriggerAu said:

The KAC has two methods for Transfer windows - Formula: Which uses Olex's original formulas - these use circular orbits and can vary wildy and Model: This is a precomputed set of values done by Voneiden a whiles ago. The Model values have proven to be fairly accurate for a while.

The TWP calculates the values based on AlexMun's code - literally, he helped me by providing the solver code - so the values between that web tool and TWP are very close usually. This uses the orbits in the game models to then create the code. MechJeb uses a similar process, but a different solver module and thats why there are variances. Both get you a pretty good point from my exerience

I did have grand plans for a transfer calendar using TWP values precomputed, but time and all :( 

Its always the little things :P - thanks

I'm always amazed at the kind of great work you guys always do. Transfer windows are definitely one of the real rocket science parts that's very hard to figure out. Calculating dV is one thing but trying to get to another planet is a whole new ballgame. It can't be overstated how appreciative I am of your time as both a game developer and as a mod developer. 

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2 minutes ago, Racescort666 said:

I'm always amazed at the kind of great work you guys always do. Transfer windows are definitely one of the real rocket science parts that's very hard to figure out. Calculating dV is one thing but trying to get to another planet is a whole new ballgame. It can't be overstated how appreciative I am of your time as both a game developer and as a mod developer. 

A huge +1 to this

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4 hours ago, Racescort666 said:

I'm always amazed at the kind of great work you guys always do. Transfer windows are definitely one of the real rocket science parts that's very hard to figure out. Calculating dV is one thing but trying to get to another planet is a whole new ballgame. It can't be overstated how appreciative I am of your time as both a game developer and as a mod developer. 

 

4 hours ago, KocLobster said:

A huge +1 to this

+1 Indeed!!

Thanks to both @TriggerAu and @Fishbreath both for the work to get this up to date.  An absolute must have for any reasonable long-term player.

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Heres a log using the latest version that encounters NREs with KAC

There are other NREs in this log that I'm reporting to their respective developers so you should just be able to focus on strictly your own, if you need any additional information please let me know.

output_log.txt

https://drive.google.com/open?id=0B6XmL37AFRVGTGhOTGJwV1ZZMzQ

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I noticed some null reference exceptions in KAC as well with 3.6.1 during the transition from the tracking station to flight:

[WRN 09:08:43.681] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT (Async) =====================
[LOG 09:08:43.682] 4/26/2016 9:08:43 AM,KerbalAlarmClock,Scene Change from 'TRACKSTATION' to 'FLIGHT'
[LOG 09:08:43.683] 4/26/2016 9:08:43 AM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag
[LOG 09:08:43.701] 4/26/2016 9:08:43 AM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue
[EXC 09:08:43.702] NullReferenceException: Object reference not set to an instance of an object
	PauseMenu.get_isOpen ()
	KerbalAlarmClock.KerbalAlarmClock.DrawGUI ()
	KerbalAlarmClock.KerbalAlarmClock.OnGUIEvery ()
	KSPPluginFramework.MonoBehaviourExtended.OnGUI ()
[EXC 09:08:43.704] NullReferenceException: Object reference not set to an instance of an object
	PauseMenu.get_isOpen ()
	KerbalAlarmClock.KerbalAlarmClock.DrawGUI ()
	KerbalAlarmClock.KerbalAlarmClock.OnGUIEvery ()
	KSPPluginFramework.MonoBehaviourExtended.OnGUI ()

I'm guessing PauseMenu isn't valid any more with all the UI rearranging that went on, but I haven't looked into the code to verify.

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On 2016. 04. 22. at 6:27 AM, akron said:

I have had several scene switches to a vessel where I can't rotate the camera, my vessel disappears, I can't return to Space Ctr, and the Date goes to Year 99 Day 999,etc. The log shows a ton of null exceptions. It looks like something is going on with the test release. I will anxiously wait for the official 1.1 release.

Here is a very brief section of the log where everything goes bananas, there is a ton of null errors later on:

  Reveal hidden contents

[WRN 00:16:52.372] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT (Async) =====================
[LOG 00:16:52.373] 4/22/2016 12:16:52 AM,KerbalAlarmClock,Scene Change from 'TRACKSTATION' to 'FLIGHT'
[LOG 00:16:52.374] 4/22/2016 12:16:52 AM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag
[LOG 00:16:52.379] ScaleModList: listSize 205 maxListSize 1263
[LOG 00:16:52.387] 4/22/2016 12:16:52 AM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue
[EXC 00:16:52.388] NullReferenceException: Object reference not set to an instance of an object
    PauseMenu.get_isOpen ()
    KerbalAlarmClock.KerbalAlarmClock.DrawGUI ()
    KerbalAlarmClock.KerbalAlarmClock.OnGUIEvery ()
    KSPPluginFramework.MonoBehaviourExtended.OnGUI ()
[EXC 00:16:52.389] NullReferenceException: Object reference not set to an instance of an object
    PauseMenu.get_isOpen ()
    KerbalAlarmClock.KerbalAlarmClock.DrawGUI ()
    KerbalAlarmClock.KerbalAlarmClock.OnGUIEvery ()
    KSPPluginFramework.MonoBehaviourExtended.OnGUI ()

 

the funny thing is, i removed KAC from the game, and it still gives me this error on the first or second "to flight" scenechange and it gets really irritating, it seems like an overflow problem, but if KAC didnt cause it then what? or does KAC leave something in non KAC folders? like a config for MM or something?

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Hey TriggerAu,

I would love to see a feature added under the specific auto-alarm options where auto contract alarms will delete themselves upon acceptance for an acceptance deadline, not just when the deadline passes and where the when a contract is accepted with a deadline close than the previous next deadline for completion will delete and replace to prevent multiple contract alarms being created or contract alarms for acceptance of contracts persisting past acceptance. Don't know how possible this is, but just a recommendation. thanks for the mod!

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Ill get a look at some of these over the weekend I hope

29 minutes ago, damonvv said:

Can you replace KerbalStuff to SpaceDock? I would appreciate that! Great mod overall.

I tried, but have been unable to create an account on SpaceDock, probably the emails going missing or spammed somewhere, but not had time to dig deeper than that

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1 hour ago, TriggerAu said:

Ill get a look at some of these over the weekend I hope

I tried, but have been unable to create an account on SpaceDock, probably the emails going missing or spammed somewhere, but not had time to dig deeper than that

I think if we summon @godarklight something can be arranged.
EDIT: Attempting a summoning spell on the dark underground (a.k.a. IRC).

Edited by JPLRepo
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7 minutes ago, TriggerAu said:

hehe, I'm sure ts fixable, just not the time to do it yet - you shoud use those summoniungs sparingly

 

Well you never know your luck.... I had same issue. summoning or PMing or going to the IRC and asking the guys to activate your account did the trick. Know you are busy so thought I'd bring it to their attention.
But it seems I've picked a bad time. They are all off eating? drinking? sleeping?Downloading 1.1.1? :P

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Sorry for a drive-by post, but I think KAC's transfer window computations are wrong.  KSP 1.1 changed Orbit.trueAnomaly from degrees to radians, which means mumech_orbitextensions.cs very likely needs updated, as does CalcPhaseAngleCurrent in TimeObjects.cs.  I got started on seeing if I could fix them locally, but then KSP 1.1.1 happened, and now I need to fix my mods.  Again.

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