severedsolo Posted April 12, 2018 Share Posted April 12, 2018 Raw Time Alarms are working ok for me (using a stock system but heavily modded install). Stupid question (which I'm sure you've already checked) - do you have the "Stop Timewarp" option enabled on the alarm? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 3, 2018 Share Posted May 3, 2018 (edited) Huh, long time not seen, but a timewarp decrease changed the orbit - the good ol' bug is there again ... Could be anything, but older posts (over several years in time) either point to KAC or no solution is found. It's a station around Kerbin, the 149 km periapsis / 152 km apoapsis / 0.2° inc orbit was changed to 146 / 157 / 1.5 after timewarp ended. I can move vessel stages around like I want but as soon as it's a space station it always starts to be borked - could it be that a docking port always makes the vessel vulnerable to anything? Like docking ports are party killers? Edit: @TriggerAu When I set the "Checks per sec" to another value like 40 or 100, it always reverts to 10 on scene change. I try to set up KAC to be smoother in time warp transitions, but it doesn't let me do ... Edited May 3, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 6, 2018 Author Share Posted May 6, 2018 On 5/4/2018 at 4:13 AM, Gordon Dry said: Huh, long time not seen, but a timewarp decrease changed the orbit - the good ol' bug is there again ... Could be anything, but older posts (over several years in time) either point to KAC or no solution is found. It's a station around Kerbin, the 149 km periapsis / 152 km apoapsis / 0.2° inc orbit was changed to 146 / 157 / 1.5 after timewarp ended. I can move vessel stages around like I want but as soon as it's a space station it always starts to be borked - could it be that a docking port always makes the vessel vulnerable to anything? Like docking ports are party killers? Edit: @TriggerAu When I set the "Checks per sec" to another value like 40 or 100, it always reverts to 10 on scene change. I try to set up KAC to be smoother in time warp transitions, but it doesn't let me do ... Weird to see that one back again - like you say super old For the checks getting "reset" try stting it in the cfg file directly and ill look at why its not working via the UI in some spare time Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 6, 2018 Share Posted May 6, 2018 @TriggerAu I set the checks to 100 before last session and it's still 100 but inside the UI it shows 10 after every scene change. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 11, 2018 Share Posted May 11, 2018 @TriggerAu btw this mod is also prone to the issue that ARP has about only showing when the UI is toggled off by pressing F2 ... Quote Link to comment Share on other sites More sharing options...
Someone2018 Posted May 13, 2018 Share Posted May 13, 2018 @TriggerAu Any plans to give the most popular KSP mod support for UI scaling? The UI is tiny on a 180 dpi monitor. In practice I have to run 170% scaling, you can imagine the horror of something unscaled. Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted May 13, 2018 Share Posted May 13, 2018 3 hours ago, Someone2018 said: @TriggerAu Any plans to give the most popular KSP mod support for UI scaling? The UI is tiny on a 180 dpi monitor. In practice I have to run 170% scaling, you can imagine the horror of something unscaled. Funny... I always try to make the UI smaller..... Quote Link to comment Share on other sites More sharing options...
Someone2018 Posted May 13, 2018 Share Posted May 13, 2018 1 hour ago, Warezcrawler said: Funny... I always try to make the UI smaller..... Play EVE online at some point in your life? They loved tiny UIs a bit too much, lol Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted May 13, 2018 Share Posted May 13, 2018 1 minute ago, Someone2018 said: Play EVE online at some point in your life? They loved tiny UIs a bit too much, lol Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted May 13, 2018 Share Posted May 13, 2018 7 minutes ago, Someone2018 said: Play EVE online at some point in your life? They loved tiny UIs a bit too much, lol speaking of eve ..now i know why my Mun Station looks so EVE-like LMAO Spoiler // OT Quote Link to comment Share on other sites More sharing options...
Tyko Posted May 18, 2018 Share Posted May 18, 2018 Does the latest version of KAC interface with Kronometer for scaled systems? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 29, 2018 Share Posted May 29, 2018 @Tyko see @TriggerAu request for all of your mods that can switch the used calendar: Not using the hardcoded calendar, to make a mod like Kronometer work with it. Quote Link to comment Share on other sites More sharing options...
Tyko Posted May 29, 2018 Share Posted May 29, 2018 3 hours ago, Gordon Dry said: @Tyko see @TriggerAu request for all of your mods that can switch the used calendar: Not using the hardcoded calendar, to make a mod like Kronometer work with it. Thanks, I thought @TriggerAu was working on it...on page 90 he wrote: On 3/14/2018 at 3:32 AM, Tyko said: Thanks very much! Do you intend to incorporate @Sigma88's Kronometer compatibility into the next release of this and TWP? It would sure be appreciated. Yes I do, have a PR that covers some of the requirements, but need to do some more on it Quote Link to comment Share on other sites More sharing options...
SomeWebDevGuy Posted June 3, 2018 Share Posted June 3, 2018 ** SMALL BUG ** I'm using KSP 1.4.3 & have dowloaded alarm clock through CKAN. I have a bunch of other mods installed so let me know if a list or log output is helpful. Reproduce: Set to use Basic Button in alarm settings Settings -> General -> Plugin Styles -> App Button Go to KSC and set icon position Settings -> Visibilty -> Space center -> Icon position Enter VAB and set Icon position Settings -> Visibility -> Editor -> Icon Position Click Switch Editor and enter SPH. Editor icon settings don't seem to work & icon positions are reverted to default for space center & editor. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted June 3, 2018 Author Share Posted June 3, 2018 On 5/30/2018 at 7:41 AM, Tyko said: Thanks, I thought @TriggerAu was working on it...on page 90 he wrote: Yes I do, have a PR that covers some of the requirements, but need to do some more on it I was yeah, but the PR changed the formatting on the alarms time and the UI didnt match any more, so I need to spend some time recoding it. Ive been prioritizing core game work over it though I really want to do this though Quote Link to comment Share on other sites More sharing options...
Tyko Posted June 3, 2018 Share Posted June 3, 2018 20 minutes ago, TriggerAu said: I was yeah, but the PR changed the formatting on the alarms time and the UI didnt match any more, so I need to spend some time recoding it. Ive been prioritizing core game work over it though I really want to do this though Thanks very much for the update! I'll keep playing 1.3.1 til this is fixed. No biggie. Enjoy the rest of your weekend. Quote Link to comment Share on other sites More sharing options...
MiB2k Posted July 11, 2018 Share Posted July 11, 2018 On 5/13/2018 at 6:45 PM, Someone2018 said: @TriggerAu Any plans to give the most popular KSP mod support for UI scaling? The UI is tiny on a 180 dpi monitor. In practice I have to run 170% scaling, you can imagine the horror of something unscaled. +1 Trying to play on my new 4k monitor and looks like I need some magnifying glass to read the contents. And mod doesn't respond to 200% UI scaling in KSP game settings Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 11, 2018 Share Posted July 11, 2018 @Someone2018 @MiB2k use appScaling in KSP settings. Quote Link to comment Share on other sites More sharing options...
MiB2k Posted July 11, 2018 Share Posted July 11, 2018 (edited) 10 minutes ago, Gordon Dry said: @Someone2018 @MiB2k use appScaling in KSP settings. Where is that setting? Can't find it in KSP settings (looked through all menus) There is only UI Scaling Edited July 11, 2018 by MiB2k typo Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 12, 2018 Share Posted July 12, 2018 19 hours ago, MiB2k said: There is only UI Scaling Quote Link to comment Share on other sites More sharing options...
MiB2k Posted July 12, 2018 Share Posted July 12, 2018 (edited) Ok, found it. Set to 150% https://imgur.com/BMeDSnn Intentionally screenshoted entire image just to show you how does KAC look like in comparison to UI Edited July 12, 2018 by MiB2k Misstyped Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted July 15, 2018 Author Share Posted July 15, 2018 yeah that looks bad Is on my list to look at along with the time format stuffs Quote Link to comment Share on other sites More sharing options...
I_Killed_Jeb Posted August 30, 2018 Share Posted August 30, 2018 Is there a known issue with transfer window planner? On my install (fresh install of 3.9.1.0 on a fresh install of KSP 1.4.5 64bit, along with KER) right now I'm in Y4 D219, with a transfer window to Dres coming up in 3 days (Y4 D224). I wasn't getting an encounter so I went to the alexmoon page where it shows the optimal window is around Y5D300 https://alexmoon.github.io/ksp/#/Kerbin/71/Dres/100/false/optimalPlaneChange/false/4/200 Any thoughts? Happy to post persistent files etc if needed Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 1, 2018 Share Posted September 1, 2018 Bug report, also in a new issue on Github: The following sequence causes KAC to be hidden in flight and shown while the UI is hidden: Hit escape to pause the game Hit F2 to hide the UI Hit escape Game will unpause, but the KAC window is hidden. Now hit F2 to hide the UI, and KAC will appear. Hitting the toolbar button doesn't do anything. Repeating the sequence will fix it. Quote Link to comment Share on other sites More sharing options...
jcheil67 Posted September 20, 2018 Share Posted September 20, 2018 I apologize if this is not the right place to post suggestions, please advise if it is not. I would like to see the ability to have an alarm set when any craft enters a certain specific biome based on the different levels (i.e. flying low, high, space high, low, etc). Also an alarm when any craft changes into one of those "levels" (regardless of biome) from another level. So many time I might have a craft in a polar orbit waiting for a certain hard to reach biome to come into view. Would be nice to just let the game run and be notified when that happens insteda of sitting there time warping watching the biomes go by. Thanks! Quote Link to comment Share on other sites More sharing options...
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