Akira_R Posted May 3, 2017 Share Posted May 3, 2017 Some how Kopernicus is able to modify the in game clock to use a different day length (for instance 12 hours instead of the usual 6 hours), it also affects maneuver nodes and contracts, any chance we might see KAC able to reflect this type of change by pulling it directly from whatever Kopernicus is changing, or allow the user to manually set the day length some how in a cfg? Just FYI it looks like it is just the UI that is off, for instance an auto generated alarm for a maneuver node will go off at the correct time, it just counts down by 6 hour days on the UI. I haven't tried to manually set an alarm yet. Quote Link to comment Share on other sites More sharing options...
BirchMonkey857 Posted May 10, 2017 Share Posted May 10, 2017 (edited) Bug Report: Using Galactic Neighborhood, Kerbin goes under "Galactic Core" so you can't actually get a transfer window for Kerbin to anywhere. I will attempt to fix the config file on my own. UPDATE: didn't work; couldn't find a way to do it. Edited May 10, 2017 by BirchMonkey857 tested, didn't work. Quote Link to comment Share on other sites More sharing options...
nathan1 Posted May 11, 2017 Share Posted May 11, 2017 @TriggerAu I've made a pull request on github to make the length of time a tooltip is visible configurable (there was already a variable for it, but it wasn't exposed in the UI or persisted before). Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 17, 2017 Share Posted May 17, 2017 On 10/5/2017 at 8:57 PM, BirchMonkey857 said: Bug Report: Using Galactic Neighborhood, Kerbin goes under "Galactic Core" so you can't actually get a transfer window for Kerbin to anywhere. I will attempt to fix the config file on my own. UPDATE: didn't work; couldn't find a way to do it. this is probably due to how Kopernicus reparents kerbin for weird KSP related issues, Kerbin cannot be loaded into the game orbiting a body that is not the sun (GN galactic core is actually the sun with his name displayed differently) this might explain why KAC thinks Kerbin is in orbit around the galactic core, and will apply to all mods that have the home planet orbiting anything other than the center of the universe (most notably, New Horizons from @KillAshley) Quote Link to comment Share on other sites More sharing options...
slipstik Posted May 20, 2017 Share Posted May 20, 2017 hello, Is there a way to set alarm clock to notify me when my polar orbiter comes near a contract on Kerbin to do temperature scans or any other task like that? thanks in adance Quote Link to comment Share on other sites More sharing options...
moondogccr Posted May 20, 2017 Share Posted May 20, 2017 21 minutes ago, slipstik said: hello, Is there a way to set alarm clock to notify me when my polar orbiter comes near a contract on Kerbin to do temperature scans or any other task like that? thanks in adance I had the same problem, but I figured out a very unorthodox way to do what you are looking for, though. I use ScanSAT mod to figure out where the orbits pass over the body below. I'll place an empty maneuver node over the trajectory at the same latitude of a contract location. When you place a maneuver node, it will also show up in the ScanSAT big map. You can then refine the maneuver node location will refresh the location in the ScanSAT big map as well; it will even refresh the correct spot over the body if you set the maneuver for future orbits. So I just advance the time when to execute the node and watch how it refreshes in real time over ScanSATs big map. After you set the right location for the node over the waypoint/location in the body below, add a KAC alarm to the maneuver node. Then finally, erase the maneuver node when you are done. Hope it helps. Quote Link to comment Share on other sites More sharing options...
SkyRender Posted May 28, 2017 Share Posted May 28, 2017 Looking forward to this mod especially being updated for 1.3! No rush, though; you've got plenty else to work on. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 28, 2017 Author Share Posted May 28, 2017 Thats tonights job, nuffin exploded in 1.3 so some time off work to do the other bits EDIT:Although now that I think of it time off work (KSP Dev) to do modding (KSP Dev) that sounds weird Quote Link to comment Share on other sites More sharing options...
Wolfwood Posted May 29, 2017 Share Posted May 29, 2017 On 4/18/2017 at 4:18 AM, TriggerAu said: Ill test this one on the weekend as well, but if you can share a log file that would help heaps Just the standard game log file? Sure. Tho i wish this forum system allowed for attachmentsKSP log Quote Link to comment Share on other sites More sharing options...
Vorg Posted May 29, 2017 Share Posted May 29, 2017 6 hours ago, TriggerAu said: Thats tonights job, nuffin exploded in 1.3 so some time off work to do the other bits EDIT:Although now that I think of it time off work (KSP Dev) to do modding (KSP Dev) that sounds weird There are a lot more wip crackers on the mod side. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 29, 2017 Author Share Posted May 29, 2017 2 hours ago, Vorg said: There are a lot more wip crackers on the mod side. different kind of whipcracking - please can you update your mod, vs why you break all my mods To the coding! Quote Link to comment Share on other sites More sharing options...
notthebobo Posted May 29, 2017 Share Posted May 29, 2017 @TriggerAu thanks first for the mod, and second for the quick 1.3 turn around. Is anyone else experiencing log spam? [EXC 08:50:51.287] MissingFieldException: Field '.KeyBinding.primary' not found. KerbalAlarmClock.KerbalAlarmClock.Update () Log file Quote Link to comment Share on other sites More sharing options...
cakepie Posted May 29, 2017 Share Posted May 29, 2017 3 minutes ago, notthebobo said: quick 1.3 turn around. Is anyone else experiencing log spam? KAC isn't updated for 1.3 yet, not sure where you got that impression from. That's why you're getting errors. Quote Link to comment Share on other sites More sharing options...
notthebobo Posted May 29, 2017 Share Posted May 29, 2017 Doh!, Thanks @cakepie, in my mad scramble to update, I thought I picked up a new version. Oh well, thanks again for the mod. Quote Link to comment Share on other sites More sharing options...
releansol Posted May 29, 2017 Share Posted May 29, 2017 11 hours ago, TriggerAu said: different kind of whipcracking - please can you update your mod, vs why you break all my mods To the coding! The struggle is real until this becames Stock Quote Link to comment Share on other sites More sharing options...
Wolfwood Posted May 29, 2017 Share Posted May 29, 2017 (edited) Cancel that. I just re-downloaded from another site and installed it. Its running now. My guess is the GitHub download is bad. The one from SpaceDock works tho. Edited May 29, 2017 by Wolfwood Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 29, 2017 Author Share Posted May 29, 2017 I got distracted trying to make a VS extension to speed up Localization of strings... down the rabbit hole I went, still working on it though Might doa quick update and then do loclaization as a new dot release Quote Link to comment Share on other sites More sharing options...
stibbons Posted May 29, 2017 Share Posted May 29, 2017 Fair enough, those yaks won't shave themselves. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 29, 2017 Share Posted May 29, 2017 @TriggerAu, I just wanted to thank you for all your work on this mod over the years; KAC has been a staple of my install and is essential for running a space program with multiple simultaneous missions. Even if it never gets updated again, my programs owe you more than I could say. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 30, 2017 Author Share Posted May 30, 2017 Version 3.8.5.0 for KSP 1.3.0 is done You can get it from Github releases or Spacedock, Curse is still saying 1.2.2 Recompiled for 1.3.0 (Issue #191) Merged in configurable tooltip period (Issue #190) Added Purge stuff for meta files (Issue #189) Quote Link to comment Share on other sites More sharing options...
White Owl Posted May 30, 2017 Share Posted May 30, 2017 @TriggerAu, you are awesome. You have done so much for this game, and for everybody who loves this game. Thank you. Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted May 30, 2017 Share Posted May 30, 2017 I haven't updated my game to 1.3 anyone know where I can download 1.22 version of kerbal alarm clock? Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted May 30, 2017 Share Posted May 30, 2017 @HaydenTheKing From the GitHub releases page. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 30, 2017 Share Posted May 30, 2017 2 minutes ago, HaydenTheKing said: I haven't updated my game to 1.3 anyone know where I can download 1.22 version of kerbal alarm clock? The 1.2.2 versions are still available on spacedock, github, and curse. Here's the link to github version https://github.com/TriggerAu/KerbalAlarmClock/releases/download/v3.8.4.0/KerbalAlarmClock_3.8.4.0.zip Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 6, 2017 Share Posted June 6, 2017 Sorry meant to ask this here and not on TWP: @TriggerAu could you point me to the .cs file where the calculations for transfer windows are done? I tried looking through the git repo but couldn't find anything that was obviously it. Quote Link to comment Share on other sites More sharing options...
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